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Digital Gaming => Computer Gaming => Topic started by: RedArgo on October 01, 2015, 01:58:22 PM

Title: Stellaris
Post by: RedArgo on October 01, 2015, 01:58:22 PM
Developer diary from Paradox.  Light on information, but they say they will be posting weekly.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-1-the-vision.882808/&utm_source=Community+Newsletter&utm_campaign=ad07e8cf69-151001_community-newsletter-sep_email&utm_medium=email&utm_term=0_6b1b68c4d1-ad07e8cf69-146162769 (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-1-the-vision.882808/&utm_source=Community+Newsletter&utm_campaign=ad07e8cf69-151001_community-newsletter-sep_email&utm_medium=email&utm_term=0_6b1b68c4d1-ad07e8cf69-146162769)
Title: Re: Stellaris
Post by: RedArgo on October 14, 2015, 09:34:44 AM
Here's a better link, which has all the diaries.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-developer-diary-archive.882950/ (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-developer-diary-archive.882950/)

The latest one talks about movement which is pretty interesting.  Kinda similar to Sword of the Stars.  Sounds like you pick your prefered method, warp drive, wormhole, starlane, and then that is what you use for the whole game.  Each has its own advantages and disadvantages.

Next diary is about races.
Title: Re: Stellaris
Post by: sandman2575 on October 14, 2015, 10:28:51 AM
I'm a broken record on the subject, but it's a dead horse I just can't stop flogging -- 4X games (and space 4x in particular) really need some fresh thinking. It's like there is a cast-in-stone set of Standard 4X Conventions that all 4X devs must employ, which is why so many of these games feel like mix-&-match affairs. I find it hard to get genuinely enthusiastic about "the next big Space 4X Game!" when it's all but certain to be "Mostly nothing new, but with shinier graphics and slicker interface." 

(Despite that, I'm 100% certain Stellaris will be a Day One purchase for me...  ^-^)

I bet we can predict with some accuracy what the Stellaris races will be. Most will be based on Earth Animals and Insects, many adapted to Extreme Climates (because we all know Sci Fi planets come in single-climate flavors -- desert, ice, volcanic, forested, etc. etc.). There are bound to be some of these:

1) Reptilian race (evil, obviously)
2) Insectoid race (prob. evil, with Hive Mind capabilities; quickly expanding and devouring new territory, locust-fashion)
3) Advanced Humanoid race (good; has evolved past humankind to recognize the futility of war and prefer peace and prosperity, although they won't hesitate to defend their territory)
4) Artificial / Robot race (evil; or isolationist)
5) Sea-faring/ Underwater race (prob. good, whale-like intelligent mammalian)
6) Rodent race (underhanded if not evil/warlike, excelling at smuggling and the like)

OK, I'll stop being a d**k now. Stellaris will be awesome, because Paradox.  I just hope it has one or two genuine surprises for 4x cynics like me...
Title: Re: Stellaris
Post by: Freyland on October 14, 2015, 01:06:45 PM
You.. you... you've ruined 4x games for me for life!  BASTARD!!
Title: Re: Stellaris
Post by: sandman2575 on October 14, 2015, 01:24:13 PM
Sorry to be the cold, pitiless voice of 4X disillusionment.  Someone has to.   :)

Seriously though, ponder this:  the 4X template that Sid Meier invented for Civilization back in 1991 is still the basic template of all these games:  the mechanics of expansion and advancement, of diplomacy, of technological progress...

Civilization is one of the greatest strategy games of all time, so it's no surprise it's influence has been profound and lasting.  But it's time for something new -- I mean really new, not just repackaging...
Title: Re: Stellaris
Post by: Jarhead0331 on October 14, 2015, 03:00:21 PM
Well honestly, what do you propose? I mean, don't all games of these type have to have some form of colony management, exploration, economy/trade, diplomacy, espionage, combat, research, etc.?  There are only so many ways to handle the same thing. Its like power armor and lasers...its a concept that is repeated so many times in literature, film, gaming, etc. and the only way to keep it really fresh is to change the window dressing. 

Personally, I think what can differentiate Stellaris is the Paradox attention to detail. Imagine CKII in the 41st millenium...just awesome.
Title: Re: Stellaris
Post by: sandman2575 on October 14, 2015, 03:24:53 PM
If I knew, I'd launch a Kickstarter -- Space Empires: Now for Something Completely Different   ;)

I don't mean to underestimate the programming challenges of creating a new type of game. I have no doubt that part of the reason the Sid Meier 4X Template sticks around, is that it's a proven way of modeling all the things you mention:  exploration, trade, diplomacy, espionage, etc.

But the industry complacency about how to approach 4X surprises me. There's an opportunity here for some genuine outside the box thinking. There's a new paradigm to be created here. Game creator genius though Sid Meier is, his paradigm can't continue to be the One and True 4X Paradigm for All Time. But honestly, it feels like that's how gave devs treat it.

We essentially already know what to expect from Stellaris. The conventions are by now so completely ingrained that we can hardly see them as conventions anymore. You will start with a Home Planet. And an Explorer Ship. And a Tech Tree to begin developing with a certain number of Science Points (which you will be able to enhance by unlocking Science Buildings) -- which will unlock increasingly more powerful modes of propulsion, weapons (which in turn will fall into the 'kinetic / mass driver' vs. 'laser/energy' vs. 'missile/projectile' varieties). You will soon contact your first alien civilization, and diplomacy will be take place on an entirely transactional level ("we won't trade with you until you have enough 'we like you' points; we see you are allied with one of our enemies, so we dock you a few 'we like you' points, etc.). You will soon build your first colony, thence to become preoccupied with growing and exploiting that colony until you discover a new colonizable planet, so a build a new Colony Ship, etc.)

Am I the only one who's bored with this kind of thing at this point?

My point here really isn't to sound like a negative nellie (although I have no doubt I'm succeeding on that front) -- so much as to point out that 4X games don't *need* to all proceed in this fashion -- but we kind of just accept that they will.

Again, I'm sure Stellaris will be excellent. I just don't expect it to be boundary-breaking.
Title: Re: Stellaris
Post by: Anguille on October 14, 2015, 04:22:49 PM
On one side, i agree that something new would be great (Horizon had some nice new ideas with the story mode and races starting at different evolution levels) especially because it's been too long since i was surprised or puzzled by a 4x (not knowing was is going to happen next.

On the other hand, i am still waiting for a game that would take the best things of my favorite games and improve on them and i don't understand why it's not happening (birth of the federation, master of orion 1-3, imperium galactica 1-2, distant worlds, armada 2526 and horizon).

Stellaris might be a good addition to the genre.


Title: Re: Stellaris
Post by: Freyland on October 14, 2015, 06:34:43 PM
"You will start with a home planet."

I believe this goes a bit deeper than just "ingrained", unless the first half of your new game is spent watching the Big Bang clutter things up.
Title: Re: Stellaris
Post by: sandman2575 on October 14, 2015, 07:46:43 PM
I think I was more trying to express some frustration with the way most 4X games insist on beginning from a position of somewhat arbitrary limitation. (Not all do this -- Distant Worlds gives you some flexibility for example.)  Again, it seems to be a more or less unquestioned convention that doesn't always make a whole lot of sense. If I'm playing 'earth humans' in the future -- in a game like Galactic Civilizations, for ex. -- why is that that my species is capable of interstellar travel -- yet we haven't colonized the moon, or Mars, or built an elaborate space station or 2. And why is it that the space fleet of my futuristic advanced civilization consists of... a single ship or 2?  With an economy not able to support much more?

Look, I understand the point in terms of game mechanics -- starting out within limitations for the sake of challenge. Yet it's so often done so predictably, with so little imagination (You get:  One Planet. One Ship. You will soon need to build a Colony Ship, etc.)

It's not that it doesn't make sense -- it makes a kind of sense, a gameplay sense, certainly -- but it's just so old hat at this point, and we're just expected to take it for granted that 'this is the way it has to be.'
Title: Re: Stellaris
Post by: FarAway Sooner on October 14, 2015, 10:19:33 PM
I'd echo one or two other folks here who have suggested that Distant Worlds: Universe is the most novel entry in the Space 4x genre in a LONG time.  It got away from the "Civ cities in Space" pattern that Sandman mentions...  I finally gave up when I couldn't get the game to stop upgrading my ships from useful designs to useless designs, nor get my fragile missile frigates to stop charging through a swarm of a dozen enemy battleships pursuing the fleeing Corvette (at "maximum standoff" range, mind you) that he'd locked onto at the beginning of the fight.

I actually have high hopes for the Arcen Games guys to do an interesting 4x.  Their games don't always knock the ball out of the park, but they're almost always innovative and do a nice job of bending/blurring genres.

In its own way, AI Wars: Fleet Command was an interesting game of exploring, expanding, and exterminating.  Not a pure sandbox 4x title, but still lots of fun.
Title: Re: Stellaris
Post by: dinsdale on October 14, 2015, 11:32:58 PM
Quote from: sandman2575 on October 14, 2015, 03:24:53 PM
Am I the only one who's bored with this kind of thing at this point?

I would like to subscribe to your newsletter!

Sorcerer King was supposed to be a new take on it, but it's reviews have been pretty bland. A game I never played, AI Wars also claimed to break the mould, anyone have experience with it?
Title: Re: Stellaris
Post by: FarAway Sooner on October 15, 2015, 12:15:45 AM
I played it and loved it.  Arcen offers up a demo on their website.  It's a crazy mix of 4x, Tower Defense, and RTS. 

One thing it's really got going for it is the notion of asymmetrical game play:  Rather than fighting against opponents who play by the same rules you do, you play against a robotic AI that won the last war.  The AI easily has the unit's to destroy you in the first 30 seconds of the game, but it's busy thinking about matters known only to a godlike intelligence.  So long as you can accomplish the things you want to without pissing off the AI opponent too much, you won't bring its wrath down on your head.

The game is much deeper than I realized when I first tried it, but really engaging to me.  The sequels got a bit too complicated/micro-managey for me, but the original was brilliant and easy enough for me to grasp.  I'm still thinking about going back and reinstalling it one of these days (lost it when my old hard drive crapped out and I've been playing other games ever since).
Title: Re: Stellaris
Post by: Huw the Poo on October 15, 2015, 12:42:54 AM
Well said, FarAway Sooner.  AI War is a brilliant game and absolutely packed with content.  If you get into it, it can keep you going for weeks.
Title: Re: Stellaris
Post by: Jarhead0331 on October 15, 2015, 02:24:33 AM
The problem with AI War for me was that they never felt like ships in space. It always felt like game pieces on a board and this killed a lot of the immersion for me. I could never get into the game, nor see what all the fuss was about. I feel that way about pretty much all of Arcens games. Most guys talk about the developer as if he is a genius, but I just don't see it.
Title: Re: Stellaris
Post by: tgb on October 15, 2015, 06:09:07 AM
I agree wholeheartedly with sandman - 4X used to be my favorite genre, now I react to every new title with a shrug.  Not that I don't end up buying them anyway. :)

There have been a couple of recent 4X games that tried to break the mold, but either were ignored (Apollo4X) or met with derision around here (Endless Legend).

Still in early access I have high hopes for Thea:The Awakening (http://store.steampowered.com/app/378720/) which is a 4X based on survival and crafting, with a pretty unique combat system.
Title: Re: Stellaris
Post by: Rayfer on October 15, 2015, 07:16:21 AM
Quote from: tgb on October 15, 2015, 06:09:07 AM
I agree wholeheartedly with sandman - 4X used to be my favorite genre, now I react to every new title with a shrug.  Not that I don't end up buying them anyway. :)

There have been a couple of recent 4X games that tried to break the mold, but either were ignored (Apollo4X) or met with derision around here (Endless Legend).

Still in early access I have high hopes for Thea:The Awakening (http://store.steampowered.com/app/378720/) which is a 4X based on survival and crafting, with a pretty unique combat system.

Nice link tgb...thanks, I was unaware of this game. What frightens me though is the tag 'rogue-like'....which usually means incredibly, impossibly difficult even on easy settings. The Steam trailer didn't show much game play but mentions a lot of interesting components to the game. One to keep an eye on.
Title: Re: Stellaris
Post by: Anguille on October 15, 2015, 07:23:39 AM
Quote from: tgb on October 15, 2015, 06:09:07 AM
Still in early access I have high hopes for Thea:The Awakening (http://store.steampowered.com/app/378720/) which is a 4X based on survival and crafting, with a pretty unique combat system.
Thanks for the link...looks interesting.
Title: Re: Stellaris
Post by: tgb on October 15, 2015, 08:48:07 AM
Quote from: Rayfer on October 15, 2015, 07:16:21 AM
Quote from: tgb on October 15, 2015, 06:09:07 AM
I agree wholeheartedly with sandman - 4X used to be my favorite genre, now I react to every new title with a shrug.  Not that I don't end up buying them anyway. :)

There have been a couple of recent 4X games that tried to break the mold, but either were ignored (Apollo4X) or met with derision around here (Endless Legend).

Still in early access I have high hopes for Thea:The Awakening (http://store.steampowered.com/app/378720/) which is a 4X based on survival and crafting, with a pretty unique combat system.


Nice link tgb...thanks, I was unaware of this game. What frightens me though is the tag 'rogue-like'....which usually means incredibly, impossibly difficult even on easy settings. The Steam trailer didn't show much game play but mentions a lot of interesting components to the game. One to keep an eye on.

What makes it a rogue-like isn't the difficulty - difficulty levels were recently added, and you can make it pretty easy on yourself.  The rogue-like aspect comes from the fact that there is only one village and no more than perhaps a couple of dozen inhabitants (at best).  You have to keep the village and inhabitants alive long enough to solve the mystery of the "darkness" that has overcome the world.

The other thing  rogue-like is that your avatar is some sort of god.  Each god comes with a particular perk.  The game starts with two of the gods unlocked, and you unlock others at random by leveling up.  Every game earns your god xp towards that end.

It's an interesting mix of survival/crafting/strategy/choose-your-own-adventure.  The elevator pitch would be it's a 4X King of Dragon Pass.
Title: Re: Stellaris
Post by: Boggit on October 15, 2015, 11:53:20 AM
Quote from: tgb on October 15, 2015, 08:48:07 AM
The elevator pitch would be it's a 4X King of Dragon Pass.
Now King of Dragon Pass is one unique game. A sort of role playing strategy game. Great taste tgb! O0
Title: Re: Stellaris
Post by: tgb on October 15, 2015, 02:24:45 PM
Quote from: Boggit on October 15, 2015, 11:53:20 AM
Quote from: tgb on October 15, 2015, 08:48:07 AM
The elevator pitch would be it's a 4X King of Dragon Pass.
Now King of Dragon Pass is one unique game. A sort of role playing strategy game. Great taste tgb! O0

Thanks.  So far the writing isn't up to that standard, however.
Title: Re: Stellaris
Post by: Nefaro on October 16, 2015, 05:23:22 AM
Quote from: dinsdale on October 14, 2015, 11:32:58 PM

Sorcerer King was supposed to be a new take on it, but it's reviews have been pretty bland. A game I never played, AI Wars also claimed to break the mould, anyone have experience with it?


Sorcerer King is just a highly modified FE:LH.  With better art and  a few parts dumbed-down or changed.   I do like the look of it much more than FE:LH though.  If you've played FE:LH, you'll be quite familiar with the gameplay.  I think it's received mediocre reviews because it initially implied different play styles for the factions, when it first came out in Early Access, but never really did so in the end.   :-\  It's still an enjoyable game but didn't contain what we had expected.

AI War is a great game, and very different.  But it's an RTS, not so much a 4X game.  A very different type of RTS though! 

Both of those titles are predicated upon a big bad empire running the galaxy/land.  You take the part of a nacent rebellion attempting to overthrow them whilst trying to be cautious doing so for fear of ratcheting up reprisals too quickly for you to handle.
Title: Re: Stellaris
Post by: RedArgo on December 22, 2015, 05:05:12 PM
They've added a bunch of new developer diaries over the past few months.  I really like the ideas they have.  Good implementation will make this game a classic.
Title: Re: Stellaris
Post by: Martok on December 23, 2015, 04:43:50 PM
Yeah, Stellaris has definitely become my most-anticipated game of 2016.  Even Warhammer: TW doesn't have me this excited. 

