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To boldy go to [Stellaris] Rift

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    ElvenshaeElvenshae Registered User regular
    OMG.
    Federation Science Fairs now care more about science and less about who made the prettier diorama. I should have won, Stephanie. My data was far more compelling, I just don't have visual art skills and 30 different glitter pens like you do. That may have been third grade but don't think I fucking forgot. This isn't over.

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    BahamutZEROBahamutZERO Registered User regular
    edited September 2021
    aw man they really gutted the ringworld start of all the stuff that made it interesting and unique huh
    it's basically just "you have a normal planet and a starting system with 2 more planets you can rebuild very, very late game, in exchange for a garbage environment preference meaning your base race will be shit for colonizing unless you're robots, still"

    BahamutZERO on
    BahamutZERO.gif
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    aw man they really gutted the ringworld start of all the stuff that made it interesting and unique huh
    it's basically just "you have a normal planet and a starting system with 2 more planets you can rebuild very, very late game, in exchange for a garbage environment preference meaning your base race will be shit for colonizing unless you're robots, still"

    At least other gaia planets exist and they're much easier to create in exchange for an equally garbage preference

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    MillMill Registered User regular
    Ringworld needed some sort of rework if they were going to go for some level of balance. Worth noting that their miners get alloys and that isn't exactly nothing.

    Anyways, going to call it now. The clone soldier origin is going to get a nerf because it's probably the most powerful origin currently. Obviously, it's at it's most broken if you opt for an aggressive build that conquers, but given how it works, it's still pretty OP for an approach that isn't outright conquest. The core issue is that it has insane pop growth at the start that no one can really compete with and you can make those pops pretty OP, even if you only get 100 of them. So I'd suggest people play around with the current one we have before the next patch possibly nerfs it.

    My hope is that this current patch finally forces them to address the issue of slaver builds being so powerful. I mean, while I'm fine with some element of fantasy, it's still pretty shitty to have a meta in 2021 that essential extolls slavery as some great economic boon when you're a European company and are marketing your game to 7+. Also slavery is just one of those things where the response should to "but my fantasy!" is "fuck off!" Just nerfing the shit out of that would probably do wonders for the egalitarian ethic.

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Alrighty so I've been tinkering with the new Clone Army Origin and holeeeeeee hellll is this thing broken. Like holy shit I'm a complete potato when it comes to empire management games like this and even I was expanding on a speed i've never thought possible. On the new clone origin your ancient clone vats churn out pops insanely fast which allows you to up your resource/tech output equally fast with the major handicap is that your pops are physically tied to those ancient clone vats with an empirewide cap of 5 vats and 100 clone warrior pops.

    No Vat on a planet? No pops (that you don't build/import/enslave anyway)

    However I'm now running into the problem when I get into the midgame (and you 'unlock' the "big" decision what to do with your empire) and suddenly conquering planets becomes a huge goddamn mess. If you just straight up conquer a planet, congrats you now have a planet that technically belongs to you, but is full of enslaved peopels that hate you and crime skyrockets to 100% and stability craters down to 0% sapping your empire's resources and causing non-stop alerts bouncing all over your status board.

    Definitely a crazy origin that I'm sure is going to get re-adjusted, especially for actual multiplayer balance.

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    MillMill Registered User regular
    My guess with a conquering clone army build is you pick another species to be back up ruler on worlds without clones. You get your clones on worlds where they'll all be working specialist or ruler jobs because you really don't want clone ascendants working menial jobs (BTW you would be going with descendant route, unless you're hell bent to do it or you get a really bad spawn location and that becomes your only path to get more pops). Also pleasure seekers can apparently put a dent in some of the empire management because you can forgo slavery and just have everyone funneled into decadent lifestyle, which makes them super happy and super happy pops do less crime and are less willing to overthrow their new overlords.

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    WotanAnubisWotanAnubis Registered User regular
    edited September 2021
    Have you considered just not enslaving conquered planets?

    WotanAnubis on
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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    I mean that's the thing sometimes I get roped into a war when a nearby empire attacks me and when I respond I end up owning the system with the planet so I have no clue how to manage it at that point. So far all I've been able to do is build a robot assembly plant and import a few slaves but that doesn't seem to be working at all. I'm legit stumped how to handle this if you don't go the alternate route and become a normal race again.

