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[Stellaris] Robo Mommy Returns to Dom Meatbags [Machine Age DLC]

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    Undead ScottsmanUndead Scottsman Registered User regular
    New Dev Diary

    Stellaris-PC DD#202 - "Nemesis Ship Set & Art Direction" is now available to read on the Stellaris forums!

    Read it here: https://t.co/jDJMIT4sKj https://t.co/AsvtkeAi9z

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    GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    Holy shit the new ships look amazing.

    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
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    swphreakswphreak Registered User regular
    I'm really looking forward to this update.

    I'm also very interested in how those Star Trek and Star Wars mods will take advange of the new systems.

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    MillMill Registered User regular
    I'm really hoping they revisit their systems for wars because Christ do wars end up being prolonged tedious slogs after a certain point. I'm guessing a possible hurdle towards any sort of system that would make them quicker is the jump drive technology and I suspect it has to do with the cheese strategy that is wait for the other side to hit full war exhaustion. Then jump a ton of fleets into undefended systems to quickly take them and then force the other guy to surrender. I can think of an easy solution to nix that BS real quick. Add in a system could occupation consolidation, until someone fully consolidates, they can't keep the system if the war ends. If people actually have to defend those those systems, the strategy is pretty much dead. If they want to make it a bit more complex, consolidation is quicker when a territory is near your border with border systems being the quickest. The further away it is, the longer it takes. Also have number of pops, starbase level and megastructures contribute to the time taking longer. Finally, have it take longer if the system isn't connected to a system you own or are occupying. Then you've really killed the strategy of jump drive cheesing. You also balance things a little more in favor of non-expansionist playstyles. Also should allow for the justification to have wars being quicker.

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    Undead ScottsmanUndead Scottsman Registered User regular

    Stellaris Dev Diary #203 - "VFX in Nemesis" is now available to read on the Stellaris-PC forums!

    Read it here: https://t.co/UVVkM99MxJ https://t.co/V4rzoQh6KD
    New dev diary about tightening up the graphics on level 3.

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    YoshisummonsYoshisummons You have to let the dead vote, otherwise you'd just kill people you disagree with!Registered User regular
    edited March 2021
    Played a run before the upcoming update and envoys feel way too powerful in pacifying neighbors.

    Yoshisummons on
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    EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    Decide to play a determined exterminator ironman run for the cheevo.

    Every gateway in the galaxy spawns as an L-Gate

    Cannot get technology to travel or build gateways


    FFFFFFFUUUUUUU-

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    nexuscrawlernexuscrawler Registered User regular
    So being the crisis lets you build a doom engine powered by the deaths of a hundred suns?

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    nexuscrawlernexuscrawler Registered User regular
    I dunno might not be grimdark enough

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    MillMill Registered User regular
    Worried that espionage is going to have elements that suck to play against. Unfortunately, I think enigmatic engineering is going to be mandatory in both multiplayer and single player games. As bad as the AI is, even the easiest setting is able to keep up long enough that they can start having spies in place to steal tech before you can pull away. I know they said that at a certain point, you can get so far ahead that it's not possible to steal tech, but I don't that's achievable when you really don't want the AI leaching off you.

    I'm hoping the next major patch will deal with civilian infrastructure because it seems like there is a ton to be done with that. Also bummed that the economy revamp didn't touch on anything for the big three strategic resources. It's easy to forget that the planetary deposits aren't that great. One it's easy to forget how crap those jobs are because they are worker jobs pops will bail when better shows up and I suspect in the vast majority of cases it's easier to make jobs for synthetic plants produce more strategic resources because those are specialist jobs. The other issue is that all strategic resource buildings are just fucking obnoxious to deal with. This comes down to them having only one job and being something you need to spam. 1-2 job structures aren't a problem when we're talking setups where you only build 1 or at most 2-4. I know economy revamp makes that issue somewhat moot, but still annoying when like 75% of the buildings on a planet provide one job. I was hoping they'd make the synthetic plants either come with two jobs from the start or upgrade to include more jobs. That way we could free up slots to build more interesting buildings and maybe have planets be more unique (I know this might not pan out, but I think whatever we get would be more interesting than the current refinery world). AS for the planetary deposits on inhabited worlds, I'd like to see the buildings go and have a setup where we get a job that exploits the resources for every X pops. To throttle things they could just have all of those come behind a special blocker you clear once you can exploit the resource.