Title: Re: Stellaris
Post by: undercovergeek on December 23, 2015, 05:10:45 PM
stuff

http://uk.ign.com/articles/2015/12/11/stellaris-a-fresh-take-on-the-4x-strategy-genre?utm_source=IGN%20hub%20page&utm_medium=IGN%20%28front%20page%29&utm_content=2&utm_campaign=Blogroll
Title: Re: Stellaris
Post by: Huw the Poo on December 23, 2015, 05:21:59 PM
Quote from: undercovergeek on December 23, 2015, 05:10:45 PM
stuff

QuoteThere were, and still are, a lot of reasons to be skeptical of Stellaris.

Erm, nope.  I firmly believe that PDS are in the middle of creating a true masterpiece.  If they live up to their experience, they are capable of taking the biggest shit on the space-based 4X genre in its history.  My penis can't throb any harder.
Title: Re: Stellaris
Post by: Sparhawk on December 23, 2015, 06:31:00 PM
I am quite excited about this game.If you all are like me you are craving a space game that can capture your imagination and hold it for awhile. I don't need an unattainable perfect game that will never exist, I need to feel like I did for three months after I discovered Aurora for instance. I felt like I was there. I would like this one to be different enough to do that for me.
Title: Re: Stellaris
Post by: undercovergeek on December 23, 2015, 06:55:37 PM
Quote from: Huw the Poo on December 23, 2015, 05:21:59 PM
Quote from: undercovergeek on December 23, 2015, 05:10:45 PM
stuff

QuoteThere were, and still are, a lot of reasons to be skeptical of Stellaris.

Erm, nope.  I firmly believe that PDS are in the middle of creating a true masterpiece.  If they live up to their experience, they are capable of taking the biggest shit on the space-based 4X genre in its history.  My penis can't throb any harder.

quite agree - there are 2 games in feb 2016 i will need a mop and bucket for - this and XCOM 2
Title: Re: Stellaris
Post by: Huw the Poo on December 23, 2015, 07:39:26 PM
What?! Is Stellaris confirmed for February?!
Title: Re: Stellaris
Post by: undercovergeek on December 23, 2015, 08:29:18 PM
Quote from: Huw the Poo on December 23, 2015, 07:39:26 PM
What?! Is Stellaris confirmed for February?!

Stellaris Releases February 16, 2016

says the ign piece
Title: Re: Stellaris
Post by: Huw the Poo on December 23, 2015, 08:31:41 PM
Quote from: undercovergeek on December 23, 2015, 08:29:18 PM
Stellaris Releases February 16, 2016

says the ign piece

Hold me
Title: Re: Stellaris
Post by: sandman2575 on December 23, 2015, 08:50:20 PM
Not to be the Negative Nellie (...OK, to be the Negative Nellie), but I'll be pretty astounded if Stellaris is actually released in 2 months from now.  My bet would be more like Q3 2016.

Just recall, Hearts of Iron IV was originally slated for release in spring of 2015. Pdox have yet to announce a revised release date, having missed that target by many months now...
Title: Re: Stellaris
Post by: Huw the Poo on December 24, 2015, 05:02:18 AM
la la la can't hear you la la la
Title: Re: Stellaris
Post by: Anguille on December 24, 2015, 05:36:15 AM
I am really looking forward to this game but am cautious at the same time. It looks great but my experience shows me that it's really when i actually play a game that i will know for sure if i am really going to enjoy it.
Title: Re: Stellaris
Post by: bbmike on December 24, 2015, 08:31:51 AM
Quote from: sandman2575 on December 23, 2015, 08:50:20 PM
Not to be the Negative Nellie (...OK, to be the Negative Nellie), but I'll be pretty astounded if Stellaris is actually released in 2 months from now.  My bet would be more like Q3 2016.

Just recall, Hearts of Iron IV was originally slated for release in spring of 2015. Pdox have yet to announce a revised release date, having missed that target by many months now...

Hearts of Iron IV....what was that one about?  ::)
Title: Re: Stellaris
Post by: Kushan on December 24, 2015, 09:26:41 AM
Quote from: sandman2575 on December 23, 2015, 08:50:20 PM
Just recall, Hearts of Iron IV was originally slated for release in spring of 2015. Pdox have yet to announce a revised release date, having missed that target by many months now...

To be fair to Paradox, they did delay HoI IV so they could redesign large portions of the game after the press event earlier this year. The old Paradox just would have released it when it was good enough.

I'll be surprised if its released Q1 as well. As excited as I am for it, I want them to do it right and not rush it.
Title: Re: Stellaris
Post by: Martok on December 24, 2015, 01:48:37 PM
Yeah, I'll admit I'm rather skeptical about a February release date myself.  I'll have no problem if that turns out to be true, though.  :) 

Title: Re: Stellaris
Post by: Huw the Poo on December 24, 2015, 01:59:25 PM
According to people on the forum the Feb release date has been denied by Paradox.  :'(

Surely by the summer though?
Title: Re: Stellaris
Post by: Nefaro on December 24, 2015, 01:59:46 PM
Quote from: Kushan on December 24, 2015, 09:26:41 AM
Quote from: sandman2575 on December 23, 2015, 08:50:20 PM
Just recall, Hearts of Iron IV was originally slated for release in spring of 2015. Pdox have yet to announce a revised release date, having missed that target by many months now...

To be fair to Paradox, they did delay HoI IV so they could redesign large portions of the game after the press event earlier this year. The old Paradox just would have released it when it was good enough.


Yes indeed.

I'm so happy they made the change in QA direction a few years ago.  A complete turnaround.  It also resulted in well-deserved commercial success with their ensuing big titles. 

If the Pdox management didn't think the new HOI was up to snuff, and needed more time being redesigned, then you can bet we surely wouldn't have been happy it in the earlier format.   Same for Stellaris or any other.
Title: Re: Stellaris
Post by: Martok on December 24, 2015, 02:28:40 PM
Quote from: Huw the Poo on December 24, 2015, 01:59:25 PM
According to people on the forum the Feb release date has been denied by Paradox.  :'(

Surely by the summer though?
I dunno, Huw.  I genuinely hate to be a pessimist (especially with Stellaris), but these days, it seems like when Paradox delays the release of a game, it's usually by a good six months or so. 

Given that, I'd guess a Q3 release is more likely.  Again, however, I'd love to be wrong! 

Title: Re: Stellaris
Post by: Huw the Poo on December 24, 2015, 02:33:40 PM
You guys are killing me!!!
Title: Re: Stellaris
Post by: sandman2575 on December 24, 2015, 03:02:15 PM
And again in fairness to Pdox, they acknowldged that they botched the announcement for HoI4 (first announced in Jan. 2014!) and said they won't announce new titles going forward until it's in or near Beta.

Kind of killing me that they still haven't announced a launch date for HoI4 - my hope is Q2 2016. This is my single most anticipated game of the new year.

Stellaris is up there on my "can't wait" list too, but I really think we're looking at later in 2016...
Title: Re: Stellaris
Post by: Huw the Poo on February 15, 2016, 01:11:25 PM
Well, according to PC Gamer, Stellaris is "nearly complete" (http://www.pcgamer.com/see-stellaris-near-complete-at-the-pc-gamer-weekender/).
Title: Re: Stellaris
Post by: Grim.Reaper on February 15, 2016, 01:41:29 PM
I wonder what their definition of "near complete" is :)

......near completion to be released to testers?  Early access?  Or almost ready to be made available for purchase?
Title: Re: Stellaris
Post by: Kushan on February 15, 2016, 01:51:07 PM
Really liked what I saw in today's Administrative Sectors (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-21-administrative-sectors.908587/) dev diary.

The Vassals, Colonial colonies concept obviously isn't new for paradox but its the first time I can remember seeing it done in a space 4x. I love how races and like minded pops will migrate to specific regions.

In a future DLC I think I'd like to see them expand the system out to where if you had a large empire with high corruption, then your sector governors could potentially start trying to set themselves up as their own empire.
Title: Re: Stellaris
Post by: sandman2575 on February 15, 2016, 02:39:56 PM
Quote from: Grim.Reaper on February 15, 2016, 01:41:29 PM
I wonder what their definition of "near complete" is :)

......near completion to be released to testers?  Early access?  Or almost ready to be made available for purchase?

"Near complete" to me sounds like an exaggeration, if it's meant to imply "we're in Beta and it's only a matter of a month or two now!" I don't have the sense at *all* that Stellaris is that far along.

Paradox *just last week* announced that the Beta candidate for Hearts of Iron IV has been accepted. They've just entered Beta. On a game that was announced in January 2014. My hope is we'll see HOI4 around June or July at this point. Nothing to me indicates Stellaris is as far along the development pipeline as HoI4...

My guess for Stellaris -- and it is a guess -- is a Q4 2016 release. Would love to see it earlier (would love to see it next week!), but I truly don't think we're a month or two from release.
Title: Re: Stellaris
Post by: Grim.Reaper on February 15, 2016, 02:46:35 PM
That's not the kind of estimate release time I hoped for:)

I am ok with whatever it turns out to be...plenty to play.
Title: Re: Stellaris
Post by: Huw the Poo on February 15, 2016, 02:47:30 PM
The article says that in March they will play a near-complete build.  I'm hoping for a summer release.
Title: Re: Stellaris
Post by: sandman2575 on February 15, 2016, 02:56:55 PM
Quote from: Huw the Poo on February 15, 2016, 02:47:30 PM
The article says that in March they will play a near-complete build.  I'm hoping for a summer release.

That would be great. Still, I'm skeptical after Pdox's own estimates for HOI4 proved so wrong -- it was slated for release Q2 2015, which was wildly optimistic.

But hey, the sooner the better, provided the game's in the shape they want.   O0
Title: Re: Stellaris
Post by: Grim.Reaper on February 15, 2016, 03:24:24 PM
Say this on Paradox....one of the developers responded to the article....



Troy Goodfellow (ass. developer at Pdox) wrote this on his twitter today about Stellaris and the PCGamer announcement:
-We have not announced a release date. All that line means is that major features are set.
-Nah, it's accurate. This is a mostly finished game. But lots of small stuff to fine tune. Only we know release date.
Title: Re: Stellaris
Post by: RedArgo on February 15, 2016, 03:34:27 PM
I don't think I've been eagerly anticipating any game this much since MOO3.  Sure hope it isn't a repeat.  :D
Title: Re: Stellaris
Post by: OJsDad on February 15, 2016, 06:09:43 PM
Hmm, has Paradox every made a two major releases in the same quarter or back to back quarters.  I would think they would want at least a 3 month gap between HOI4 and Stellaris coming out, otherwise, the first one out may hurt the sales of the second.
Title: Re: Stellaris
Post by: Anguille on February 15, 2016, 06:32:21 PM
Quote from: RedArgo on February 15, 2016, 03:34:27 PM
I don't think I've been eagerly anticipating any game this much since MOO3.  Sure hope it isn't a repeat.  :D
The good thing for me is that i don't have that anticipation...i hope i will be blown away.
Title: Re: Stellaris
Post by: Huw the Poo on February 15, 2016, 06:38:29 PM
Well y'all may think I'm optimistic....some people still expect to get Stellaris tomorrow, based on the original "leaked release date". :D
Title: Re: Stellaris
Post by: sandman2575 on February 15, 2016, 06:46:59 PM
Quote from: Huw the Poo on February 15, 2016, 06:38:29 PM
Well y'all may think I'm optimistic....some people still expect to get Stellaris tomorrow, based on the original "leaked release date". :D

That would be quite the stealth marketing campaign on Pdox's part. 

"Surprise!! Stellaris released!!"
Title: Re: Stellaris
Post by: vyshka on February 15, 2016, 10:04:02 PM
Troy Goodfellow needs to have an episode of Three Moves Ahead be about Stellaris
Title: Re: Stellaris
Post by: Kushan on February 15, 2016, 10:05:24 PM
3MA will have an episode for sure but since troy works for Paradox now he excuses himself anytime they talk about Paradox games.
Title: Re: Stellaris
Post by: Martok on February 18, 2016, 03:03:53 PM
I could've sworn I read somewhere that now Stellaris might be released before HoI4, but I'll be buggered if I can remember where or find the reference.  Grrr. 

Title: Re: Stellaris
Post by: Huw the Poo on February 18, 2016, 03:09:50 PM
It seems likely.  Looks further along in its development than HoI4 from what I've seen although, admittedly, I've been pointedly ignoring a lot of what's been released for Stellaris because I want to discover it for myself when I play.
Title: Re: Stellaris
Post by: sandman2575 on February 18, 2016, 03:25:52 PM
I think you guys are right about Stellaris coming sooner rather than later, the more I think about it. After things went awry in the early stages of HoI4, someone at Pdox (Wester, or maybe Johan) said they would never again announce a new title until it was in/near Beta. Stellaris sounds like it's the first title to observe this 'rule,' and thus was mostly baked by the time the public heard about it.

Meanwhile, over 2 years now since HoI4's announcement........

I'm bitch about HoI4 but not really in earnest. I'm just **really** looking forward to it. 2016 looks like it could be Pdox's greatest year yet, if both Stellaris and HoI4 live up to expectations (and fingers crossed, it looks like they will)...
Title: Re: Stellaris
Post by: Huw the Poo on February 18, 2016, 05:05:44 PM
100% agreed, Sandman.  My anticipation for Stellaris is at fever pitch, and it's a massive strain not to read the developer diaries.  I can't remember the last time I was this excited about a game.  And while some are understandably skeptical, I stand by my guess that Stellaris will be out Q2 2016.
Title: Re: Stellaris
Post by: OJsDad on February 18, 2016, 06:17:15 PM
Quote from: Kushan on February 15, 2016, 01:51:07 PM
Really liked what I saw in today's Administrative Sectors (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-21-administrative-sectors.908587/) dev diary.

The Vassals, Colonial colonies concept obviously isn't new for paradox but its the first time I can remember seeing it done in a space 4x. I love how races and like minded pops will migrate to specific regions.

In a future DLC I think I'd like to see them expand the system out to where if you had a large empire with high corruption, then your sector governors could potentially start trying to set themselves up as their own empire.

MOO3 was supposed to have Imperial Points (or a similar name) that kept a player from doing everything on their own and relying on the AI to help manage an empire.  They couldn't get it to work.  I suspect Paradox will be a lot more successful. 
Title: Re: Stellaris
Post by: Martok on February 19, 2016, 12:24:01 PM
Quote from: Huw the Poo on February 18, 2016, 05:05:44 PM
My anticipation for Stellaris is at fever pitch, and it's a massive strain not to read the developer diaries. 
I haven't even tried to hold back.  I eagerly read each dev diary as soon as I find out a new one is up.  It's a form of self-torture, as it merely whets my appetite all the more, but I can't help myself! 




Quote from: OJsDad on February 18, 2016, 06:17:15 PM
Quote from: Kushan on February 15, 2016, 01:51:07 PM
Really liked what I saw in today's Administrative Sectors (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-21-administrative-sectors.908587/) dev diary.

The Vassals, Colonial colonies concept obviously isn't new for paradox but its the first time I can remember seeing it done in a space 4x. I love how races and like minded pops will migrate to specific regions.

In a future DLC I think I'd like to see them expand the system out to where if you had a large empire with high corruption, then your sector governors could potentially start trying to set themselves up as their own empire.

MOO3 was supposed to have Imperial Points (or a similar name) that kept a player from doing everything on their own and relying on the AI to help manage an empire.  They couldn't get it to work.  I suspect Paradox will be a lot more successful. 
Agreed.  Of course we won't really know til the game is released, but I have a feeling Paradox has a decent handle on it. 

Title: Re: Stellaris
Post by: Millipede on February 19, 2016, 02:14:35 PM
According to this article, http://wargamer.com/news/new-screenshots-of-upcoming-4x-game-polaris-sector-emerge/ it's release date is 3/22/16.
Title: Re: Stellaris
Post by: Anguille on February 19, 2016, 02:41:52 PM
Quote from: Millipede on February 19, 2016, 02:14:35 PM
According to this article, http://wargamer.com/news/new-screenshots-of-upcoming-4x-game-polaris-sector-emerge/ it's release date is 3/22/16.
It is going to be  a busy spring :crazy2:
Title: Re: Stellaris
Post by: Huw the Poo on February 19, 2016, 02:54:16 PM
Quote from: Millipede on February 19, 2016, 02:14:35 PM
According to this article, http://wargamer.com/news/new-screenshots-of-upcoming-4x-game-polaris-sector-emerge/ it's release date is 3/22/16.