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    MillMill Registered User regular
    That is one of the nice things with clone armies, if you go ascendant, you can't just go full on into enslaving every other species in the galaxy. For zero hassle, you're only going to get those 100 pops on 5 planets. I guess you could shuffle vats around to get above 100 clones and I'm sure paradox will find a way to kneecap that when people go ham on it. Though IMO it's only worth spreading them out to more planets as rules, if you got them in ruler jobs that aren't vanilla administrator.

    Anyways, tried the crazy merchant spam void dweller build and I have to say that is hell of a lot of fun and pretty lols. It's funny because very early on, you can have a number of habitats that have zero workers and possible not even have specialists. You do hit a point though where you have a need to start producing resources because you hit a point where buying off the market isn't exactly practical. Though makes it annoying when the AI is like, lets pass the really shitty resolution that nerfs economic diplomatic power, makes blocker clear time take longer and only slightly reduces pop consumer good upkeep. It's like, "guys the whole path is pretty suck ass unless you're rping hippies and I have more consumer goods than I know what to do with. So I really don't want this."

    I do like have void dweller's meta has ended up being fanatical egalitarianism and democracy. Sadly, it's mostly to reduce micro. So I'm hoping the custodians thing eventually does something to give the ethic and governing type some more spots that aren't niche void dweller setups.

    Also thinking about it. They really do need to fix the AI's approach to resolutions. I'm not done with the game, but already have a slavering despot empire proposing organic slave bans. It's funny, but Christ is it also very sad. Not to mention, I think they need to revisit the pros and cons of the resolutions because some of them are just really bad. As in some aren't worth the trade offs and are more like meme RP things. Each path should be good for something that isn't memes. Of the top of my head, the only ones that strike me as good for going down are: the greater good, industrial development & unchained knowledge. The rest range for either just bad or maybe only good for RPing. Like a few of the bad ones might sound good, but the numbers make them absolute crap and a mutual defense is a good example of this. Like the ship upkeep penalty ends up outweighing all the other benefits.

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    SynthesisSynthesis Honda Today! Registered User regular
    If anyone has run into the issue with 3.1 that none of your planets are assembling robot pops anymore...it's probably because of a pre-3.1 mod alters trait point values, and still works, except it broke that aspect.

    It could be easy to overlook if your existing game's empire didn't really have very high robot population in the first place, until you realize a decade later, "Why the hell haven't I built a single robot in the last ten years?"

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    MillMill Registered User regular
    I mean that's the thing sometimes I get roped into a war when a nearby empire attacks me and when I respond I end up owning the system with the planet so I have no clue how to manage it at that point. So far all I've been able to do is build a robot assembly plant and import a few slaves but that doesn't seem to be working at all. I'm legit stumped how to handle this if you don't go the alternate route and become a normal race again.

    Go to species, find the species of the planet you just conquered and set rights to citizen. If that doesn't work, you might have to see if you have some policy that only allows for founder race to be rulers.

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    BahamutZEROBahamutZERO Registered User regular
    Mill wrote: »
    That is one of the nice things with clone armies, if you go ascendant, you can't just go full on into enslaving every other species in the galaxy. For zero hassle, you're only going to get those 100 pops on 5 planets. I guess you could shuffle vats around to get above 100 clones and I'm sure paradox will find a way to kneecap that when people go ham on it. Though IMO it's only worth spreading them out to more planets as rules, if you got them in ruler jobs that aren't vanilla administrator.

    Anyways, tried the crazy merchant spam void dweller build and I have to say that is hell of a lot of fun and pretty lols. It's funny because very early on, you can have a number of habitats that have zero workers and possible not even have specialists. You do hit a point though where you have a need to start producing resources because you hit a point where buying off the market isn't exactly practical. Though makes it annoying when the AI is like, lets pass the really shitty resolution that nerfs economic diplomatic power, makes blocker clear time take longer and only slightly reduces pop consumer good upkeep. It's like, "guys the whole path is pretty suck ass unless you're rping hippies and I have more consumer goods than I know what to do with. So I really don't want this."

    I do like have void dweller's meta has ended up being fanatical egalitarianism and democracy. Sadly, it's mostly to reduce micro. So I'm hoping the custodians thing eventually does something to give the ethic and governing type some more spots that aren't niche void dweller setups.