    Those two things aside, the rest of the stuff looks pretty solid and if issue one doesn't become a blight, it should be an improve experience. I mean it's going to result in less pops and I can already vouch for pop reduction on a massive scale fixing some game lag. I haven't looked into other fixes. Hopefully, this also means the AI can economy better because if you do go map painting you do want to just shift planetary management of a number of worlds to the AI, once you get a certain number and IIRC that is a must for multiplayer, since you cannot pause. Also means some of the warfare and integration aspect will be less awful, I hate getting AI worlds because they are always fucked up beyond belief. Plus, with the new economy and as a fan of playing megacorps, it'll be nice to know that once I have a building slot unlocked, I won't have issues where I build it on someone, they get attacked and because of bombardment on that world, I lose the building. This is really annoying when it's a federation ally that does the attacking; especially, when they could have easily taken the planet after killing all defending armies well before nuking pops below the threshold for the building.

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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    I gotta finish my game before april 15th! The one where I got gray.

    I know I can just reload a prior state of the game but this is how I actually end up playing more Stellaris don't rain on my method.

    (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
    Well with the economy changes, I suspect things will be pretty wonky for saves prior to the new patch. So the option is to either finish them before patch drop or find a way to load them up on a client that isn't going to be the new patch. Like current forge worlds are going to be a hell world with tons of unemployment and homelessness. Tech worlds will likely be pretty bad to since research labs will offer less jobs and you're losing 4 building slots off the bat. I think meta for many is to avoid city districts in favor of housing buildings and I want to say those tend to get bumped to the bottom more often than not.

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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited March 2021
    Mill wrote: »
    Well with the economy changes, I suspect things will be pretty wonky for saves prior to the new patch. So the option is to either finish them before patch drop or find a way to load them up on a client that isn't going to be the new patch. Like current forge worlds are going to be a hell world with tons of unemployment and homelessness. Tech worlds will likely be pretty bad to since research labs will offer less jobs and you're losing 4 building slots off the bat. I think meta for many is to avoid city districts in favor of housing buildings and I want to say those tend to get bumped to the bottom more often than not.

    You can just tell the client to load the previous patch and stay there. It's been a feature of Stellaris for a long time. You do it via the Beta system. You can go as far back as Niven currently. 2.1.3

    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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    FoefallerFoefaller Registered User regular
    Mill wrote: »
    Well with the economy changes, I suspect things will be pretty wonky for saves prior to the new patch. So the option is to either finish them before patch drop or find a way to load them up on a client that isn't going to be the new patch. Like current forge worlds are going to be a hell world with tons of unemployment and homelessness. Tech worlds will likely be pretty bad to since research labs will offer less jobs and you're losing 4 building slots off the bat. I think meta for many is to avoid city districts in favor of housing buildings and I want to say those tend to get bumped to the bottom more often than not.

    You can just tell the client to load the previous patch and stay there. It's been a feature of Stellaris for a long time. You do it via the Beta system. You can go as far back as Niven currently. 2.1.3

    You can actually go back to 1.0 IIRC, but you need to put in a beta access code you get from Paradox because of the EU law that required changes to the TOS.

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    MillMill Registered User regular
    Foefaller wrote: »
    Mill wrote: »
    Well with the economy changes, I suspect things will be pretty wonky for saves prior to the new patch. So the option is to either finish them before patch drop or find a way to load them up on a client that isn't going to be the new patch. Like current forge worlds are going to be a hell world with tons of unemployment and homelessness. Tech worlds will likely be pretty bad to since research labs will offer less jobs and you're losing 4 building slots off the bat. I think meta for many is to avoid city districts in favor of housing buildings and I want to say those tend to get bumped to the bottom more often than not.

    You can just tell the client to load the previous patch and stay there. It's been a feature of Stellaris for a long time. You do it via the Beta system. You can go as far back as Niven currently. 2.1.3

    You can actually go back to 1.0 IIRC, but you need to put in a beta access code you get from Paradox because of the EU law that required changes to the TOS.