Wrong thread!
Title: Re: Stellaris
Post by: Millipede on February 19, 2016, 03:05:06 PM
Well aren't I stupid! Wishful thinking I suppose...  :-[
Title: Re: Stellaris
Post by: undercovergeek on February 19, 2016, 05:07:14 PM
boooooooooooooooooooooo
Title: Re: Stellaris
Post by: OJsDad on February 19, 2016, 09:18:10 PM
(https://trappednowhere.files.wordpress.com/2013/02/kill-the-beast-gif1.gif)
Title: Re: Stellaris
Post by: Huw the Poo on March 09, 2016, 12:45:04 PM
Paradox just did some event where they showed the game off, I think it was the same event PCGamer were going on about a month ago.  Anyway, during that event they said they wouldn't announce a release date just yet but that Stellaris is now in beta. :)
Title: Re: Stellaris
Post by: undercovergeek on March 09, 2016, 01:55:16 PM
good news  :D
Title: Re: Stellaris
Post by: Huw the Poo on March 12, 2016, 12:45:54 PM
Paradox are having a press conference on Tuesday and Fred Wester says to expect something "Stellar".

Also, the Stellaris twitter just said "rumour has it several amazing things will happen next week."

All aboard the hype train!  Choo chooo!
Title: Re: Stellaris
Post by: sandman2575 on March 12, 2016, 01:13:04 PM
Quote from: Huw the Poo on March 12, 2016, 12:45:54 PM
Paradox are having a press conference on Tuesday and Fred Wester says to expect something "Stellar".

So they're finally going to announce the release date for Hearts of Iron IV?

O0
Title: Re: Stellaris
Post by: Kushan on March 12, 2016, 03:59:16 PM
Quote from: sandman2575 on March 12, 2016, 01:13:04 PM
Quote from: Huw the Poo on March 12, 2016, 12:45:54 PM
Paradox are having a press conference on Tuesday and Fred Wester says to expect something "Stellar".

So they're finally going to announce the release date for Hearts of Iron IV?

O0

You're an evil and sadistic person ;)

Given that their last two dev diaries where about AI and MP and all the other major areas already have one, I can see them announcing a release date soon.
Title: Re: Stellaris
Post by: Pete Dero on March 12, 2016, 04:39:56 PM
Maybe news about this :

http://www.pcgamesn.com/stellaris/paradox-could-become-a-publicly-traded-company-this-year
Title: Re: Stellaris
Post by: Huw the Poo on March 12, 2016, 06:05:18 PM
Word 'round the campfire is that they are going to announce a release date for HoI 4. :)
Title: Re: Stellaris
Post by: IronX on March 12, 2016, 07:12:17 PM
Eeek!  :D
Title: Re: Stellaris
Post by: undercovergeek on March 12, 2016, 07:20:34 PM
Quote from: Huw the Poo on March 12, 2016, 12:45:54 PM
Paradox are having a press conference on Tuesday and Fred Wester says to expect something "Stellar".

Also, the Stellaris twitter just said "rumour has it several amazing things will happen next week."

All aboard the hype train!  Choo chooo!

Bring me my pre-ordering trousers!!!
Title: Re: Stellaris
Post by: Huw the Poo on March 12, 2016, 07:59:35 PM
(https://i.ytimg.com/vi/DzXCRHAArik/hqdefault.jpg)
Title: Re: Stellaris
Post by: RedArgo on March 15, 2016, 07:29:11 AM
I'd guess this is where the announcement, whatever it is, will come from.

QuoteMar. 8, 2016 - STOCKHOLM - This year, Paradox Interactive will be out in force at the 2016 Game Developer's Conference in San Francisco. On Tuesday, March 15, 2016, Paradox will host a press conference in San Francisco to highlight a number of forthcoming projects for the year, and share their latest news with fans and media. Those not attending GDC can watch the presentation in a live stream on Twitch, beginning March 15 at 5:00 p.m. Pacific Time on http://www.twitch.tv/paradoxinteractive.
Title: Re: Stellaris
Post by: Huw the Poo on March 15, 2016, 07:44:04 AM
17:00 pacific?  Bah!  May as well be tomorrow for those of us in the UK or further east!
Title: Re: Stellaris
Post by: Anguille on March 15, 2016, 08:23:17 AM
Wonder why that have to wait the end of the day to make this....just silly.  >:(
Title: Re: Stellaris
Post by: undercovergeek on March 15, 2016, 06:10:44 PM
at RPS, Stellaris and a fancy new project with Obsidian -

If you happen to be awake and free from work at 5PM Pacific Standard time, you'll be able to watch a live stream of the Paradox GDC press conference, which is taking place over in San Francisco as part of GDC. I'll be there and I'm excited to hear the latest about lovely Stellaris but even more excited to hear from Obsidian.

Over on their Instagram account, Paradox just announced that they'll be revealing details of a new project in collaboration with the studio behind Pillars, Fallout: New Vegas and Alpha Protocol. EXCITEMENT.

This comes on the back of the wonderful Pillars of Eternity. Created by Obsidian and published by Paradox, it was our favourite RPG of 2015. Here's the preliminary announcement:

    "We and Obsidian are excited to show off our new project for the first time! Offically announced on Tuesday at 5PM. Watch the live steam at https://www.twitch.tv/paradoxinteractive/"

The one thing we know already is that this won't be related to the World of Darkness license, acquired by Paradox last year. That news also came through Paradox, in a response to speculation on the same Instagram post.

    "It's not WOD-related, it's something brand new :)"

I'll bring the details straight from the press conference as soon as the announcement has been made, along with any other news that emerges.
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:11:25 PM
Watching the presentation now.... well.. the setup for it at least... just Swedish metal band playing while a bunch of people mill around in the meeting room.... wheeee...  :P
Title: Re: Stellaris
Post by: Tuna on March 15, 2016, 07:14:27 PM
17 minutes late and counting  >:(
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:16:01 PM
They just posted it will start in 10 minutes.... they only know delays.....  O0
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:26:48 PM
Open bar... basturds... oh wait... so's mine.  :D
Title: Re: Stellaris
Post by: Tuna on March 15, 2016, 07:37:21 PM
lol.. I left.. what is it?
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:39:11 PM
blah, blah. blah.. some card game based on Magika (sp?) designed by some 4th grader and his dad..... snore......still waiting for real info.....
::)
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:40:47 PM
Ohh HOI 4 up now!
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:45:53 PM
D-Day release target... this year...
O0
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:47:47 PM
Stellaris now....
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:53:44 PM
Start on single planet.... random starts against different random races. Space to grow to start... Same engine as EUIV. Once expansion leads to borders then more EUIV like play...
Title: Re: Stellaris
Post by: RedArgo on March 15, 2016, 07:54:58 PM
May 9th release!
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 07:55:01 PM
Stellaris release date May9, 2016!
O0

Ninja'd  O0
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 08:00:28 PM
New RPG from Obsidian and Paradox called Tyranny. Evil has won the world.... what happens next....?
Title: Re: Stellaris
Post by: RedArgo on March 15, 2016, 08:00:41 PM
Sorry, too excited!   :D
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 08:01:01 PM
Me too!  :D  ;D
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 08:01:35 PM
And that's it.. they're off to drink at the open bar... me too!  :D

Title: Re: Stellaris
Post by: Kushan on March 15, 2016, 08:02:34 PM
Release date is May 9th!!!!  O0
Title: Re: Stellaris
Post by: bbmike on March 15, 2016, 08:02:57 PM
Should have been May the fourth.  :P
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 08:05:47 PM
Not a great trailer for Tyranny.... no game play... just premise stuff...

Nice new trailer for Stellaris. Features in game play footage.

There's going to be a series of Twitch sessions on Wednesdays called War Wednesdays where they will so how to play HOI 4. I believe they are starting that tomorrow. 2:30pm  CET, I think that's 6:30 am EDT.
Title: Re: Stellaris
Post by: OJsDad on March 15, 2016, 08:10:50 PM
I think all of the Twitch sessions are also going to be posted to YouTube
Title: Re: Stellaris
Post by: Barthheart on March 15, 2016, 09:25:12 PM
Quote from: OJsDad on March 15, 2016, 08:10:50 PM
I think all of the Twitch sessions are also going to be posted to YouTube

Right, they did say that.  O0
Title: Re: Stellaris
Post by: Huw the Poo on March 16, 2016, 01:46:15 AM
Quote from: Huw the Poo on February 18, 2016, 05:05:44 PM
I stand by my guess that Stellaris will be out Q2 2016.

Quote from: Kushan on March 15, 2016, 08:02:34 PM
Release date is May 9th!!!!  O0

Smug mode: activated. :D
Title: Re: Stellaris
Post by: Anguille on March 16, 2016, 03:07:28 AM
Seriously....this is crazy....all the 4x games coming out at the same time (first 6 months of 2016) :

Polaris Sector, Stellaris, Master of Orion, Sector Zero, Dawn of Andromeda and probably Endless Space 2  :uglystupid2:
Title: Re: Stellaris
Post by: Barthheart on March 16, 2016, 09:26:04 AM
Trailer for those who've not seen it yet....

Title: Re: Stellaris
Post by: ghostryder on March 16, 2016, 04:31:42 PM
Title: Re: Stellaris
Post by: Jarhead0331 on March 16, 2016, 04:35:20 PM
^You should check out the look of the races in Pocket Space Empire. I find them to be very unique.
Title: Re: Stellaris
Post by: undercovergeek on March 16, 2016, 05:09:00 PM
Quote from: ghostryder on March 16, 2016, 04:31:42 PM


what the holy fk am i watching here?
Title: Re: Stellaris
Post by: Father Ted on March 16, 2016, 05:23:13 PM
Well, all I can add is that Stellaris wot I drink of Friday night...
Title: Re: Stellaris
Post by: JudgeDredd on March 16, 2016, 05:27:10 PM
what the holy fk did you just make me watch??  >:(
Title: Re: Stellaris
Post by: Grim.Reaper on March 16, 2016, 05:59:58 PM
I noticed instant-gaming has for pre-order at $33 (list $57 as retail price)....

https://www.instant-gaming.com/en/991-buy-key-steam-stellaris/
Title: Re: Stellaris
Post by: Tanaka on March 16, 2016, 06:12:10 PM
Quote from: Grim.Reaper on March 16, 2016, 05:59:58 PM
I noticed instant-gaming has for pre-order at $33 (list $57 as retail price)....

https://www.instant-gaming.com/en/991-buy-key-steam-stellaris/

Thanks for the tip!
Title: Re: Stellaris
Post by: Grim.Reaper on March 16, 2016, 06:24:08 PM
Quote from: Tanaka on March 16, 2016, 06:12:10 PM
Quote from: Grim.Reaper on March 16, 2016, 05:59:58 PM
I noticed instant-gaming has for pre-order at $33 (list $57 as retail price)....

https://www.instant-gaming.com/en/991-buy-key-steam-stellaris/

Thanks for the tip!

Although they do have the wrong release date:)  I am holding off for now until I know what kind of versions might be available...not sure what you exactly get.
Title: Re: Stellaris
Post by: sandman2575 on March 16, 2016, 07:52:16 PM
Quote from: Grim.Reaper on March 16, 2016, 05:59:58 PM
I noticed instant-gaming has for pre-order at $33 (list $57 as retail price)....

https://www.instant-gaming.com/en/991-buy-key-steam-stellaris/

$57 for a Paradox title? Is that confirmed? It seems... off...

I would've guessed $49.99 max. Trying to remember what EUIV retailed at at launch -- can't imagine it was more than that -- in fact I would've guessed more like $39.99.

Not saying Stellaris or HOI4 won't be worth a AAA title price -- they surely will. But this just sounds out of keeping with usual Paradox marketing.

...but who knows... inflation and what not...   ???
Title: Re: Stellaris
Post by: Grim.Reaper on March 16, 2016, 07:55:24 PM
Who knows if instant gaming is correct.......maybe it is some kind of deluxe  version?  Not sure so I am holding off until paradox releases details.
Title: Re: Stellaris
Post by: Tanaka on March 16, 2016, 09:32:16 PM
Yep I am definitely waiting and watching all the steam key resellers. No longer getting burned. Anyone have a good list of the best ones?
Title: Re: Stellaris
Post by: Jarhead0331 on March 16, 2016, 09:46:20 PM
Quote from: Tanaka on March 16, 2016, 09:32:16 PM
Yep I am definitely waiting and watching all the steam key resellers. No longer getting burned. Anyone have a good list of the best ones?

Instant gaming
Cdkeys.com
Kinguin
Title: Re: Stellaris
Post by: Arctic Blast on March 16, 2016, 10:00:21 PM
Well, at least we all know where GR clearly stands on the legalization of weed. And that's...something...I suppose...
Title: Re: Stellaris
Post by: ghostryder on March 16, 2016, 10:45:19 PM
Hehe ;D

I just can't take another "throw a hampster in a spacesuit" type 4x game....which they all seem to be. They spend all those resources on ship design, expanded research, combat, planet options....whatever...but then when they get to races it's the cartoon network. I'd really for once like some decent hard sci-fi races in a 4x game....ones so interesting that the first mods out aren't to replace the races the game comes with the game or how about so good no mods ever come out to replace them?

Nothing kills immersion more than having a conversation with a talking roach.

So i was having this back and forth with the devs of predistination, and I tell them...you know those new planet options you thought are cool and all but if you want to really stand out you need to work on your races.

And they simply didn't get it, "our races are decidedly different. Each has distinct attributes and weakness's"

"And each look like puss 'n' boots or an archie comic"

"Enough with the soap opera races. Sure it works in star trek or Star wars--but they never work in a 4x game"

They kept their default races....and the greenlight game is mostly under the radar. Those other great looking options are also not turning out to be as fun as they first looked...so they are struggling.

I finished my back and forth with. "There was a game called Emperor of the Fading Suns. Being a buggy mess mostly not finished there's been a ton of mods...but not one touched the races. They were that damn good. they were so good players put up with everything else to experience that universe."

Lore is everything. You can't throw a hampster in a WWII uniform and have a good WWII strategy game so why why why why do it here?

So anyway...if you a bit confused those races in the vid are from predistination-but I felt the message was fitting here as well.
Title: Re: Stellaris
Post by: Kushan on March 17, 2016, 12:23:09 AM
Title: Re: Stellaris
Post by: Anguille on March 17, 2016, 01:34:09 AM
Quote from: ghostryder on March 16, 2016, 10:45:19 PM
Hehe ;D
I just can't take another "throw a hampster in a spacesuit" type 4x game....which they all seem to be. They spend all those resources on ship design, expanded research, combat, planet options....whatever...but then when they get to races it's the cartoon network. I'd really for once like some decent hard sci-fi races in a 4x game....ones so interesting that the first mods out aren't to replace the races the game comes with the game or how about so good no mods ever come out to replace them?
I was thinking the same thing. I've watched the presentation with Quil and realised how similar all these races where (in terms of size and form)....the rest of the game looks fantastic but this kills the immersion somehow. Master of Orion 3 had some nice races. Some are missing like the Tachidi who are huge.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.moo3.at%2Fimages%2Fraces%2Fraceheight.jpg&hash=cb3b0cb371e77b04b955a7adfc04508b6427998c)
Title: Re: Stellaris
Post by: JudgeDredd on March 17, 2016, 01:48:30 AM
Oh....I like Quill. I watched a few of his videos on Masters of Orion
Title: Re: Stellaris
Post by: PAK on March 17, 2016, 06:07:27 AM
Holy... that's a LOT of stars and even more planets. They really need to refine management or ....
Title: Re: Stellaris
Post by: Ian C on March 17, 2016, 06:28:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Forig08.deviantart.net%2F9fca%2Ff%2F2016%2F077%2F0%2Fb%2Fzdrtyzdergf_by_jack_o_tales-d9vixca.jpg&hash=7fd6b3e4414e7f415eff6ffcab1386c9ff08ed50)


Title: Re: Stellaris
Post by: Barthheart on March 17, 2016, 06:45:56 AM
Quote from: PAK on March 17, 2016, 06:07:27 AM
Holy... that's a LOT of stars and even more planets. They really need to refine management or ....