    Also thinking about it. They really do need to fix the AI's approach to resolutions. I'm not done with the game, but already have a slavering despot empire proposing organic slave bans. It's funny, but Christ is it also very sad. Not to mention, I think they need to revisit the pros and cons of the resolutions because some of them are just really bad. As in some aren't worth the trade offs and are more like meme RP things. Each path should be good for something that isn't memes. Of the top of my head, the only ones that strike me as good for going down are: the greater good, industrial development & unchained knowledge. The rest range for either just bad or maybe only good for RPing. Like a few of the bad ones might sound good, but the numbers make them absolute crap and a mutual defense is a good example of this. Like the ship upkeep penalty ends up outweighing all the other benefits.

    I think the AI is smart enough to pass that series of resolutions specifically to kneecap the diplomatic power of some empire they hate that relies heavily on economic power rather than because it's a benefit for them personally, but maybe I'm overestimating the AI scripting

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    CantidoCantido Registered User regular
    edited October 2021
    How do I declare and independence war when my Overlord is already at war with someone? This is highly frustrating. I've cut off relations, booted their embassy, have repeatedly insulted them and am sitting on a gargantuan navy but "Declare War" isn't an option anywhere.

    Cantido on
    3DS Friendcode 5413-1311-3767
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    Do you have a casus belli on them? You need one to start a war with someone.

    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    CantidoCantido Registered User regular
    Do you have a casus belli on them? You need one to start a war with someone.

    I cannot, for the life of me, find a step-by-step process for this.

    3DS Friendcode 5413-1311-3767
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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2021
    Cantido wrote: »
    Do you have a casus belli on them? You need one to start a war with someone.

    I cannot, for the life of me, find a step-by-step process for this.

    https://stellaris.paradoxwikis.com/Warfare

    Apologies, this is not step by step, but it does tell you exactly how to get a casus belli.

    The simplest way is to claim a system they own by going to one of their systems and pressing the claim button on the ui (its a little icon to the uh, I think left of the system name? I think?) you spend influence and then you have asserted a claim to that system. That will give you a casus belli, or reason to go to war. You can then declare war. You will also be guaranteed a claimed system even if you haven't occupied it, if you win the war. You only keep systems you claimed.

    So what you generally do is claim as many systems as you can afford, go to war over them, which weakens them, then later come back and do it again or try to subjugate/vassalise them while they're weakened.

    A better casus belli is to demand they become a tributary, or a vassal, etc, and then you get a wargoal when they refuse that if you win the war forces them to do this. After a while you can integrate vassals into your empire.

    There are civilisation types that can enter into what is called total war. This does not have the diplomatic shenanigans like claiming or subjugating etc. During a total war, if you occupy a system you keep it. And vice versa.

    If you ever run into a fanatic purifier, for example, any war with them is a total war. I had a fanatic purifier next to me in one game and I was able to just declare war with them and take them all out, as easy as that.

    Pretty sure a devouring swarm, if you play one, is just total war.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    MonwynMonwyn Apathy's a tragedy, and boredom is a crime. A little bit of everything, all of the time.Registered User regular
    As a subject he should already have the Independence casus belli. Make sure you're not in a Federation with your overlord.

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    PolarisPolaris I am powerless against the sky. Registered User regular
    I played my Vulcan race the other day and got the psyonics thing and tapped into The Shroud, so that was fun. After a while I decided to go all End Game Crisis on the galaxy for fun and discovered this thing called The Shroud, hmmm. Anyway, things continued and relations with the galaxy deteriorated and I eventually went on a rampage with a nearby former ally when, Lo and Behold, a fallen empire awoke and started a Rampage. Wait, wasn't I the End Game Crisis ?? Anyway, just as I was losing that war, another race came through the L-Gate and then there were three End Game Crisis'. As it happens, I couldn't even defeat the fallen empire - eventually lost my Homeworld to them, therefore losing my Galaxy Destroying Superweapon.

    I was upset, I wanted to be the special snowflake.

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    MillMill Registered User regular
    So playing around with some clone army builds. I suspect if we don't see a nerf to this in the next update, it'll because the devs few that the sprawl & unity reward will put a significant dent in it's OPness. Not sure if it's just ascendant that is really broken or if descendant path is also too broken, haven't messed with descendant really.

    Anyways, it can be argued that most of the OP ascendant clone builds rely on unruly being a free pick.