    Yeah, I phrased things the way I did because I wasn't entirely sure how straight forward or intuitive the process is. Like I know paradox leaves it as an option, but sometimes "you can rollback or stay on the last client," isn't as straight forward as it sounds. Hence, the figure out how to do it phrasing.

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    MechMantisMechMantis Registered User regular
    Oh yeah I guess it is about time for that highly anticipated new 4X game, Stellaris to release after 5 years of hype.

    Any resemblence in gameplay to any prior games titled "Stellaris" will, of course, be entirely accidental and be patched out rapidly.



    All jokes aside, one of my friends already tries to be the endgame crisis every game already. I wonder how much she bribed them to make this...

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    If you're not becoming the crisis are you even really playing?

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    MorninglordMorninglord I'm tired of being Batman, so today I'll be Owl.Registered User regular
    edited March 2021
    In my game I woke up the spiritual fallen empire by being too op. Im synthetic ascension. This is....inconvenient.

    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
    I'm hoping the crisis AP is setup to bypass the usual things that make being a defacto crisis far less tedious. Warfare in the game could use an overhaul because it's both tedious to execute and the clean up itself is tedious. Granted becoming the galactic imperium also looks like it's an attempt to bypass some of current chores involved.

    Kind of curious how the whole crusade thing will treat inward perfection empires & fallen empires. I pretty much figure it'll keep the standard approach against FP, DE and DS types, where it's just delete them & take their shit. Don't know if it's a way to force PE and FE empires into the galactic community, but with some changes or if it'll be you just delete them. I'm really hoping it is, if you win they get dragged into the empire and might have to undergo a few government changes here and there.

    Also dawns on me, going through my current game and being reminded of what I've seen in past games. I'd love for the devs to revisit post-game start origins because IIRC none of those have bonuses or do anything. Would be interesting if they have some actual mechanics. Might be what is needed to give some of them a chance at maybe surviving beyond the first 10 years of their existence. Also would be need to see primitive origins; especially, if they do milestones where the game rerolls the origin, but the previous one plays a factor in what gets rolled.

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    Undead ScottsmanUndead Scottsman Registered User regular
    edited March 2021

    Stellaris DD#205 - "Announcing the 3.0 Update" is now available to read on the Stellaris-PC Forums!

    Read it here: https://t.co/7EMEUoaO8s https://t.co/CbPGtkqN2l

    So Paradox names their major updates after famous Scifi authors and now it's Phillip K. Dick's turn, so introducing Update 3.0 aka the "Dick" update.

    I'm sure this is a complete coincidence that its the Nemesis expansion. :biggrin:

    Undead Scottsman on
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    WotanAnubisWotanAnubis Registered User regular
    You know, I don't know about the new First Contact system.

    On the one hand, it sounds really awesome.

    On the other hand, it sounds really awesome the first few times and kind of tedious busywork all the times afterwards.

    Still... I remain cautiously optimistic.

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    ZibblsnrtZibblsnrt Registered User, Moderator mod
    I'm generally in the "give me Infinite Events" camp if just to avoid tedious things like the same archaeology site three times in a row or whatnot. Of course I get that that's about as much of a production nightmare as the game balancing is, so I'm mostly sticking with events mods for that.

    (Now what I want there is even one of those mods to actually get a proofreader so they're a bit less immersionbreaky..)

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    Ark EvensongArk Evensong The NetherlandsRegistered User regular
    edited March 2021
    Oh, there's a Humble Bundle with a bunch of the older DLCs going on for the next ~30 hours [edit: huh, looks like it was extended for a week?] or so.
    about $15 gets you the base game, three 'big' expansions (Utopia, Apocalypse, MegaCorp), three 'story packs' (Leviathans, Synthetic Dawn, Ancient Relics), and a new species set (Plantoids). Just over half the entire DLC set.

    Don't think I've played since 1.1 (maybe 1.2?), but yeah, I think I'll grab those DLCs at that discount for when I do want to come back. (After a PC upgrade, probably.)

    Ark Evensong on
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    MillMill Registered User regular
    Off the top of my head. Utopia and MegaCorp are pretty much must have expansion. Synthetic Dawn and Ancient Relics are nice to have.