There are governors that you can appoint to take care of the mundane stuff as your empire grows. You are encouraged even to divid your empire into sectors/provinces to better run a large empire.
At least that's what I read in someone's preview ... RPS maybe....
Title: Re: Stellaris
Post by: Anguille on March 17, 2016, 06:47:39 AM
Quote from: PAK on March 17, 2016, 06:07:27 AM
Holy... that's a LOT of stars and even more planets. They really need to refine management or ....
It's going to be similar to what MOO3 was supposed to be:  a player can do anything, he can't do everything.

You'll have employees everywhere, with their own agenda....you just control the big picture.
Title: Re: Stellaris
Post by: Barthheart on March 17, 2016, 07:28:29 AM
Quote from: Barthheart on March 17, 2016, 06:45:56 AM
Quote from: PAK on March 17, 2016, 06:07:27 AM
Holy... that's a LOT of stars and even more planets. They really need to refine management or ....

There are governors that you can appoint to take care of the mundane stuff as your empire grows. You are encouraged even to divid your empire into sectors/provinces to better run a large empire.
At least that's what I read in someone's preview ... RPS maybe....

Nope I read it in the Dev diaries of the game...

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-21-administrative-sectors.908587/

Title: Re: Stellaris
Post by: Barthheart on March 17, 2016, 08:54:54 AM
More actual game play:



Man this looks awesome!  :D

Title: Re: Stellaris
Post by: Ian C on March 17, 2016, 09:12:36 AM
Quote from: Barthheart on March 17, 2016, 08:54:54 AM


Man this looks awesome!  :D

That's looks wonderful . All joking aside, I really can't wait. The release of this before HOI4 will bridge the waiting gap very nicely.
Title: Re: Stellaris
Post by: sandman2575 on March 17, 2016, 09:56:54 AM
The fact that Stellaris and HOI4 are coming out within a month of each other is insane -- as in, insanely awesome.

My anticipation for these 2 is so great that I'm having trouble staying interested in the games I currently own. I open my Steam library and think, "Man, really wish I could play Stellaris or HOI4 right now..."  OOTP17 is coming out soon though so that will tide me over til May...

2016 -- Paradox's greatest year yet.
Title: Re: Stellaris
Post by: Barthheart on March 17, 2016, 10:00:30 AM
More good stuff....

Quote
All hail Blorg!

So tonight will be the grand premiere of the Stellaris gameplay streams! We will continue doing these every week on Thursday's from now on. In the future, they will be aired mid-day in Europe however.

Tune in at 20:00CET - http://www.twitch.tv/paradoxinteractive

As usual, the stream will be available in the Twitch VOD archive afterwards, and be uploaded to Youtube as soon as possible.

Title: Re: Stellaris
Post by: undercovergeek on March 17, 2016, 10:13:55 AM
Quote from: JudgeDredd on March 17, 2016, 01:48:30 AM
Oh....I like Quill. I watched a few of his videos on Masters of Orion

yeah, ive watched a lot of videos - i like his enthusiasm - i didnt need to see this one to be sold on the game but having watched it im hyped for the game - dont give a damn if its got space hamsters, and galactic bunnies in, me wants it

i dont have the time to make a half assed amateur video about how much im excited, but i wish i did
Title: Re: Stellaris
Post by: Anguille on March 17, 2016, 11:04:28 AM
Yeah...Quill's videos are really nice.

Now, i am a HUGE fan of 4x games set in space but right now i feel saturated!

Stellaris is going to be awesome but i think i'll wait a while before buying it (same for Endless Space II and others). I first need to play properly Stardrive II and Master of Orion IV....and this may well take me until the end of the year. Anyway...i look forward to hear and read more about Stellaris and the other games but i just feel like my head is going to explode.
Title: Re: Stellaris
Post by: Steelgrave on March 17, 2016, 11:19:34 AM
This looks amazing. Just added it to my "must buy" list. Coolness.
Title: Re: Stellaris
Post by: PAK on March 17, 2016, 11:53:30 AM
Well, so many ideas known from Paradox games put into the space 4X game, that is really amazing. Although lack of proper tactical space combat is a bit underwhelming. Wonder how they treated planetary invasions...
Anyway, a title worth buying, that's for sure!  O0
Title: Re: Stellaris
Post by: sandman2575 on March 17, 2016, 01:04:05 PM
I'm more and more starting to think of Stellaris as the spiritual successor to Distant Worlds -- anyone else getting a similar vibe?
Title: Re: Stellaris
Post by: Huw the Poo on March 17, 2016, 01:07:06 PM
Quote from: sandman2575 on March 17, 2016, 09:56:54 AM
My anticipation for these 2 is so great that I'm having trouble staying interested in the games I currently own. I open my Steam library and think, "Man, really wish I could play Stellaris or HOI4 right now..."  OOTP17 is coming out soon though so that will tide me over til May...

I'm exactly the same mate.  I've bought some really good games this year but I just can't bring myself to get stuck into any of them.  I'm not even logging into Wurm Online at the moment.

It's going to be a long couple of months!
Title: Re: Stellaris
Post by: FarAway Sooner on March 17, 2016, 02:13:59 PM
I'm impressed by all the features that they talk about.  I worry a little bit about how the different mechanics feed together to make a cohesive goal, but I do like the notion of a 4x that isn't a "god game" where you have absolute control over every little decision that gets made.  The trick is making sure that the AI decisions that do get made aren't so idiotic that they ruin immersion (e.g., "Why did my Space Patrol Frigate chase that damaged enemy pirate ship back into range of the Pirate Star Base that sensors tell me will wipe him out in a single shot?").  I think the games that are most successful do that through abstraction (e.g., you have to pick from a couple techs to research, rather than being able to map out your progress on the whole tree), but we'll see how it goes.

I hope that they get a good PvE component baked into the game.  One of the things that made Distant Worlds such an awesome game was the elegant pirate mechanics, where you could set them to start out as far more powerful than the "homeworld races", but with all sorts of limitations that you could hopefully overcome over time. 

I share Ghost's concerns about a potential lack of lore in the setting.  The visual depictions (e.g., is that a hampster wearing a spacesuit or a crocodile?) aren't as important to me as the back story and the conduct of the rival AI players, but few space 4x games seem to get either of those right. 

The notion of "quest like" story lines offers intriguing possibilities to develop great lore, and puts it above Galactic Civilizations 3 or some of the other Space 4x titles I've seen recently.  But those quests need to be more flexible and narrative-driven than the interstellar equivalent of "kill the giant rats infesting my basement to earn 100 Gold" or the equally tiresome "invest x resources over y turns and you'll get z as an eternal bonus after that".

I'm very impressed with this overall, but it's not a Day 1 buy.  I've got too many other unfinished titles for that!  I'll let you guys be the guinea pigs...
Title: Re: Stellaris
Post by: vyshka on March 17, 2016, 03:22:44 PM
Being streamed right now by Paradox:

https://www.twitch.tv/paradoxinteractive
Title: Re: Stellaris
Post by: ghostryder on March 17, 2016, 04:19:08 PM


I'm more and more starting to think of Stellaris as the spiritual successor to Distant Worlds -- anyone else getting a similar vibe?

This looks to be a Distance Worlds killer to me. Distance worlds had lot of stars and some cool things but it remained somewhat shallow when you got the the meat of the game. Races for example--we're just reworked stats of minus and plus's to abilities. There was no mechanic for say, A true fanitical race or a true persausive race--those mechanics just were not there--in in turn this made the diplomatic part just as hollow-- Stellaris on the other hand seems to rely on "Ethics" as well as "government types" in the same way EUIV would play out-and what I appreciate is that each planet isn't just made up of one race with one core government and belief system-but rather like CK2 will have races with it's own ideas on these things and will have to be managed as such. The later never made much sense to me concidering our own planet has 190 countries with a huge amount of different sub-races with thier own core beliefs and government types--why would alien planets be so simplified? I think it takes a company like Paradox to pull that off having had so much experience with it in their other games- and frankly Distant Worlds just does not do that in any way.

I'm pretty happy as well they went with a different art direction than they have used in their other games. Going into this with a CK2 type art style I think would have hurt the game. Other things I'm exicited about is how each planet can have pre-space flight levels but may during the game evolve to it--or in other words, unlike all other 4x games which use independent races as place holders for power ups- these will have a life of their own with meaningful roles.

Space wars also seem to managed much more believably-if you didn't watch the whole video--these wars are not unlike our wars in the past-where taking a planet doesn't mean owning a planet anymore than taking a town does in a WWII game. That is decided after the war in the treaties of who gets what and who loses what---again not seen in any 4x game I remember.

I like the fact there seems to be many ways to gain tech---and how you have to logically research to continue on certain tasks--like meeting another race or finding an anomoly--

We didn't see it but it was discussed--some of the late game features look exciting--and all seen totally new ideas to the gendre.

Overall I was impressed with what I've seen so far--and this might be just what the 4x gendre really needs to breath new life into it. In fact if this plays out and everything goes as presented I think this title could be as big as any 4x release and series---Imaging the DLC and expansion list of a ck2 being applied here?

I don't think Distant worlds will have anything on this game.

Title: Re: Stellaris
Post by: Father Ted on March 17, 2016, 05:08:26 PM
Quote from: Ian C on March 17, 2016, 06:28:31 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Forig08.deviantart.net%2F9fca%2Ff%2F2016%2F077%2F0%2Fb%2Fzdrtyzdergf_by_jack_o_tales-d9vixca.jpg&hash=7fd6b3e4414e7f415eff6ffcab1386c9ff08ed50)

Hey!  I already did that joke!
Title: Re: Stellaris
Post by: Ian C on March 17, 2016, 05:31:29 PM
Quote from: Father Ted on March 17, 2016, 05:08:26 PM

Hey!  I already did that joke!

Did you? I'm too drunk to notice.
Title: Re: Stellaris
Post by: OJsDad on March 17, 2016, 06:35:24 PM
One thing that looks disappointing (yes, I'm probably the only one who thinks this) is that there doesn't seem to be a real reason to build mission specific combat ships, escorts, area defense, missile ships, carriers, direct fire, etc.  This means that your fleets are just blobs, no formations that mean anything. 
Title: Re: Stellaris
Post by: ghostryder on March 17, 2016, 06:51:47 PM
combat has always been an afterthought in paradox titles--but 4x deserves more I agree. Perhaps we're see it in an expansion--
Title: Re: Stellaris
Post by: Grim.Reaper on March 17, 2016, 06:58:15 PM
This will be a purchase for certain, even if I am not great at these types of games...love the idea of all the assistance you can have without needing to micromanage.  With this and HOI, going to be a couple of good months...
Title: Re: Stellaris
Post by: OJsDad on March 17, 2016, 07:21:27 PM
Quote from: ghostryder on March 17, 2016, 06:51:47 PM
combat has always been an afterthought in paradox titles--but 4x deserves more I agree. Perhaps we're see it in an expansion--

Just for the record, I'm looking for something similar to what MOO3 had, where you were forced to build specific roles.  I'm not wanting a space based tactical naval game.
Title: Re: Stellaris
Post by: OJsDad on March 17, 2016, 07:40:13 PM
Watching the Paradox video, as soon as he said you could only do FTL outside of the system I immediately thought of Honorverse.

It also sounds like you can build defense bases a the entry points into your systems.  Should make system assaults expensive. 
Title: Re: Stellaris
Post by: bbmike on March 17, 2016, 09:10:52 PM
^That reminds me of what Kirk said in Star Trek: The Motion Picture:

In order to intercept the intruder at the earliest possible time, I must now risk engaging warp drive while still within the solar system.
Title: Re: Stellaris
Post by: FarAway Sooner on March 17, 2016, 11:12:23 PM
Quote from: OJsDad on March 17, 2016, 07:40:13 PM
Watching the Paradox video, as soon as he said you could only do FTL outside of the system I immediately thought of Honorverse.

It also sounds like you can build defense bases a the entry points into your systems.  Should make system assaults expensive.

Yeah, I think they're going with the Honorverse notion of "anybody w/the right drive can fly FTL, but warp lanes are faster".  I've always liked this approach in space 4x, as it does a nice job of introducing "space terrain" with strategic implications, rather than just the "Move 50% slower" or "Your shields don't work here" effects.

Ghost, Distant Worlds definitely had different alien populations living on the same worlds.  Population migrated across empire boundaries (although you could set immigration policies to manage that at the cost of missing out on growth).  They were all your citizens, but each race's attitude towards you was modeled and tracked separately (based on whether bug-races like water-races, whether you were at war with the empire that was once their homeworld, etc). 

Distant Worlds is NOT the be-all/end-all, but if I understood your complaint about "each planet isn't just made up of one race with one core government and belief system", I think it does a decent job of that.  Where it didn't go far enough was in creating flavor for the different races. 

DW did have race-specific victory conditions, which was a really nice touch, but they weren't big enough to drive significantly different strategies.  If I'm fighting an alien race that has a reputation for being genocidal maniacs, I want their victory conditions tied to being genocidal maniacs.  No "Political Alliance victories" for the Daleks!!!
Title: Re: Stellaris
Post by: OJsDad on March 18, 2016, 06:39:34 AM
One other thing I wasn't a fan of in DW was the economy.  I didn't have a problem with it being automated, but it was too much of a mystery as to what was happening.  Why your tax revenues were down, what you were doing or not doing to effect it ect.  Hopefully Stellaris does a better job of telling the player why something is happening. 
Title: Re: Stellaris
Post by: ghostryder on March 18, 2016, 06:53:56 AM
Ghost, Distant Worlds definitely had different alien populations living on the same worlds.  Population migrated across empire boundaries (although you could set immigration policies to manage that at the cost of missing out on growth).  They were all your citizens, but each race's attitude towards you was modeled and tracked separately (based on whether bug-races like water-races, whether you were at war with the empire that was once their homeworld, etc). 


Once you started conquering sure--most 4x games do that--what I'm saying, as a race itself --you have different factions within it before the conflict ever gets underway. Just like planet earth who has multiple countries, multiple religions, multiple government types-- You may be the leader of the planet but your race simply isn't defined by what planet type you like and the stats that go around it. adding ethics to the mix brings a new depth - and if they bring in religion-well that's a depth never seen since the fanatic in civ3 or alpha centuri--and distant worlds just can't do a "believers" race no matter how hard you try to mod one in...and believe me-I've tried.

Paradox still went with the soap opera races ala Star Wars, so we're still gonna have talking rodents and kittens- but the race depths will allow those to modded to a depth of hard sci-fi if you want- and you can count on me doing just that--as I like my science fiction in that vein when it comes to games. Soap opera works fine in a movie like Star trek but it only kills emersion in these games.

The last time i modded a game was Pandora:First contact. As a comparision to alpha centuri I think it did better than Civ:beyond Earth-but the art of the races was cartoony--so I set out to fix that--here is what I did:


Title: Re: Stellaris
Post by: Anguille on March 18, 2016, 07:47:06 AM
Nice job!
Title: Re: Stellaris
Post by: FarAway Sooner on March 18, 2016, 10:53:09 PM
Impressive stuff!  Visuals are key in shaping a lot of that stuff, fer sure.
Title: Re: Stellaris
Post by: Grim.Reaper on March 21, 2016, 05:49:14 PM
Well, I did what I said I wasn't going to do...and already pre ordered:)

Saw on sale at cdkeys.com and got for $27...if I end up missing out on any pre-order bonus, the price is cheap enough for me to add the DLC later, if I end up liking the game.
http://www.cdkeys.com/pc/games/stellaris-pc-cd-key-steam

I also saw this posted about pre order on german amazon site...does say some kind of human content and soundtrack included with pre-order, I can do without those if true.

http://www.amazon.de/gp/product/B01D2SB8MU?keywords=stellaris&qid=1458477917&ref_=sr_1_1&sr=8-1
Title: Re: Stellaris
Post by: Huw the Poo on March 21, 2016, 07:08:20 PM
If there's an English version of that box, I'm having it.
Title: Re: Stellaris
Post by: republic on March 23, 2016, 06:26:00 PM
I'm really looking forward to this, I've said since Victoria II I'd love to see a space game based on that engine.  Speaking of Victoria II, do we know if there will be a long list of resources like Victoria II or will there just be a handful?