    First worth noting the way the bonuses work and the mechanics of the rest of the game, you really want your clones in specialist jobs for the most part and never in worker jobs. I think currently, technocracy is the only civic where it makes more ruler pop ascendant clones worthwhile. I think it impacts amenities produced by pops, but IMO you get more bang for your buck by having those clones produce something else. Trade is an interesting one, but since void dweller is mutually exclusive with clone army, it's probably not worth it. As I mentioned, unity has the real issue of falling off in value. So charismatic just isn't worth having on clones that will be ascendants. Thrifty kind of gets shot down because it's only worth doing in a trade build and IMO it probably doesn't allow you to take good advantage of the ascendant clone trait since we get very few modifiers for trade. Really, I think those are probably the only 2 point positive traits mentioning for ascendant clones.

    Adaptability is a very poor choice. One you're ascendant clones get a +20% boost to planet habitability. Two as I mentioned, you want them in specialist jobs and unless you pick technocracy, you really don't want them in ruler jobs because you're going to get more out of them elsewhere. That's to say you don't want them on more planets than you need in order to ensure they aren't being wasted on worker jobs. So assuming no clonevat juggling, about 2-3 planets. I haven't looked into how viable clonevat juggling is, but I imagine if it is viable, they'll kill it since it seems like an incredibly obnoxious and tedious gameplay approach that would have huge rewards because of how good ascendant clones are.

    So essentially, a good chunk of power for current ascendant clone builds is that the free points from unruly means you have free points to give your clones a boost in basic resource production. Min/max is currently energy, but minerals isn't a bad option. No, we're not going to take about food because why would you do that. So you can build you clones with an optimal ascendant build in mind and not hamstring yourself early game. If unruly ends up being a trait more akin to how wasteful and sedentary are things get more interesting. Wasteful means that certain civics can be a very bad idea (technocracy and pleasure seekers come to mind). Sedentary is more of a gamble, if you get lucky your first 2-3 colonies are worlds that are ideal for having specialists like researchers, metallurgists, refiner jobs, artificers and artisans. If you aren't lucky, you get one or more first colonies that aren't great for specialists, so you have to factor in a need to move your clones later on to a better planet for specialists.

    So I do think clone army gets nerfed. I just think that next patch, they probably nerf clonevat juggling if that is a thing, but hold off on touching the origin until they see the sprawl and unity overhaul change things. If unruly is no longer a free pick, that probably does put a dent in ascendant clones because if you want to optimize them, it means you have to settle for a weaker early game until you get your second species.

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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited October 2021
    I have a strategy question. A war in heaven has just started, between two awakened empires a quarter of a galaxy away from me. There's also a third fallen empire still sleeping right next door to me. Is that one going to wake up? Should I move to wipe it out before I have another awakened empire right on my doorstep?

    I think I should be able to take it. I am in repeatable techs now, have a megashipyard, own a quarter of the galaxy, two city planets, dyson sphere, matter compresser etc (I'm going mega engineering) and own....a lot of ships. And have the resources to pump out ships basically infinitely. Oh yeah and I chose to stay neutral.

    Morninglord on
    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    MillMill Registered User regular
    Hard to say, I'm a bit fuzzy on the exact mechanics of fallen empires awakening. The one next to you isn't going to awaken because the other two went to war. A war in heaven only awakens two empires. That said, in theory it could still wake up. From what I understand awakening can only happen and note this doesn't always happen, if a normal empire has equal or greater strength them or if another fallen empire gets defeated by a normal empire. Again though, this isn't guaranteed, in theory you could end up wiping out the two empires in the war in heaven and that fallen empire on your door step may just be content to stay asleep. My experience has been that most of the time, any FE not taking part in a war in heaven will stay asleep.

    So it's really up to you if you want to fight the one on your doorstop or not. I would recommend that you have lots of fleets with equivalent power to the one you decide to fight if you do take it on. The only other question is if you are at war with the other two FEs. If you are, I'd take my chances and leave the one you aren't at war with alone.

    Also I got hit with the fun bug where my ships insist they need to leave to system before they can fully repair at the captured starbase within the system. The devs need to come up with a better approach to this. I don't get why they don't just have starbase modules and building end up disabled when they are in a system being occupied. That would solve the issue of people using them to build ships and I suspect also stop the issue where the bug I'm facing can crop up. I have this guess that is probably what is causing the bug I'm dealing with right now.

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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    Alright I'll leave it alone for now. Focus on the war in heaven.

    (PSN: Morninglord) (Steam: Morninglord) (WiiU: Morninglord22) I like to record and toss up a lot of random gaming videos here.
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    ScooterScooter Registered User regular
    Foefaller wrote: »
    I just fought a Xenophobe Fallen Empire and I crushed a 100k fleet, then a 40k fleet walked up and obliterated my entire doom stack of 220k without taking a single point of damage.