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    CaedwyrCaedwyr Registered User regular
    For Paradox published games, I notice that there is a Paradox store. Are these Steam Keys for games/dlc or is it a separate storefront/service?

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    Ark EvensongArk Evensong The NetherlandsRegistered User regular
    From what I remember, it's both. They set up they own service at some point, but each purchase also includes a Steam key.

    I think it works the other way around, too. Buy something on Steam, and you get access to it on Paradox's platform as well, provided you link your account.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    Hrm. I have almost all of that bundle.

    But I don’t have Synthetic Dawn, Megacorps or Ancient Relics, and even just for those three it’s a pretty good discount.

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    CaedwyrCaedwyr Registered User regular
    From what I remember, it's both. They set up they own service at some point, but each purchase also includes a Steam key.

    I think it works the other way around, too. Buy something on Steam, and you get access to it on Paradox's platform as well, provided you link your account.

    I can confirm that it gives both, though I've noticed that the Paradox Account linking doesn't do a super thorough job of detecting all the Steam versions of Paradox games I have on my account. This is apparently a known issue and is being investigated.

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    Undead ScottsmanUndead Scottsman Registered User regular


    Feature Trailer.

    Man, this is really coming out next week. Kind of just snuck up on me.

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    swphreakswphreak Registered User regular
    Really looking forward to economy and pop changes. And hopefully the automation improvements and fixes actually work.

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    EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    Considering how many hours I drop into this game normally, now that we have a set release date for the update I've booked a week paid off from work.

    Religious observance.

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    DarkPrimusDarkPrimus Registered User regular
    The federation I belong to finally has achieved maximum level!

    Wait, why isn't the achievement popping?

    I have to be the leader of the federation?

    Motherf-

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    MillMill Registered User regular
    Well thanks to birthday cash, I have nemesis preordered. Now I just need to figure out how I'll go about my first game.

    -Do I do my typical play, only with an update of going for permanent custodianship?
    -Don't opt to destroy the galaxy but become emperor of the galaxy?
    -Destroy the galaxy for a change because I can do it without be fanatical purifier (for some reason the pure genocide options just don't click for me).

    Also need to figure out what mods I should try to wait and grab for that playthrough. Hoping the hololive portrait mod won't be borked, think it's just portraits, so probably good even if the author doesn't update. Just amusing to take the galaxy over with a vtuber race. Also need to figure out my origin, but I'm heavily leaning towards void dweller because that origin is awesome and the fixed the tradition issues with it.

    Anyways, things I hope they address in the future.
    -Give us more visual options for ships, not just in skins but the ability to further customize the look, even if that's just with color scheme.
    -Give us more options for flag customization.
    -Fix robot rebellions, they are way too frequent and it sounds like one event that is suppose to prevent them doesn't fire off nearly enough.
    -Make gestalts more interesting. IMO they need to give them like a personality choice and the difference here is that unlike ethics it can't change and it doesn't need to mirror ethics exactly (aka doesn't need 8 personalities that match the different ethics). That along would open up the option to do something with their civics. I'd also like to see trade be a thing they deal with, but unlike regular empires they get less out of it because the trade would be with other empires.
    -Internal politics.
    -Admin capacity mattering.
    -Civil infrastructure. Pretty much divide starbases into civilian, military and dual. Have no cap on civilian, but limit them to inhabited systems and have them with less slots building stuff. Capital one could be an exception since you only get one trade capital. military and dual would share the old setup of limited starbases. Dual would be a starbase that is both military and civilian and limited to inhabited systems. Not sure where shipyards and anchorages would fit in on this. Also they could use that to justify further shrinking down the starbase capacity, but also make the military starbases far more beefy and better able to deal with multiple ships as compensation for reducing the cap, which would still be a soft cap.
    -Rework slavery. It bugs the shit out of me that it's meta. Realistically slavery is fucking garbage if you want to maximum production, enslaved people aren't more productive and they find ways to fuck their asshole masters on that front, but this game literally has enslaved pops as some of the more resource productive pops. IMO it should have a penalty to resources produced and a malus to sprawl per pop (they are going to make sure they aren't efficient and their masters are going to need to spend more resources on keeping tabs). I'm fine if they end up using less amenities, housing and consumer goods because that fits the theme. Also slave rebellions need a rework because while robot ones are way too frequent, organic slave uprising are way too infrequent.