One of my favorite things in Distant Worlds is having to craft your ships and strategies around access to resources.
Title: Re: Stellaris
Post by: Huw the Poo on March 24, 2016, 01:42:31 AM
Dunno.  There are basic resources such as food of course, but there are also rare resources (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-10-the-spaceport-and-rare-resources.892292/) which each confer their own bonuses.  No idea how long the list is, though.
Title: Re: Stellaris
Post by: Huw the Poo on April 11, 2016, 06:41:10 AM
FOUR WEEKS TO GO!!!

It's close enough that it now appears in the "upcoming events" of my diary. :D

I'm a bit excited for this one.
Title: Re: Stellaris
Post by: Yskonyn on April 11, 2016, 10:37:00 AM
Me too!
Title: Re: Stellaris
Post by: bbmike on April 11, 2016, 02:29:37 PM
I can't help but feel we are getting too excited for what is released. But release it now!
Title: Re: Stellaris
Post by: pfig on April 11, 2016, 02:43:45 PM
Argh, I saw new posts in the thread and thought it had been released!

What do you mean, "too excited"?
Title: Re: Stellaris
Post by: Rayfer on April 11, 2016, 04:34:05 PM
The ongoing Polaris Sector thread is full of mostly very positive comments. I was tempted but held off awaiting the Sellaris release. Can't wait to read the initial impressions from you day-one purchasers. Will it be a better game or just different?
Title: Re: Stellaris
Post by: Grim.Reaper on April 11, 2016, 04:38:28 PM
I am ready to go...pre ordered and just waiting until release.
Title: Re: Stellaris
Post by: Huw the Poo on April 11, 2016, 04:48:00 PM
Quote from: Rayfer on April 11, 2016, 04:34:05 PM
Will it be a better game or just different?

It will certainly be different - as to better, I haven't played (can't play) Polaris so I couldn't say, but I do have a lot of faith in Paradox. :)
Title: Re: Stellaris
Post by: ghostryder on April 11, 2016, 08:37:08 PM
I expect a good game--which is quite a turn-around from the earlier days of this company-but I think they listened and corrected themselves--and from Victoria II onward the games have just been Stellar. Hit after hit pretty consistantly--you almost forget the train wreck of HOI3. So I expect the same here...even moreso since they want to try a gendre they have never done. The RPG never saw light but it's too close for the same fate here---I expect an awesome game.
Title: Re: Stellaris
Post by: OJsDad on April 14, 2016, 10:38:40 AM
Pre Order is now available.  $39.99 standard.  There is also a Nova edition for $49.99 and Galaxy edition for $69.99
Title: Re: Stellaris
Post by: Barthheart on April 14, 2016, 10:49:03 AM
$40 is a good price point... I'll be pre-ordering....  O0
Title: Re: Stellaris
Post by: Anguille on April 14, 2016, 11:21:18 AM
Quote from: OJsDad on April 14, 2016, 10:38:40 AM
Pre Order is now available.  $39.99 standard.  There is also a Nova edition for $49.99 and Galaxy edition for $69.99
what is the difference between the editions?
Title: Re: Stellaris
Post by: jamus34 on April 14, 2016, 11:23:52 AM
Dammit, why did they have to go and price it so affordable. Makes it that much harder to resist.
Title: Re: Stellaris
Post by: OJsDad on April 14, 2016, 12:01:26 PM
Quote from: Anguille on April 14, 2016, 11:21:18 AM
Quote from: OJsDad on April 14, 2016, 10:38:40 AM
Pre Order is now available.  $39.99 standard.  There is also a Nova edition for $49.99 and Galaxy edition for $69.99
what is the difference between the editions?

Here's the link with the differences.

http://www.stellarisgame.com/buy
Title: Re: Stellaris
Post by: sandman2575 on April 14, 2016, 12:05:36 PM
Yeah, I can't freaking wait for this to come out. This could be the One Space4X to Rule Them All...

$40 seems like a steal. That's Polaris Sector's price point, and $10 less than big budget titles like Master of Orion 4 and Galactic Civ III...
Title: Re: Stellaris
Post by: Anguille on April 14, 2016, 12:17:01 PM
Quote from: OJsDad on April 14, 2016, 12:01:26 PM
Quote from: Anguille on April 14, 2016, 11:21:18 AM
Quote from: OJsDad on April 14, 2016, 10:38:40 AM
Pre Order is now available.  $39.99 standard.  There is also a Nova edition for $49.99 and Galaxy edition for $69.99
what is the difference between the editions?

Here's the link with the differences.

http://www.stellarisgame.com/buy
thanks
Title: Re: Stellaris
Post by: Space6ghost on April 14, 2016, 12:19:59 PM
Go to Greenmangaming, use the coupon and get the Nova Edition for the price of the base game. That is what I did.  :)
Title: Re: Stellaris
Post by: Anguille on April 14, 2016, 12:20:33 PM
(//)
Quote from: OJsDad on April 14, 2016, 12:01:26 PM
Quote from: Anguille on April 14, 2016, 11:21:18 AM
Quote from: OJsDad on April 14, 2016, 10:38:40 AM
Pre Order is now available.  $39.99 standard.  There is also a Nova edition for $49.99 and Galaxy edition for $69.99
what is the difference between the editions?

Here's the link with the differences.

http://www.stellarisgame.com/buy
The geek in me wants the galaxy edition  :crazy2:

Feeling nice...doing barbecue, listening to Darius Rucker and chatting with you guys... 8)
Title: Re: Stellaris
Post by: Huw the Poo on April 14, 2016, 01:29:16 PM
I'll be ordering the box copy from Amazon. :P
Title: Re: Stellaris
Post by: Grim.Reaper on April 14, 2016, 06:37:19 PM
Good to see official preorder info come out....I picked up awhile ago at CDkeys for around $28, assuming that likely will be the basic edition, which is fine since I don't need that other fancy stuff:)
Title: Re: Stellaris
Post by: vyshka on April 14, 2016, 11:40:13 PM
Quote from: Space6ghost on April 14, 2016, 12:19:59 PM
Go to Greenmangaming, use the coupon and get the Nova Edition for the price of the base game. That is what I did.  :)

Same here. Now to wait until May 9th  >:(
Title: Re: Stellaris
Post by: OJsDad on April 15, 2016, 06:28:58 AM
Quote from: Space6ghost on April 14, 2016, 12:19:59 PM
Go to Greenmangaming, use the coupon and get the Nova Edition for the price of the base game. That is what I did.  :)

I'm there now, and not seeing a discount for Stellaris.  I don't have an account, do you need to be logged in to see the discounts.
Title: Re: Stellaris
Post by: Pete Dero on April 15, 2016, 06:55:51 AM
Quote from: OJsDad on April 15, 2016, 06:28:58 AM
Quote from: Space6ghost on April 14, 2016, 12:19:59 PM
Go to Greenmangaming, use the coupon and get the Nova Edition for the price of the base game. That is what I did.  :)

I'm there now, and not seeing a discount for Stellaris.  I don't have an account, do you need to be logged in to see the discounts.

Store wide coupon : APR20   (-20%)

All you have to do is enter the code into the box during the checkout process, press apply and it
will apply a percentage discount!   Works for Stellaris.
Title: Re: Stellaris
Post by: Yskonyn on April 15, 2016, 07:45:59 AM
Just ordered from cdkeys for 25 euro's.
Title: Re: Stellaris
Post by: OJsDad on April 15, 2016, 08:01:15 AM
Thanks.
Title: Re: Stellaris
Post by: Kushan on April 16, 2016, 01:37:28 PM
Galaxy edition for me. I have a weak constitution when developers start waving shiny stuff in front of me.

Been watching the Paradox Lets Play on YouTube. Really like the card based research system. Choose 1 of 3 options and the others get shuffled back into the deck. Most techs will more then likely be seen again but there are rare technologies that have a very low chance of appearing, and you may not get another shot at them.

3 weeks and and a day to go....
Title: Re: Stellaris
Post by: Huw the Poo on April 17, 2016, 02:50:56 AM
Yeah I think I've changed my mind and will go Galaxy too.  I'd love the box but it's just the base game, and where Stellaris is concerned I want ALL the shinies!
Title: Re: Stellaris
Post by: Jarhead0331 on April 18, 2016, 09:25:09 AM
I went with the Nova edition. I've never been a fan of digital artbooks, soundtracks, etc. The Nova edition gets you the additional exclusive in-game content that I'm willing to pay extra for, so I went with that.
Title: Re: Stellaris
Post by: Barthheart on April 18, 2016, 09:57:20 AM
I just bought the base version because I'm cheap  :P and PDox always sells the extras for a buck later on.  O0 I also got 25% off at GMG from their current WATCH25 coupon.   8)
Title: Re: Stellaris
Post by: sandman2575 on April 18, 2016, 10:32:32 AM
Now this sounds cool:

https://www.rockpapershotgun.com/2016/04/18/stellaris-late-game/#more-360691 (https://www.rockpapershotgun.com/2016/04/18/stellaris-late-game/#more-360691)

Growing so impatient to get my hands on this.....
Title: Re: Stellaris
Post by: Tuna on April 18, 2016, 12:57:31 PM
Quote from: Barthheart on April 18, 2016, 09:57:20 AM
I just bought the base version because I'm cheap  :P and PDox always sells the extras for a buck later on.  O0 I also got 25% off at GMG from their current WATCH25 coupon.   8)

Tried to do this, but they won't accept my Paypal because it's not 'verified'.. If they think I'm gonna give my routing number to Paypal, they are crazy!!!!
Title: Re: Stellaris
Post by: Jarhead0331 on April 18, 2016, 01:10:50 PM
Quote from: Tuna on April 18, 2016, 12:57:31 PM
Quote from: Barthheart on April 18, 2016, 09:57:20 AM
I just bought the base version because I'm cheap  :P and PDox always sells the extras for a buck later on.  O0 I also got 25% off at GMG from their current WATCH25 coupon.   8)

Tried to do this, but they won't accept my Paypal because it's not 'verified'.. If they think I'm gonna give my routing number to Paypal, they are crazy!!!!

Why? All a routing number does is identify the financial institution. Its not a unique number to your account.
Title: Re: Stellaris
Post by: Tuna on April 18, 2016, 01:22:08 PM
You enter your routing number so Paypal can withdraw directly from you bank account or deposit funds there. With Paypal on Credit Card only..you have some protection.

You are correct on Account needed too.. thing is.. Paypal has screwed me in the past.. Credit Card has protected me in that situation. Paypal + Credit Card, meant I didn' lose money in the deal.. If I did Paypal only and was verified with my account, I would've lost the money.
Title: Re: Stellaris
Post by: Jarhead0331 on April 18, 2016, 02:32:13 PM
Quote from: Tuna on April 18, 2016, 01:22:08 PM
You enter your routing number so Paypal can withdraw directly from you bank account or deposit funds there. With Paypal on Credit Card only..you have some protection.

You are correct on Account needed too.. thing is.. Paypal has screwed me in the past.. Credit Card has protected me in that situation. Paypal + Credit Card, meant I didn' lose money in the deal.. If I did Paypal only and was verified with my account, I would've lost the money.

I have a dedicated checking account that I use only for paypal transactions. I keep it funded only with the amount of money I need for transactions. On the average i keep a $50 balance...rarely no more than $100. I sleep soundly at night.
Title: Re: Stellaris
Post by: FarAway Sooner on April 18, 2016, 02:45:52 PM
Jarhead, you're losing the interest on that money in your PayPal account, you know.  Given today's sky high interest rate environment, that works out to about $0.01/year that you're losing.  And when interest rates rise, it might turn out to be $0.10/year or more!!

The idea of end-game calamities does seem interesting, but if they aren't careful, it could get formulaic very quickly.  I've often felt like, in many 4x games like this, the ability to turn modders loose to script their own events would unleash all sorts of creativity.  I have no idea how hard it would be to do that, or how many games have already done this, but I can't recall playing any mods besides the Civ 4: Fall from Heaven mod that really completely changed the way a game played without changing the underlying mechanics.

As has been noted many times (including in that linked article), the late-game grind in 4x games is the biggest turn-off for me.  Maybe I'm just playing the wrong games, but if I start out with a favorable enough position, I know I've won well before I win the game.  I can't recall ever winning a 4x where I was biting my nails at the end, although that didn't mean that I didn't have fun.
Title: Re: Stellaris
Post by: Jarhead0331 on April 18, 2016, 03:06:56 PM
Its interesting...maybe I'm alone here, but I never really play 4x games to "win", per se.  I mean, I play them to survive and create a powerful prosperous empire with an edge over the other factions in any game, but I'm not really playing to "win" like in the context of how one may play to win a game of chess.

I'm never in search of the endgame victory screen. I really play to create a system of alliances that generate productive trade and security, while building an infrastructure and military strong enough to influence my opponents, and exert my culture, and when necessary, or bored, inflict total devastation on those who test my resolve.

Anyone else play in a manner that prolongs games, or seeks to create a somewhat indefinite cycle of play? Eventually, I do get bored and leave the game or start over, but I almost never play a game through to a victory by conquest, diplomacy, economy, science or culture, etc.     
Title: Re: Stellaris
Post by: jamus34 on April 18, 2016, 03:14:52 PM
One thing I liked about the original MOO was the galactic council (or whatever it was called) I would purposely vote against myself to get into the all vs me end game war. I wouldn't necessarily win but I liked to see how my fleet compositions faired. I preferred the build tons of small ships with big guns approach.
Title: Re: Stellaris
Post by: sandman2575 on April 18, 2016, 03:26:34 PM
Quote from: Jarhead0331 on April 18, 2016, 03:06:56 PM
Its interesting...maybe I'm alone here, but I never really play 4x games to "win", per se.  I mean, I play them to survive and create a powerful prosperous empire with an edge over the other factions in any game, but I'm not really playing to "win" like in the context of how one may play to win a game of chess.

I'm never in search of the endgame victory screen. I really play to create a system of alliances that generate productive trade and security, while building an infrastructure and military strong enough to influence my opponents, and exert my culture, and when necessary, or bored, inflict total devastation on those who test my resolve.

Anyone else play in a manner that prolongs games, or seeks to create a somewhat indefinite cycle of play? Eventually, I do get bored and leave the game or start over, but I almost never play a game through to a victory by conquest, diplomacy, economy, science or culture, etc.     


This is interesting. I think I'm in a related camp -- which is to say, I'm also not really playing to win, but most often, just playing to figure out how the game works. I know that sounds strange but it's very often the case that the challenge of a lot of strategy games is, for me, just learning how to play -- like the whole thing is just some extended in-depth tutorial.

It's a pretty small fraction of games that I actually try to get better at, and so continue playing after I think I've got the basics down. In so many instances it just seems like the 'magic' of a game disappears once I know what the hell I'm doing (!)

Really, the only Space 4Xs I repeatedly return to are Distant Worlds and SotSII. I have a pretty good handle on both those games -- and Lord knows it took me a *while* to really figure out how to play DW! Other Space 4X, like Endless Space or Gal Civ or Star Ruler, are prime examples of games where I essentially lost interest after getting down the basics.

I picked up Polaris Sector but haven't really given it a go yet. I started playing... and then had a strong urge to go back to Distant Worlds...

Title: Re: Stellaris
Post by: mikeck on April 18, 2016, 08:03:09 PM
I would give polaris sector another shot. I love distant worlds and think it is (was?) the best space 4x around. I also really enjoyed SoTS 2, Although I wished colony development was more detailed. I enjoy Polaris sector more than either truthfully. DW may have more depth concerning resource trade and the private economy, but I just have more with the starlanes of Polaris. I know lots of people hate it, but ye lanes act like terrain on a battlefield and control strategy. It forces you to fight over piddlely little planets simply because they control access to a whole bunch of stars with good planets.
Title: Re: Stellaris
Post by: Tanaka on April 18, 2016, 10:28:37 PM
Quote from: mikeck on April 18, 2016, 08:03:09 PM
I would give polaris sector another shot. I love distant worlds and think it is (was?) the best space 4x around. I also really enjoyed SoTS 2, Although I wished colony development was more detailed. I enjoy Polaris sector more than either truthfully. DW may have more depth concerning resource trade and the private economy, but I just have more with the starlanes of Polaris. I know lots of people hate it, but ye lanes act like terrain on a battlefield and control strategy. It forces you to fight over piddlely little planets simply because they control access to a whole bunch of stars with good planets.