    Same empire! Same fleets!

    I'm very confused.

    There is a known bug where a fleet will refuse to fire and properly engage in combat, causing them to eventually be obliterated without doing any damage whatsoever. You can tell when it's happening because they can still be selected and moved like an Out of combat fleet, even though they are stuck moving at combat speed.

    It fixes itself with a reload, which is why it's still in the game despite being known about for more than a year now (basically impossible to reproduce with any degree of reliability). If you're playing Ironman, you need to Alt-F4 the instant you see it happen before the next autosave kicks in if you don't want it screwing you over... and if it still happens every time, for the good of us all please upload that save to the Stellaris bug forums so maybe none of us have to experience it ever again.

    Old post, but I thought the cause, or at least a cause, for this was known - if fleet does an emergency FTL jump to the same system that they're jumping out from (ie, you've taken their home system and beaten their fleet there, but they have no other starbases left so they just pop in back to their home system again). I'm pretty sure this is how it's happened to me.

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    Undead ScottsmanUndead Scottsman Registered User regular


    New Dev Diary for patch 3.2

    -New humanoids civic that narrowly missed being released in 3.1; basically diplomatic xenophobes, inspired by Elves.

    -Improved Ship Browser will be released to everyone

    -With the removal of Anomaly failure, many anomalies have become extremely rote, you find the anomaly and you get the same outcome every time. The custodians are going to go back and add some more outcomes and choices for many anomalies.

    -New events can happen as result of terraforming, and AI will no longer require obscene amounts of energy reserves before they start thinking about terraforming.

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    MillMill Registered User regular
    Yeah, have to wonder if the last bullet was why we had a point before Lem, where the AI spammed habitats.

    Haven't really gotten far in many of my games. My issue is two fold. One we need more interesting shit to happen in the midgame and the terraforming events should help, but they really need to add more. I know a number of people do warfare in midgame but I find stellaris warfare to be rather tedious. The other issue I have, which isn't Paradox's fault is that I have a potato PC and despite all the changes that have improve performance speed. Midgame is a point where I see a noticeable slowdown that progressively gets worse. Throw in the lack of things to do in midgame on top of a huge slow down and it leads to just getting bored while waiting for anything to happen.

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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited October 2021


    New Dev Diary for patch 3.2

    -New humanoids civic that narrowly missed being released in 3.1; basically diplomatic xenophobes, inspired by Elves.

    -Improved Ship Browser will be released to everyone

    -With the removal of Anomaly failure, many anomalies have become extremely rote, you find the anomaly and you get the same outcome every time. The custodians are going to go back and add some more outcomes and choices for many anomalies.

    -New events can happen as result of terraforming, and AI will no longer require obscene amounts of energy reserves before they start thinking about terraforming.

    Pompous Purists should be at least a semi-popular choice, I'd guess. Seems heavily slanted towards a pro-espionage race.

    Auralynx on
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    CantidoCantido Registered User regular
    edited October 2021
    This game has finally clicked for me. It took a lot of Youtube study and my humans are always starved for Minerals and Consumer Goods despite now having a relatively optimized Industrial World and Mining World. It feels like I need one more of each before I can start processing advanced materials.

    EDIT - I've come to turns with the Social Policies are practically a mandatory build order. For peaceful expansionists its Expansion/Supremacy, and if you don't do it, you're just begging to be destroyed by a belligerent neighbor you haven't met yet.

    Cantido on
    3DS Friendcode 5413-1311-3767
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    Jealous DevaJealous Deva Registered User regular
    So I guess if you have 2 pompous purists in the game they basically can’t talk to each other at all?

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    MillMill Registered User regular
    Sounds about right.

    So I'm thinking a clone soldiers nerf won't be until they implement the new sprawl and unity stuff. Actually, I wouldn't expect them to touch any builds that are currently OP since the new rework with sprawl and unity might very well nerf them. Unruly trait has been kind of a huge fucking deal for most meta points since it's a free two points for some other useful trait. Ascendant clone builds are pretty busted partly because unruly means you don't have to sacrifice you early game or be completely reliant on finding a second race ASAP. Unruly means you can grab a trait to boost a worker job like technicians or miners and not have to sacrifice picking up intelligent.