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    WotanAnubisWotanAnubis Registered User regular
    My next playthrough is going to be as a Hive Mind. Because I'm curious to see how a Hive Mind handles First Contact with a non-Hive Minded species.

    Part of me expects to be disappointed, because Hive Minds generally get very little love, but I'm curious all the same.

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    EvmaAlsarEvmaAlsar Birmingham, EnglandRegistered User regular
    I think there's going to be more of an organic shift to having civilian-focused starbases built in colony systems due to the new module that boosts immigration pop growth, transit hub or something IIRC.

    Ordinarily I just spread my science ships out until I find bottlenecks and plug them up with my construction ships, then build up citadels on them so it buys me time if/when enemies invade my territory to get my fleets in position. But with the way things are changing maybe it might be worth it to just build up actually inhabited systems and just throw a fortress or two onto the colonies to make them more defensible, and worry about the frontier after the fact?

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    MillMill Registered User regular
    My move strategy with starbases currently is get choke points plugged first because they are a good speed bump and you can build them to further buff your fleets in the system, while debuffing enemy fleets. I hate building dual or I guess we could call them hybrid starbases because if you have pops in the system, you want a blacksite and you'll want the transit hub as well. So hybrid starbases are going to be pretty meh and at that point, you might as well be making sure you're putting in a fortress world, be it a planet or habitat to make sure things are really slowed. I always try to get starbases in inhabited systems for the blacksite along because 5% stability is huge, the unity and ethics attraction are okay and I'd still take the blacksit if it only came with the stability.

    Actually in hindsight, if they do separate military & hybrid starbases into a separate pool from civilian starbases. I wouldn't mind if there was an additional requirement to set civilian starbases because I guess we don't want a scenario where people feel an incentive to build tons of habitats in every system they have because they can get the starbase that comes with a blacksite and transit hub.

    Anyways four other things I'd love to see work on.
    -Democracies, internal politics would help a ton with them, but the government types needs a major rework. It's pretty much an inferior form of oligarchy. For government types, they really shouldn't ever just be flavor, each one should have it's strong points that other types don't fill.
    -Megacorp civics, granted this is at the bottom of the list because megacorps are mostly normal empires, which means they tend to get the benefit from most new systems that go in, where gestalts really need help.
    -Criminal syndicates, like they aren't fun to play nor are they fun to play against. Only way I've seen people get them to work sort of is, is in multiplayer and that's only if people are going for a coordinated setup. If no one wants to coordinate with you, they pretty much go the AI route of make it a costly influence sink for you. It's an interesting concept, but much like piracy, the team in charge half-assed the execution and made it needlessly obnoxious.
    -AI decision making in regards to branch offices and habitats. AI megacorps IMO take too long getting their branch office up and not only do they spam habitats too much (there really should be a mechanics that punishes both AI and player for having too many colonies below a certain pop level), but they often put them in pretty stupid spots (aka they seem to prefer having habitats that don't have the special districts).

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    Undead ScottsmanUndead Scottsman Registered User regular
    And now the best part of any Stellaris patch, "What the patch notes really mean!"


    We released the Stellaris 3.0 "Dick" Update Patch Notes yesterday! (More here: https://t.co/QEVxfdA4wD).

    But now it's our pleasure to present "What The Patch Notes Actually Mean" by @TilFolkvang!

    Read them here: https://t.co/pGVq3z81Xd

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    DonnictonDonnicton Registered User regular


    Paradox running two all-day steams today and tomorrow showcasing a Nemesis expansion playthrough. Anyone with a Twitch account linked to their Paradox/Steam accounts can also received the Plantoids DLC free for watching at least 30 minutes.

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    CampyCampy Registered User regular
    And now the best part of any Stellaris patch, "What the patch notes really mean!"


    We released the Stellaris 3.0 "Dick" Update Patch Notes yesterday! (More here: https://t.co/QEVxfdA4wD).

    But now it's our pleasure to present "What The Patch Notes Actually Mean" by @TilFolkvang!

    Read them here: https://t.co/pGVq3z81Xd

    Man, I love that Paradox themselves are getting on board with these.

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