I gotta agree. One of my biggest gripes with DW is that fleets could just show up anywhere out of nowhere. I hate playing whack a mole. I love the strategy options of the maps in Polaris Sector among other things.
Title: Re: Stellaris
Post by: Anguille on April 19, 2016, 06:44:02 AM
Going to buy it but reading the Stellaris EULA made me want to vomit... :uglystupid2:
Title: Re: Stellaris
Post by: Huw the Poo on April 19, 2016, 07:21:51 AM
I just skimmed the EULA and it looks fairly generic.  Am I missing something?
Title: Re: Stellaris
Post by: Anguille on April 19, 2016, 07:45:59 AM
Quote from: Huw the Poo on April 19, 2016, 07:21:51 AM
I just skimmed the EULA and it looks fairly generic.  Am I missing something?
Maybe i am too old...or it's been long since i last read one...

As far as i can see, Paradox is one of the few companies to have an additionnal EULA.
Title: Re: Stellaris
Post by: sandman2575 on April 19, 2016, 08:42:44 AM
I have no problem with star lanes -- Sins of a Solar Empire is one of my favorite space games ever, and I agree that star lanes can make for some interesting strategic situations.

Not really sure what's holding me back with Polaris Sector -- I've only put like an hour into it but it didn't grab me (I know that's not enough to judge the game as a whole, but it is enough to make a first impression, which for me was lukewarm). I guess because a large part of the early game is just sending your scout around, I found the exploration really uninteresting -- with each new star system boiling down to "is there a colonizable planet there or not?"  This is something that I have to say Distant Worlds does well -- the sense of exploration being more meaningful. I actually love just scouting things in DW to find out what resources they may have. It's nothing revolutionary, of course, but it does give a satisfying sense of "ooh I wonder what's over there" that's missing from too many space 4x.

Another gripe I have about 4X conventions -- which frankly I wish some visionary would tear up and start from scratch -- is the idea that you start out with a hyper-advanced civilization capable of building intergalactic starships, and you begin with a grand fleet of: one ship. One. I understand the gaming logic of that, but the "you only start with a scout, and maybe a constructor or colonizer too" dogma is so tiresome at this point. That and the "Pirates are going to be super overpowered, functioning not as actual pirates but as a roaming death armada capable of taking on entire civilizations..."

Most of that is not aimed solely at Polaris of course -- it's just far too endemic to the 4x genre as a whole.
Title: Re: Stellaris
Post by: jamus34 on April 19, 2016, 08:55:45 AM
From what I can tell the first hour or three of a PS game is really slow, you have no tech, next to no production, and colony build up is really slow. I decided to modify my colony ship on start to include 3k colonists is helping and now to be able to colonize father planets I built a supply ship.
Combat still eludes me a bit, I have some better weapons but there trade off just doesn't seem worth it but I might be missing something.
Title: Re: Stellaris
Post by: Jarhead0331 on April 19, 2016, 09:03:53 AM
Quote from: sandman2575 on April 19, 2016, 08:42:44 AM
I have no problem with star lanes -- Sins of a Solar Empire is one of my favorite space games ever, and I agree that star lanes can make for some interesting strategic situations.

Not really sure what's holding me back with Polaris Sector -- I've only put like an hour into it but it didn't grab me (I know that's not enough to judge the game as a whole, but it is enough to make a first impression, which for me was lukewarm). I guess because a large part of the early game is just sending your scout around, I found the exploration really uninteresting -- with each new star system boiling down to "is there a colonizable planet there or not?"  This is something that I have to say Distant Worlds does well -- the sense of exploration being more meaningful. I actually love just scouting things in DW to find out what resources they may have. It's nothing revolutionary, of course, but it does give a satisfying sense of "ooh I wonder what's over there" that's missing from too many space 4x.

Another gripe I have about 4X conventions -- which frankly I wish some visionary would tear up and start from scratch -- is the idea that you start out with a hyper-advanced civilization capable of building intergalactic starships, and you begin with a grand fleet of: one ship. One. I understand the gaming logic of that, but the "you only start with a scout, and maybe a constructor or colonizer too" dogma is so tiresome at this point. That and the "Pirates are going to be super overpowered, functioning not as actual pirates but as a roaming death armada capable of taking on entire civilizations..."

Most of that is not aimed solely at Polaris of course -- it's just far too endemic to the 4x genre as a whole.

You're not alone. PS left a fairly unfavorable first impression with me too. I bought it straight away after some initial positive feedback, tried it out and said, "I don't see anything here..." But I stuck with it for a bit and once I started without the pirate nuisance, got a few basic techs and some favorable worlds to colonize, the game really took off. I'm telling you...its sense of time and scale is unrivaled in the 4x gaming world. No other game that I can think of gives quite the same immersive sensation of time and distance as PS. This makes the game feel quite epic and adds a really significant strategic element.

Additionally, there is a tremendous amount of creative, useful technology to unlock here. Its not just lasers...bigger lasers...biggest lasers. There are so many modules and components that really enhance your fleets and give the player a tremendous amount of flexibility in the kinds of ship classes and roles that can be designed. So, I think PS also has the edge when it comes to technology and ship design, two elements that are either fairly generic in most 4x games, or in some instances, abstracted or left out altogether. 

I wouldn't pass this one up. It deserves the attention of all series 4x gamers.
Title: Re: Stellaris
Post by: Barthheart on April 19, 2016, 09:09:52 AM
Quote from: Jarhead0331 on April 19, 2016, 09:03:53 AM
Quote from: sandman2575 on April 19, 2016, 08:42:44 AM
I have no problem with star lanes -- Sins of a Solar Empire is one of my favorite space games ever, and I agree that star lanes can make for some interesting strategic situations.

Not really sure what's holding me back with Polaris Sector -- I've only put like an hour into it but it didn't grab me (I know that's not enough to judge the game as a whole, but it is enough to make a first impression, which for me was lukewarm). I guess because a large part of the early game is just sending your scout around, I found the exploration really uninteresting -- with each new star system boiling down to "is there a colonizable planet there or not?"  This is something that I have to say Distant Worlds does well -- the sense of exploration being more meaningful. I actually love just scouting things in DW to find out what resources they may have. It's nothing revolutionary, of course, but it does give a satisfying sense of "ooh I wonder what's over there" that's missing from too many space 4x.

Another gripe I have about 4X conventions -- which frankly I wish some visionary would tear up and start from scratch -- is the idea that you start out with a hyper-advanced civilization capable of building intergalactic starships, and you begin with a grand fleet of: one ship. One. I understand the gaming logic of that, but the "you only start with a scout, and maybe a constructor or colonizer too" dogma is so tiresome at this point. That and the "Pirates are going to be super overpowered, functioning not as actual pirates but as a roaming death armada capable of taking on entire civilizations..."

Most of that is not aimed solely at Polaris of course -- it's just far too endemic to the 4x genre as a whole.

You're not alone. PS left a fairly unfavorable first impression with me too. I bought it straight away after some initial positive feedback, tried it out and said, "I don't see anything here..." But I stuck with it for a bit and once I started without the pirate nuisance, got a few basic techs and some favorable worlds to colonize, the game really took off. I'm telling you...its sense of time and scale is unrivaled in the 4x gaming world. No other game that I can think of gives quite the same immersive sensation of time and distance as PS. This makes the game feel quite epic and adds a really significant strategic element.

Additionally, there is a tremendous amount of creative, useful technology to unlock here. Its not just lasers...bigger lasers...biggest lasers. There are so many modules and components that really enhance your fleets and give the player a tremendous amount of flexibility in the kinds of ship classes and roles that can be designed. So, I think PS also has the edge when it comes to technology and ship design, two elements that are either fairly generic in most 4x games, or in some instances, abstracted or left out altogether. 

I wouldn't pass this one up. It deserves the attention of all series 4x gamers.

+1

I just hope that Stellaris has the same sense of time scale epicness.
Title: Re: Stellaris
Post by: Jarhead0331 on April 19, 2016, 09:13:22 AM
Yes...I have very high hopes for Stellaris. If it is truly developed with an eye toward detail in the same vein as CKII, Victoria, HOI and EU games, I think it has the potential to be an extremely unique grand strategic 4x gaming experience. We'll see.
Title: Re: Stellaris
Post by: sandman2575 on April 19, 2016, 09:18:10 AM
Appreciate the feedback, guys -- if you say dig deeper, PS has a payoff, I'm sure that must be the case.

Re: Stellaris -- maybe I'm just a blind Paradox fanboy at this point, but Stellaris sure looks like a slam dunk and a sure thing. I have full faith they are going to pull off something special here -- and ditto for HoI4.
Title: Re: Stellaris
Post by: Greybriar on April 19, 2016, 11:12:40 AM
Quote from: Anguille on April 19, 2016, 06:44:02 AM
Going to buy it but reading the Stellaris EULA made me want to vomit... :uglystupid2:

Quote from: Huw the Poo on April 19, 2016, 07:21:51 AM
I just skimmed the EULA and it looks fairly generic.  Am I missing something?

I agree with both of you. Nearly everything digital you buy requires the purchaser to agree to the seller's EULA and Privacy Policy. I think the situation stinks and needs to be changed.
Title: Re: Stellaris
Post by: FarAway Sooner on April 19, 2016, 12:25:24 PM
Quote from: sandman2575 on April 19, 2016, 08:42:44 AM
I have no problem with star lanes -- Sins of a Solar Empire is one of my favorite space games ever, and I agree that star lanes can make for some interesting strategic situations.

Not really sure what's holding me back with Polaris Sector -- I've only put like an hour into it but it didn't grab me (I know that's not enough to judge the game as a whole, but it is enough to make a first impression, which for me was lukewarm). I guess because a large part of the early game is just sending your scout around, I found the exploration really uninteresting -- with each new star system boiling down to "is there a colonizable planet there or not?"  This is something that I have to say Distant Worlds does well -- the sense of exploration being more meaningful. I actually love just scouting things in DW to find out what resources they may have. It's nothing revolutionary, of course, but it does give a satisfying sense of "ooh I wonder what's over there" that's missing from too many space 4x.

Another gripe I have about 4X conventions -- which frankly I wish some visionary would tear up and start from scratch -- is the idea that you start out with a hyper-advanced civilization capable of building intergalactic starships, and you begin with a grand fleet of: one ship. One. I understand the gaming logic of that, but the "you only start with a scout, and maybe a constructor or colonizer too" dogma is so tiresome at this point. That and the "Pirates are going to be super overpowered, functioning not as actual pirates but as a roaming death armada capable of taking on entire civilizations..."

Most of that is not aimed solely at Polaris of course -- it's just far too endemic to the 4x genre as a whole.

Great post, Sandman!

DW did come up with a great vibe for the exploration sequence.  You don't just clear out goody huts and look at "How big a planet can I build here how soon?", but you're also looking at a myriad of different resources for mining purposes, proximity to starbases and other major planets impacts ease of commerce, etc. 

I think the resource model for DW got a bit too complicated (although the UI helps with micromanagement, it's still required and not so satisfying for me), but they could have reduced the # of resources in the game by 33% and still kept all the good stuff.  The original money/research/production triad that's been around since Civ 1 is now a quarter-century old, and the addition of "special resources" that just augment one of those 3 functions has grown stale as well.  Polaris Sector has (I think) 6 special resources that are required to build different component types, which seems like it might be enough, but I haven't played the game so I won't venture an opinion.

I'm fine with the "uber-powered pirates" scenario, as I really appreciate the P vs E element in 4x games.  Master of Magic was the first title to get that right in 1994, but I think that's another area where DW knocks the ball out of the park.  For me, part of the fun of exploration is figuring out which planets I can mine/colonize when and how those fit into my pirate protection schemes.  An isolated colony or mining outpost on a great planet is just so much pirate booty until sometime in the mid-game, and I love the challenge of managing those trade-offs.

Frankly, I'm enough smarter than the 4x AI players in most games that the only way to make them challenging is to give them huge bonuses to research, production, and/or money.  That can get stale after a while, so I like having to deal with some more powerful but less dynamic environmental opponents in the early game.   When those are fleshed out as a clear part of the story line (the way the Antareans were in MoO 2 or the pirates are in the Dark Ages setting of DW), I like it even more. 

I'm not sure how else to enhance the P vs E piece of the game if you eliminate tough pirates.    Random events like "bad interstellar weather" are more annoying than a strategic challenge.  I'm wondering if Stellaris will introduce some new challenges with the way factions evolve as you make different choices for different planets? (e.g., if you're really environmental but build lots of factories on every planet you settle as part of a colony rush strategy, the citizens of those colonies will start to agitate against your own "core" faction)

I like tough trade-off decisions, and the best games provide you with lots of those.
Title: Re: Stellaris
Post by: Tanaka on April 19, 2016, 01:17:35 PM
Quote from: Jarhead0331 on April 19, 2016, 09:03:53 AM
Quote from: sandman2575 on April 19, 2016, 08:42:44 AM
I have no problem with star lanes -- Sins of a Solar Empire is one of my favorite space games ever, and I agree that star lanes can make for some interesting strategic situations.

Not really sure what's holding me back with Polaris Sector -- I've only put like an hour into it but it didn't grab me (I know that's not enough to judge the game as a whole, but it is enough to make a first impression, which for me was lukewarm). I guess because a large part of the early game is just sending your scout around, I found the exploration really uninteresting -- with each new star system boiling down to "is there a colonizable planet there or not?"  This is something that I have to say Distant Worlds does well -- the sense of exploration being more meaningful. I actually love just scouting things in DW to find out what resources they may have. It's nothing revolutionary, of course, but it does give a satisfying sense of "ooh I wonder what's over there" that's missing from too many space 4x.

Another gripe I have about 4X conventions -- which frankly I wish some visionary would tear up and start from scratch -- is the idea that you start out with a hyper-advanced civilization capable of building intergalactic starships, and you begin with a grand fleet of: one ship. One. I understand the gaming logic of that, but the "you only start with a scout, and maybe a constructor or colonizer too" dogma is so tiresome at this point. That and the "Pirates are going to be super overpowered, functioning not as actual pirates but as a roaming death armada capable of taking on entire civilizations..."

Most of that is not aimed solely at Polaris of course -- it's just far too endemic to the 4x genre as a whole.

You're not alone. PS left a fairly unfavorable first impression with me too. I bought it straight away after some initial positive feedback, tried it out and said, "I don't see anything here..." But I stuck with it for a bit and once I started without the pirate nuisance, got a few basic techs and some favorable worlds to colonize, the game really took off. I'm telling you...its sense of time and scale is unrivaled in the 4x gaming world. No other game that I can think of gives quite the same immersive sensation of time and distance as PS. This makes the game feel quite epic and adds a really significant strategic element.

Additionally, there is a tremendous amount of creative, useful technology to unlock here. Its not just lasers...bigger lasers...biggest lasers. There are so many modules and components that really enhance your fleets and give the player a tremendous amount of flexibility in the kinds of ship classes and roles that can be designed. So, I think PS also has the edge when it comes to technology and ship design, two elements that are either fairly generic in most 4x games, or in some instances, abstracted or left out altogether. 

I wouldn't pass this one up. It deserves the attention of all series 4x gamers.

Agreed. It starts off slow and it took me a while to warm up to it. Then I read all of the feedback and the people that stuck with it started raving. So I gave it another shot and now I am raving. Stick with it and you will be hooked. Epic is definitely the word. I also turned the Pirates off. Too random and annoying.
Title: Re: Stellaris
Post by: sandman2575 on April 19, 2016, 02:10:47 PM
Pirate fleets in space 4x is a big pet peeve of mine. Another indication of just how great Distant Worlds is: at least they bothered to create a backstory where it made sense that the pirates were more powerful than you initially (if you start in the 'dark ages' pre-warp campaign, as I always do).

Pirates don't tangle with military naval vessels, and much less large naval fleets. The whole point of pirates is that they prey on easy targets, undefended merchant vessels. They're not looking for a fight, they're looking for easy plunder.  (Another note -- this is what pirates do in SotSII -- they warp into your system and hunt down merchant traders, and then try to get out of Dodge before your system defense fleet catches up with them -- this is the *right* way to do it!)