    Granted we'll have to see how things play but if unruly ceases to be a free trait, that is going to have a large knock on impact for most meta builds; especially, if it ends up being something you really don't want. After it drops, I think the devs will be more willing to look into nerfing anything that still continues to be too powerful.

    If I'm understanding the custodian game plan right, they seem to want to do an alternating setup where we get a meager patch, like the one slated for November. Kind of curious if we see one or two other things added because pompous purists does indicated we could see something still get added if it close to being done, but not to the point they were comfortable announcing yesterday. Then we're suppose to get updates like the unity and sprawl rework one. So every other update is potential slotted to have some significant changes.

    Anyways, off the top of my head. I think the two big areas after sprawl and unity that the custodians could tread would be trade and gestalts.

    Trade:
    -Megacorps: I love the concept behind them but they need to fleshing out and might need a different bonus after the sprawl unity reward. The big things that come to mind is their civics need some work, ideally getting a few more that are locked behind civic types. Branch offices need to be easier to plan for expansion. Finally, they need to play a lot more differently than normal empires because branch offices are it. They really should value trade jobs far more than other empires, like clerk should be the preferred worker job in a megacorp rather than the worst job. I'll also throw crime and piracy here because god do those two things need a revisit; especially, piracy.

    -Gestalts: It has almost a similar issue as megacorps on the civics front, but devouring swarm, driven assimilator, determined exterminator and rogue servitor all do feel unique, so would like to see more of that. Pretty much some changes to make gestalts feel ore different from each other than mostly the same. Would also like to see limited trade options for gestalts. I think it would be pretty rad if upon meeting the first non-gestalt empire (be that a normal one, a fallen empire, fanatical purifier or a marauder), they are given a special project to research the concept of trade. This then opens up the diplomatic option to form resource coordination ventures with other empires that gives normal empires half the trade value they'd normally get because there is no real internal trade in a gestalt. I'd also give gestalt different trade polices, instead of energy, unity and consumer goods, it would be energy, minerals and food (maybe food also has random events to bring in some exotic gases or other strategic resources in way to make it competitive but not OP).

    Hell, rogue servitor really should have normal trade for the most part because the bio trophies want their creature comforts. So maybe they get commercial pacts and can have branch offices on worlds with bio trophies but since they are gestalts, criminal megacorps can't put up branch offices on their worlds. Would even be fun to have a new civic that can only be paired with rogue servitor called hospitality perfected, where they operate similar to a megacorp but have a few tools that are unique to them. Like the option to enact a planetary decision on planets within space they control called materialistic subversion. Basic idea is they can take over a world without armies and this could be a chance thing that is boosted by certain things like branch offices on the planet, pop ethics (spiritualists reduce the chance) and traits like decadent.

    Anyways, I'm curious to see if when we start seeing announcements for the next expansion. Of the top of my I think two big areas that are really left for new systems before we really see the devs having to retreat areas are primitives and internal politics. I want both and can't really pick one over the other. Internal politics would held with midgame and solve some quality of life issues maybe, like factions being fucking obnoxious. Primitives could jsut be really fucking depending on how they do things, like how fun would it be if it gave you the option to have the game start with all normal empires being Pre-FTL. Granted they probably could do both based on how ambitious they intent to be because if you don't expand primitive stuff too much, there really isn't enough there for an expansion if it's just a few more option for dealing with them, rather than playing as them.

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    TalithTalith 変態という名の紳士 Miami, FLRegistered User regular
    Question: Is this a good game to play coop? I play Civ6 with a friend where we team up against the deity level AI and we're looking for 4x alternatives that accommodate that kinda play. We tried AoW: Planetfall and while the combat is good, it pausing the game for everyone else completely while someone is fighting is just about a deal breaker.

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    Undead ScottsmanUndead Scottsman Registered User regular
    edited October 2021
    The Stellaris account posted a blank video with the sounds of the ocean in the background.

    Ichthyiods (Fish people) Species Pack coming?

    Been awhile since we had a Story pack, though if they adding water species mechanics maybe it'll be more like Synthetic Dawn than the other species packs.

    EDIT: Here's the tweet

    Undead Scottsman on
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    AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    edited October 2021
    Talith wrote: »
    Question: Is this a good game to play coop? I play Civ6 with a friend where we team up against the deity level AI and we're looking for 4x alternatives that accommodate that kinda play. We tried AoW: Planetfall and while the combat is good, it pausing the game for everyone else completely while someone is fighting is just about a deal breaker.