In so many space 4x, pirates are just an autonomous faction meant to check your early expansion. They'll gladly take on your military vessels. They seem to have no interest in actual piracy, because that's not their game function. They're military aggressors.
Title: Re: Stellaris
Post by: FarAway Sooner on April 19, 2016, 04:44:04 PM
Yeah.  I think an "after the cataclysm" setting (whether it's due to a massive alien invasion that obliterated galactic civilization, a centralized empire that fell apart, etc.) lends itself to a great provides a good rationalization for a lot of the conventions in the space 4x world:  goody huts described as ruins, pirates with some power, "independent tribe" planets, a bunch of races who all become eligible for hyper drive around the same point in time, etc.

One other thing I really liked about DW is how easy it was to immerse yourself in just developing your homeworld system and the first handful of closest stars in the early game.  The intricacy of the economy there was really gratifying to me, and about much more than just growing population in order to grow my tax base...

I also enjoyed the fact that population growth on new planets is tiny for a LONG time, meaning that you're relying heavily on your homeworld to export colonists to other inhabited planets for at least the first quarter of the game.  Man, this thread is making me want to go back and play DW again, so I can't afford to purchase either Stellaris or PS just yet!

Title: Re: Stellaris
Post by: Pete Dero on April 20, 2016, 03:08:11 AM
Paradow Stream Schedule   https://www.twitch.tv/paradoxinteractive

All times are in CEST.  ( http://www.timeanddate.com/worldclock/converter.html )

Wednesdays - 14:30 World War Wednesday (HoI IV)
Wednesdays - 16:00 Worst Wedding Wednesday (CK2)
Thursdays - 17:00 Extraterrestrial Thursday (Stellaris)
Fridays - 15:00 - Paradox Plays Cities: Skylines!
Title: Re: Stellaris
Post by: Huw the Poo on April 20, 2016, 12:29:54 PM
Fuck it, I'm getting the Galaxy edition.  I must have all the shinies!

I reckon I'll probably play as the boring old Human race for my first game, just while I see how it all works.  Then my next game I'll use one of the preorder or bonus races.  How about you guys?
Title: Re: Stellaris
Post by: undercovergeek on April 20, 2016, 12:51:23 PM
always the cat people
Title: Re: Stellaris
Post by: Huw the Poo on April 20, 2016, 12:54:08 PM
Quote from: undercovergeek on April 20, 2016, 12:51:23 PM
always the cat people

No dwarves available then? :P
Title: Re: Stellaris
Post by: undercovergeek on April 20, 2016, 12:56:22 PM
absolutely -

1. dwarves
2. cats
3. maybe elves
4. doesnt matter
Title: Re: Stellaris
Post by: Barthheart on April 20, 2016, 01:35:16 PM
I always start with Humans.
Title: Re: Stellaris
Post by: Jarhead0331 on April 20, 2016, 01:39:55 PM
Its pretty interesting. The only game that I ever had any desire to play any race other than humans, was Master of Orion, where I would frequently choose to play as the Bulrathi.
Title: Re: Stellaris
Post by: sandman2575 on April 20, 2016, 01:47:12 PM
Quote from: Barthheart on April 20, 2016, 01:35:16 PM
I always start with Humans.

+1  Very rare that I ever play any other race than human in space games.

The exception for me was always Sins of a Solar Empire. For whatever reason, I really dug the Advent and their sleek ships, and would even play the evil insectoid race (forget their name) because they also had some pretty bad-ass capital ships and techs.

Sins was a truly great game. Not traditional 4x of course, and no ship design (probably its biggest drawback, in my view), but just a really fun, really well designed and challenging game. And the races were cool!

(...bringing me to Pet Peeve #27 re: space 4x:  incredibly lazy aliens design. Polaris Sector does not impress in this category at all. Koala race? Gimme an effin' break...)
Title: Re: Stellaris
Post by: Yskonyn on April 20, 2016, 02:02:40 PM
I always played as the Yor in GalCiv 2. I have a weakness for AI or constructs.

In DW, however, I mostly played as the humans, or the sexy women humanoids of the Extended mod for that matter. ;)

I am not yet familliar with the races in Stellaris, but the first game will be humans for sure.
Title: Re: Stellaris
Post by: Jarhead0331 on April 20, 2016, 02:04:32 PM
Quote from: Yskonyn on April 20, 2016, 02:02:40 PM
I always played as the Yor in GalCiv 2. I have a weakness for AI or constructs.

In DW, however, I mostly played as the humans, or the sexy women humanoids of the Extended mod for that matter. ;)

I am not yet familliar with the races in Stellaris, but the first game will be humans for sure.

One of the many, many things that really interests me about Stellaris is the list of races. they are very diverse and although broken down into common sets of species (ie. mammals, reptilian, aviary, etc.) the actual races seem to be very different from genre norms in terms of look and ability.
Title: Re: Stellaris
Post by: undercovergeek on April 20, 2016, 02:05:35 PM
looking at when quill18 met the devs and went thru the game set up, there are tonnes of choices, also all customisable
Title: Re: Stellaris
Post by: sandman2575 on April 20, 2016, 02:47:50 PM
Trying to think of space 4x games that have genuinely interesting aliens -- not just the usual cut-&-paste "aliens = various Earth animal species" boringness. Also, alien races that play genuinely differently from one another.

Although I didn't spend a lot of time with it, give credit to Endless Space for coming up with some creative races. Like the "Horatio" race of clones. Mentioned the Advent from Sins-- although Sins only had 3 races, the game did a decent job of differentiating their distinctive play styles and techs.

Others? Still haven't gotten into MOO3 but some of the aliens there looked intriguing. Although I can't say the aliens in Swords of the Stars are especially creative (bug race? check. lizard race? check. bird race? check.) the game does a great job of introducing distinct play styles for the different races -- such as the unique forms of propulsion and navigation.

Distant Worlds, despite being my favorite space 4x, doesn't really do much in the way of interesting aliens. (The T-Rex race makes me roll my eyes every time I see it. I make sure they never appear in any of my games.)  Galactic Civs' races didn't do much for me either -- the Yor were cool though, as Yskonsyn points out. Races in games like Star Drive or Star Ruler seem completely forgettable to me.
Title: Re: Stellaris
Post by: Huw the Poo on April 20, 2016, 02:58:36 PM
Quote from: sandman2575 on April 20, 2016, 01:47:12 PM
+1  Very rare that I ever play any other race than human in space games.

The exception for me was always Sins of a Solar Empire. For whatever reason, I really dug the Advent and their sleek ships, and would even play the evil insectoid race (forget their name) because they also had some pretty bad-ass capital ships and techs.

Sins was a truly great game. Not traditional 4x of course, and no ship design (probably its biggest drawback, in my view), but just a really fun, really well designed and challenging game. And the races were cool!

(...bringing me to Pet Peeve #27 re: space 4x:  incredibly lazy aliens design. Polaris Sector does not impress in this category at all. Koala race? Gimme an effin' break...)

Yeah I always play Advent in Sins, for the reasons you mention and more; they're squadron-heavy which suits my playstyle, and those sexy, sexy voices. :)

The Vasari are the other race you're thinking of.  Some of their tech is scary.  Phase missiles - gah!  And those bastard starbases!  I'll never forget the first time I encountered one and saw it moving toward me!  :o  Man, Sins is such an awesome game.
Title: Re: Stellaris
Post by: sandman2575 on April 20, 2016, 03:13:43 PM
Quote from: Huw the Poo on April 20, 2016, 02:58:36 PM
Man, Sins is such an awesome game.

It really is brilliant. I always felt like it never quite got the recognition it deserved, but maybe that's just my subjective impression.
Title: Re: Stellaris
Post by: FarAway Sooner on April 20, 2016, 03:31:32 PM
I used to play the Alkari a lot in the original MoO.  Get Inertial Stabilizers early on, with a fleet of small ships and weaponry that could cut through shields effectively, and they were almost invincible!

Until somebody was able to initiate ground combat somewhere, that was...
Title: Re: Stellaris
Post by: Nefaro on April 20, 2016, 05:03:46 PM
Quote from: sandman2575 on April 20, 2016, 02:47:50 PM

Although I didn't spend a lot of time with it, give credit to Endless Space for coming up with some creative races. Like the "Horatio" race of clones.

Hell yes.

Horatio was comically wonderful.  Because Horatio wants to turn everyone into Horatio.   ^-^

I'm definitely starting another ES campaign with them.  Because, deep down, we're all Horatio.
Title: Re: Stellaris
Post by: jamus34 on April 21, 2016, 08:48:35 AM
Deleted because quoting from the cell phone is a lesson in extreme annoyance
Title: Re: Stellaris
Post by: Freyland on April 22, 2016, 06:28:36 PM
Quote from: jamus34 on April 21, 2016, 08:48:35 AM
Deleted because quoting from the cell phone is a lesson in extreme annoyance
Sent from my Motorola Droid Turbo II
Title: Re: Stellaris
Post by: vyshka on April 22, 2016, 07:01:40 PM
Quote from: Jarhead0331 on April 20, 2016, 01:39:55 PM
Its pretty interesting. The only game that I ever had any desire to play any race other than humans, was Master of Orion, where I would frequently choose to play as the Bulrathi.

Klackon for me. Early Access 3 is up today, so I might have to play another game of MoO.
Title: Re: Stellaris
Post by: jamus34 on April 27, 2016, 12:42:00 PM
OK, I got caught up on the hype train and pre-ordered, damn my weakness
Title: Re: Stellaris
Post by: Nefaro on April 27, 2016, 12:43:13 PM
Quote from: jamus34 on April 27, 2016, 12:42:00 PM
OK, I got caught up on the hype train and pre-ordered, damn my weakness

I'm gonna be boarding before long, too.  Especially with the 25% off voucher from Green Man Gaming (wonder how much longer that's good for).
Title: Re: Stellaris
Post by: Huw the Poo on April 27, 2016, 12:48:40 PM
TWELVE DAYS TO GO
Title: Re: Stellaris
Post by: Pete Dero on April 27, 2016, 12:48:57 PM
Watched the twitch steams of Hearts of Iron IV and Stellaris and decided to pre-order Stellaris and leave HOI IV alone  (1 army = 30 divisions without any command structure ??)

For the coupon :

WATCH25

Click here to save now on these titles by simply entering the voucher above at the checkout to get 25% off! You'll need to act fast, though. These incredible deals are available for one week only!
Title: Re: Stellaris
Post by: Tuna on April 27, 2016, 02:08:57 PM
Quote from: Nefaro on April 27, 2016, 12:43:13 PM
Quote from: jamus34 on April 27, 2016, 12:42:00 PM
OK, I got caught up on the hype train and pre-ordered, damn my weakness

I'm gonna be boarding before long, too.  Especially with the 25% off voucher from Green Man Gaming (wonder how much longer that's good for).

CD Keys still has it pretty cheap

http://www.cdkeys.com/pc/games/stellaris-pc-cd-key-steam (http://www.cdkeys.com/pc/games/stellaris-pc-cd-key-steam)
Title: Re: Stellaris
Post by: JudgeDredd on April 27, 2016, 02:40:43 PM
Damn you Tuna!!  >:(

I was holding out so well.
Title: Re: Stellaris
Post by: Nefaro on April 27, 2016, 03:25:49 PM
Quote from: Tuna on April 27, 2016, 02:08:57 PM
Quote from: Nefaro on April 27, 2016, 12:43:13 PM
Quote from: jamus34 on April 27, 2016, 12:42:00 PM
OK, I got caught up on the hype train and pre-ordered, damn my weakness

I'm gonna be boarding before long, too.  Especially with the 25% off voucher from Green Man Gaming (wonder how much longer that's good for).

CD Keys still has it pretty cheap

http://www.cdkeys.com/pc/games/stellaris-pc-cd-key-steam (http://www.cdkeys.com/pc/games/stellaris-pc-cd-key-steam)


I'm wary of that one after Jarhead mentioned they wanted extra bank/card info directly from him to use it.

AFAIK nobody here has had an issue with it, but I'll stick with the outlets I know if possible.  Especially if they ask me for bank account verification, which sounded a bit sketchy.
Title: Re: Stellaris
Post by: Tuna on April 27, 2016, 03:31:12 PM
I used them twice before.. with Paypal.. and they were fine with my 'un verified' account.. which Green Man Gaming is not.
Title: Re: Stellaris
Post by: JudgeDredd on April 27, 2016, 03:38:36 PM
I paid with Paypal...however, I was a bit annoyed that they then requested I give them my number for them to call or text. As I had already paid at that point, I put my mobile in and received a text with the authentication code right away

However, I won't be using them again because of that cheap trick...and I call it "cheap trick" because there's no apparent reason for requiring sending an authentication code...the fact I paid (by Paypal or otherwise) should be authentication enough

No-one's fault but mine. I'm sure I knew about the "authentication" process with cdkeys...I'd just forgotten about it.
Title: Re: Stellaris
Post by: JudgeDredd on April 27, 2016, 03:39:09 PM
Quote from: Tuna on April 27, 2016, 03:31:12 PM
I used them twice before.. with Paypal.. and they were fine with my 'un verified' account.. which Green Man Gaming is not.
Oh - maybe it was Green Man Gaming that I recall requiring authentication...I don't remember  ::)
Title: Re: Stellaris
Post by: Tuna on April 27, 2016, 03:45:30 PM
Weird.. I didn't' have to do anything like that, I didn't' create an ID just paid with paypal like I've done on previous purchases. They just sent me an email with a download link. Link said it won't work till shortly before or on release date.
Title: Re: Stellaris
Post by: Nefaro on April 27, 2016, 04:08:03 PM
Quote from: JudgeDredd on April 27, 2016, 03:39:09 PM
Quote from: Tuna on April 27, 2016, 03:31:12 PM
I used them twice before.. with Paypal.. and they were fine with my 'un verified' account.. which Green Man Gaming is not.
Oh - maybe it was Green Man Gaming that I recall requiring authentication...I don't remember  ::)


They may have, once, for me too.  I don't recall.


Pretty sure GMG is based in the UK.  Dunno if being overseas has anything to do with it.

I got the impression that CDkeys.com was based in Asia.  Perhaps I'm wrong?
Title: Re: Stellaris
Post by: Grim.Reaper on April 27, 2016, 04:30:37 PM
Cdkeys has always been good for me...but if your into getting the pre order bonus items, they don't typically include them unless clearly stated on the page.
Title: Re: Stellaris
Post by: Yskonyn on April 27, 2016, 04:43:16 PM
The whole idea of cdkeys is that you can order without having to make an account. Thats what I like about them.
Paid them three times with Paypal now and never had to go through annoying verification shit.
Title: Re: Stellaris
Post by: Nefaro on April 27, 2016, 05:02:26 PM
Quote from: Yskonyn on April 27, 2016, 04:43:16 PM
The whole idea of cdkeys is that you can order without having to make an account. Thats what I like about them.
Paid them three times with Paypal now and never had to go through annoying verification shit.

Do they send you the key immediately?
Title: Re: Stellaris
Post by: Grim.Reaper on April 27, 2016, 10:40:17 PM
Quote from: Nefaro on April 27, 2016, 05:02:26 PM
Quote from: Yskonyn on April 27, 2016, 04:43:16 PM
The whole idea of cdkeys is that you can order without having to make an account. Thats what I like about them.
Paid them three times with Paypal now and never had to go through annoying verification shit.

Do they send you the key immediately?

If the game has already been rekeased I have gotten my keys near immediate.  Obviously if pre order you don't get the keys until later
Title: Re: Stellaris
Post by: Huw the Poo on April 30, 2016, 03:36:38 AM
We're in single figures now! \o/
Title: Re: Stellaris
Post by: sandman2575 on April 30, 2016, 07:20:13 AM
The wait is excruciating.  Ditto for HoI4.

So close! And yet...
Title: Re: Stellaris
Post by: jamus34 on April 30, 2016, 07:21:04 AM
Dammit, I haven't been this hyped for a game since fallout 3 and haven't pre-ordered a game since borderlands 2. Paradox better not screw this up.
Title: Re: Stellaris
Post by: sandman2575 on April 30, 2016, 07:45:13 AM
Quote from: jamus34 on April 30, 2016, 07:21:04 AM
Paradox better not screw this up.

I honestly don't think they will. Maybe I'm just a fanboy, but I think Pdox is peaking, at the top of their game and building on the huge successes of CKII and EUIV.