    It works pretty well co-op, but you're going to find it a lot slower and less directly controllable in combat than in either of those.

    Auralynx on
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    MillMill Registered User regular
    The answer Talith is it depends on what exactly you're looking for.

    If you want a co-op grand strategy game that is real time and aren't hung up on having in depth combat, then this is going to probably be worth trying. I always say people should try games because there are plenty of variables in personal taste that can result in deal breakers popping up.

    If you want a co-op grand strategy game with in depth combat mechanics, then this game isn't it. Combat is pretty hands off once you get past ship design, fleet composition, combat policies, any edicts that can impact policy and chosen admiral. Actual combat is sending you fleet to take a system with the most control being microing you fleets around starbases that lack FTL inhibitors because you don't want to waste time on them or navigating around space fauna that is hostile to you. planet invasion is even more boring.

    I mean this is a great game, but it isn't a space combat or planet invasion game in the way that many would probably want it to be.

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    Undead ScottsmanUndead Scottsman Registered User regular
    edited October 2021
    Aquatics Species Pack announced.


    Embrace the life of a sea-loving civilization as you sail the galaxy’s open expanses with the Aquatics Species Pack!

    Rise from the depths and claim the stars with a treasure trove of new species portraits, shipset, origins, and more.

    Wishlist now: https://t.co/fEJWPVDX8a https://t.co/hCW2zjpU9c

    Undead Scottsman on
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    WotanAnubisWotanAnubis Registered User regular
    Aquatics Species Pack announced.
    Embrace the life of a sea-loving civilization as you sail the galaxy’s open expanses with the Aquatics Species Pack!

    Rise from the depths and claim the stars with a treasure trove of new species portraits, shipset, origins, and more.

    Wishlist now: https://t.co/fEJWPVDX8a https://t.co/hCW2zjpU9c

    Nice.

    I'm gonna put 'em on a Desert world.

    No, actually, the one I end up playing is probably gonna be from an Ocean world. But an Aquatic Megacorp that I'm not gonna play is probably gonna end up on a Desert or Arid world.

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    Phoenix-DPhoenix-D Registered User regular
    Aquatics Species Pack announced.
    Embrace the life of a sea-loving civilization as you sail the galaxy’s open expanses with the Aquatics Species Pack!

    Rise from the depths and claim the stars with a treasure trove of new species portraits, shipset, origins, and more.

    Wishlist now: https://t.co/fEJWPVDX8a https://t.co/hCW2zjpU9c

    Nice.

    I'm gonna put 'em on a Desert world.

    No, actually, the one I end up playing is probably gonna be from an Ocean world. But an Aquatic Megacorp that I'm not gonna play is probably gonna end up on a Desert or Arid world.

    "We went to the stars because...look I'm going to skip the fancy speech and just say HAVE YOU SEEN OUR HOMEWORLD? It's horrible!"

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    ThegreatcowThegreatcow Lord of All Bacons Washington State - It's Wet up here innit? Registered User regular
    Phoenix-D wrote: »
    Aquatics Species Pack announced.
    Embrace the life of a sea-loving civilization as you sail the galaxy’s open expanses with the Aquatics Species Pack!

    Rise from the depths and claim the stars with a treasure trove of new species portraits, shipset, origins, and more.

    Wishlist now: https://t.co/fEJWPVDX8a https://t.co/hCW2zjpU9c

    Nice.

    I'm gonna put 'em on a Desert world.

    No, actually, the one I end up playing is probably gonna be from an Ocean world. But an Aquatic Megacorp that I'm not gonna play is probably gonna end up on a Desert or Arid world.

    "We went to the stars because...look I'm going to skip the fancy speech and just say HAVE YOU SEEN OUR HOMEWORLD? It's horrible!"

    "Finally, I get to eat something that isn't fucking sand..."

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    MillMill Registered User regular
    I'm piqued by the implication that there is more than one origin in the pack. Also curious if they are getting a new method to terraform things.

    "Don't mind our nearly planet sized ship hovering over your world. BTW you can swim right?"

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    Gennenalyse RuebenGennenalyse Rueben The Prettiest Boy is Ridiculously Pretty Registered User regular
    I hope any new phenotype-limited Aquatic traits (if any exist) can also be taken by Molluscoids, a number of which are the closest thing to aquatic species that we previously had. Also I love that ship set already, with those giant impractical glowing water tanks.

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