I think the release of HoI3 in 2009 was probably the turning point -- Pdox put out a *hugely* ambitious and complex game that was rife with bugs and problems. I think they learned all the right lessons from that experience, and the proof was the launch of CKII a few years later -- still I think Pdox's greatest game.
Title: Re: Stellaris
Post by: Huw the Poo on April 30, 2016, 08:57:45 AM
100% agreed, Sandman.  Paradox have been hyping Stellaris to buggery themselves, they know their reputation is riding on it.  Besides, they've been doing weekly gameplay streams...you don't do that if you aren't confident.
Title: Re: Stellaris
Post by: Barthheart on May 02, 2016, 08:40:35 AM
1 week!  :D This is going to be a looooong week....  :P
Title: Re: Stellaris
Post by: jamus34 on May 02, 2016, 08:46:38 AM
Yes it is. Any one wanting to try multiplayer right out of the gate?
Title: Re: Stellaris
Post by: Jarhead0331 on May 02, 2016, 08:49:12 AM
I would give Gusington's left testicle if they would release this on Friday instead of Monday.
Title: Re: Stellaris
Post by: Huw the Poo on May 02, 2016, 09:56:22 AM
Quote from: Barthheart on May 02, 2016, 08:40:35 AM
1 week!  :D This is going to be a looooong week....  :P

Yeah, it really is.  Work is going to drag.
Title: Re: Stellaris
Post by: sandman2575 on May 02, 2016, 11:53:52 AM
I too think the sacrifice of Gus's left ball would be a small price to pay for a Friday release.   O0
Title: Re: Stellaris
Post by: Jarhead0331 on May 02, 2016, 12:28:55 PM
Quote from: sandman2575 on May 02, 2016, 11:53:52 AM
I too think the sacrifice of Gus's left ball would be a small price to pay for a Friday release.   O0

Very small, indeed.   :2funny:
Title: Re: Stellaris
Post by: OJsDad on May 02, 2016, 12:32:11 PM
Maybe we should offer up both of Gus's balls, just to be sure.
Title: Re: Stellaris
Post by: sandman2575 on May 02, 2016, 12:40:38 PM
Quote from: OJsDad on May 02, 2016, 12:32:11 PM
Maybe we should offer up both of Gus's balls, just to be sure.

The Steam Gods can be fickle and capricious. I agree.

(...I somehow get the sense that Gusington isn't around to defend himself, what with all the testicular sacrificing we're doing on his behalf   ;))
Title: Re: Stellaris
Post by: sandman2575 on May 02, 2016, 12:42:01 PM
Quote from: Jarhead0331 on May 02, 2016, 12:28:55 PM
Quote from: sandman2575 on May 02, 2016, 11:53:52 AM
I too think the sacrifice of Gus's left ball would be a small price to pay for a Friday release.   O0

Very small, indeed.   :2funny:

You scored the goal, but I get the assist.
Title: Re: Stellaris
Post by: FarAway Sooner on May 02, 2016, 12:58:11 PM
How much assisting is needed when we're dealing with Gus' balls?
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 02, 2016, 01:12:59 PM
Quote from: sandman2575 on May 02, 2016, 12:40:38 PM
Quote from: OJsDad on May 02, 2016, 12:32:11 PM
Maybe we should offer up both of Gus's balls, just to be sure.

The Steam Gods can be fickle and capricious. I agree.

(...I somehow get the sense that Gusington isn't around to defend himself, what with all the testicular sacrificing we're doing on his behalf   ;))

I think he mentioned that he's got a spare set on his mantle or something.
Title: Re: Stellaris
Post by: PanzersEast on May 03, 2016, 08:21:55 AM
Pretty epic....

I can also see a Star Trek, Star Wars, Stargate, etc... total conversion. 

http://steamcommunity.com/games/281990/announcements/detail/930368134094126595




PE
Title: Re: Stellaris
Post by: republic on May 03, 2016, 08:48:25 AM
I've tried so hard to not get my hopes up...but its not working. 

Title: Re: Stellaris
Post by: Jarhead0331 on May 03, 2016, 09:03:08 AM
Quote from: republic on May 03, 2016, 08:48:25 AM
I've tried so hard to not get my hopes up...but its not working. 



I'm so excited too...but at the same time...I'm also scared.

Title: Re: Stellaris
Post by: sandman2575 on May 03, 2016, 10:08:46 AM
Quote from: PanzersEast on May 03, 2016, 08:21:55 AM
Pretty epic....

I can also see a Star Trek, Star Wars, Stargate, etc... total conversion. 

http://steamcommunity.com/games/281990/announcements/detail/930368134094126595




PE


These teaser trailers are not helping.
Title: Re: Stellaris
Post by: mikeck on May 03, 2016, 11:30:05 AM
I have watched some of the trailers but I just don't see what all the hype is about for this game. I love space 4x  and I don't hate on games but I just have not seen anything that is new with this.  The combat looks hectic with tons of ships just swarming around each other like flies  and no tactical decision making. Design of ships seems to be more like distant worlds where you pick and choose what goes on but not the placement.  And my missing something? I very well may be but I just been having trouble understanding why everyone is really excited for this game...mainly because I want to be too!
Title: Re: Stellaris
Post by: republic on May 03, 2016, 11:36:51 AM
For me most of the excitement comes from the idea of the Clausewitz engine being put to space.  It SHOULD be the best space diplomacy we've ever seen....at least I'm hoping.
Title: Re: Stellaris
Post by: Pete Dero on May 03, 2016, 12:23:43 PM
Quote from: republic on May 03, 2016, 11:36:51 AM
For me most of the excitement comes from the idea of the Clausewitz engine being put to space.  It SHOULD be the best space diplomacy we've ever seen....at least I'm hoping.

A good sign is that they are confident enough to stream the game so much on Twitch.
Title: Re: Stellaris
Post by: OJsDad on May 03, 2016, 12:26:40 PM
Mike, I think with Paradox's latest efforts to expand and make significant changes to games, EUIV and CKII, that if the base game has a lot of support and success, that Paradox will be willing to release DLC that could possible change those issues that your brought up, especially if the community is asking for those changes.
Title: Re: Stellaris
Post by: Jarhead0331 on May 03, 2016, 12:44:47 PM
Quote from: republic on May 03, 2016, 11:36:51 AM
For me most of the excitement comes from the idea of the Clausewitz engine being put to space.  It SHOULD be the best space diplomacy we've ever seen....at least I'm hoping.

^This.

The excitement is over the prospect of having CKII detail in a grand strategic space 4x. Whether or not Paradox can accomplish this dream remains to be seen.
Title: Re: Stellaris
Post by: bbmike on May 03, 2016, 01:14:23 PM
And if that works maybe they will make a Civilization type game.  :smitten:
Title: Re: Stellaris
Post by: PanzersEast on May 03, 2016, 01:20:19 PM
Come on man..... Stellaris will feel like....  let go your 4x frustration and join the dark side


(https://45.media.tumblr.com/8a068d823f072f2aaa628c16903d73ca/tumblr_nnu15qTWyy1qengdjo1_500.gif)
Title: Re: Stellaris
Post by: OJsDad on May 03, 2016, 01:27:52 PM
Quote from: bbmike on May 03, 2016, 01:14:23 PM
And if that works maybe they will make a Civilization type game.  :smitten:

One can only pray that happens sooner than later.
Title: Re: Stellaris
Post by: Nefaro on May 03, 2016, 08:06:04 PM
Quote from: mikeck on May 03, 2016, 11:30:05 AM
I have watched some of the trailers but I just don't see what all the hype is about for this game.


It looks kinda like EU4 .... IN SPAAAAACE!

Title: Re: Stellaris
Post by: Pete Dero on May 04, 2016, 03:19:03 AM
Green Man Gaming still has an active coupon : Exclusive 25% off with this voucher - Use this code: SPACE25
Title: Re: Stellaris
Post by: Anguille on May 04, 2016, 03:50:13 AM
Still not excited...i can only have a good surprise.
Title: Re: Stellaris
Post by: Grim.Reaper on May 05, 2016, 04:35:17 AM
Believe press embargo gets lifted today so thinking we'll start to see more footage of the game and reviews.
Title: Re: Stellaris
Post by: Huw the Poo on May 05, 2016, 05:16:12 AM
Yep plenty have started releasing material on YouTube.  The multi-player stream is entertaining too.  On mobile right now so can't provide links.
Title: Re: Stellaris
Post by: Nefaro on May 05, 2016, 06:07:53 AM
Quill's series started yesterday..






The more vid footage I've watched of this game, the better it looks.  The race/value/government/tech starting customization, alone, is a huge plus.  The UI looks quite friendly.  The randomized tech availability for research and varied event system is wonderful. 

Like they took the more beloved concepts from other 4Xs, such as SotS' randomized research, and blended it in with EU's style of empire building & diplo.  But it doesn't necessarily look like all that stuff just got mashed in a blender.  Then made improvements to the Clausewitz engine that's been needed for a long time (WASD to move the map! Finally!).  Now I'm stoked for Monday.
Title: Re: Stellaris
Post by: Pete Dero on May 05, 2016, 06:24:31 AM
Over 10 hours of streaming : https://www.youtube.com/playlist?list=PLqRhPbyFDQWiWmLRwlEDOgU6B54nEP-os

Title: Re: Stellaris
Post by: tgb on May 05, 2016, 06:30:57 AM
This is a very good sign.  The more pre-release coverage Paradox allows of a game, the more confidence they have in how good it is.  I haven't seen so many early videos since CK II.
Title: Re: Stellaris
Post by: solops on May 05, 2016, 10:14:24 AM
Quote from: Anguille on May 04, 2016, 03:50:13 AM
Still not excited...i can only have a good surprise.

+1. I pre-ordered, but I am not expecting much. It promises to be very different from Polaris Sector, which I still think is an outstanding game destined to get better. Some of the stuff in the second PS patch should really help. Later patches and DLC ought to really really boost it. Stellaris, if it is FUN (sometimes hard to achieve), should be a wholly different experience. I am hoping that they will both be worth keeping for a long time.
Title: Re: Stellaris
Post by: solops on May 05, 2016, 10:19:24 AM
Quote from: Huw the Poo on May 02, 2016, 09:56:22 AM
Quote from: Barthheart on May 02, 2016, 08:40:35 AM
1 week!  :D This is going to be a looooong week....  :P

Yeah, it really is.  Work is going to drag.

I love being retired. While all of you are working Monday, I'll be doing...ummm. what? Oh yeah...DOWNLOADING AND PLAYING!!! Muuaaa ha ha ha!!!

(about the only effing advantage of getting old....)
Title: Re: Stellaris
Post by: Boggit on May 05, 2016, 11:03:07 AM
I have high hopes for it. "IF" it delivers, it will be a fresh approach to 4x space.
Title: Re: Stellaris
Post by: Philippe on May 05, 2016, 11:25:13 AM
I've looked at a few of the sales videos, and they look very nice.

On closer inspection, I suspect that combat is taking place on a two-dimensional plane on a tactical map, and the same goes for the strategic map of the galaxy as well.

For me, at least, this is a big deal, because the thing about outer space is that it is three dimensional and there is no up or down.  That means that the tactics that you use have to be completely different from just pushing checkers around on a cherckerboard.

I remember my amusement when playing Freelancer a few years ago when I discovered that my path to somewhere my character had to go was blocked by a minefield.  I simply skirted the edge by flying 'up', and then flew back 'down' the other side.  A Maginot line of defensive towers in space was even more ludicrous.  Space has no gravity and three dimensions, which means there are several more ways for flying around something.

The strategic map looks pretty two-dimensional.  It's not as serious a distortion to have a 2D strategic map as it is to have a 2D tactical map, but if you think about it, in a 3D galaxy the borders of clumps of territory may be distinct, but there will be some apparent overlap if every star system isn't laid out on a perfectly flat plane.

Apart from that, what I've seen looks like a big improvement over the old Stardock Galactic Civilization games.  No cute space hamsters, and relatively convincing looking star systems.  I wish planets weren't circling their star in perfectly circular orbits, and I hope the planets actually orbit their star rather than stay fixed in place.

My rule of thumb on major new Paradox releases is that it takes six to eighteen months to shake the bigger bugs out.  This game is a bit of a departure from what they're familiar with, so I'm guessing that it will fall at the long end of that range.   
Title: Re: Stellaris
Post by: Queeg on May 05, 2016, 03:11:39 PM
Quote from: Philippe on May 05, 2016, 11:25:13 AM
My rule of thumb on major new Paradox releases is that it takes six to eighteen months to shake the bigger bugs out.  This game is a bit of a departure from what they're familiar with, so I'm guessing that it will fall at the long end of that range.

Agreed.  I fear the excitement to reality ratio for this one is badly skewed.  I sense an imminent disturbance in the Force. 
Title: Re: Stellaris
Post by: sandman2575 on May 05, 2016, 03:37:02 PM
Well, I for one remain blithely (not to say, blindly) optimistic. I feel completely confident that Pdox is going to knock this one out of the park, and ditto for HoI4. Watching Quill's videos, I'd probably happily give up half the games in my Steam library to be able to play Stellaris right now.  (Granted, there's a fair bit of garbage in my Steam library...)

I also think the "Pdox games launch in a buggy state and take months of patching to iron out" is an outdated perception. That was true back in 2009. No longer holds today.
Title: Re: Stellaris
Post by: Huw the Poo on May 05, 2016, 04:31:26 PM
I'm with Sandman.  I don't know how much more quality gaming Paradox has to churn out before people realise they've changed a lot since the earlier days.  I have absolutely no reason to doubt them on this one.  Just look at all the videos that are already out there...the game looks incredible.  There might be some design decisions worth arguing about (as there always are with every game ever) but I think the actual quality will be phenomenal.
Title: Re: Stellaris
Post by: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:
Title: Re: Stellaris
Post by: PanzersEast on May 05, 2016, 04:38:21 PM
Quote from: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:

+1000  :tickedoff:
Title: Re: Stellaris
Post by: Huw the Poo on May 05, 2016, 04:55:54 PM
Quote from: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:

I think we can all agree on that one!  Apparently the build being played by the Chosen Few is 1.0.0.  It's ready - just release it you bastards!!!
Title: Re: Stellaris
Post by: ghostryder on May 05, 2016, 05:37:23 PM
Indeed. Ever since Victoria II onward the games have been relatively bug free aside from small balance issues and GUI tweaks--and the game's themselves so well designed to think this one is a stinker is being blind to the last few years of releases.  Paradox found their Mojo and have been going strong for a long time now. This game could be the next CK2 hit---rewriting what a 4x game should be. Death to Hampsters in Spacesuits! :knuppel2:
Title: Re: Stellaris
Post by: Nefaro on May 05, 2016, 11:27:25 PM
Quote from: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:


They didn't want to work over the weekend, fixing up the usual hardware conflicts not found in testing.

Just my guess.  :D


Quote from: Queeg on May 05, 2016, 03:11:39 PM
Quote from: Philippe on May 05, 2016, 11:25:13 AM
My rule of thumb on major new Paradox releases is that it takes six to eighteen months to shake the bigger bugs out.  This game is a bit of a departure from what they're familiar with, so I'm guessing that it will fall at the long end of that range.

Agreed.  I fear the excitement to reality ratio for this one is badly skewed.  I sense an imminent disturbance in the Force. 


I'm sure it will require post-release patches, just like every game does these days.  But the hordes of LP vids show Stellaris to be relatively low on bugs compared to most other new releases, and I've noticed nothing anywhere near game breaking.

Their long campaign in-house LP convinced me to pre-order because, after watching sizable chunks of it, I didn't notice much screwiness.  Looks to be up to good quality standard before release.  Certainly takes a lot of confidence to play hours of uninterrupted pre-release gameplay and, overall, it worked quite well.


Of course, being Paradox, There Will Be DLC.   I already foresee some playable Robotic/Android racial mix being added.  More NPC factions/encounters/quests, along with a slew of Event and mechanic additions just like CK2 & EU4.

Title: Re: Stellaris
Post by: Pete Dero on May 06, 2016, 09:41:35 AM
Another nice let's play by Scott Manley

https://www.youtube.com/playlist?list=PLYu7z3I8tdEnKMxqnNRWfpzNHskSyJ6HN





Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 06, 2016, 10:52:50 AM
Quote from: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:

Monday is my Friday so this works for me!
Title: Re: Stellaris
Post by: Pete Dero on May 06, 2016, 12:49:44 PM
Latest rumor (mentioned on the streams) is a late afternoon / evening release in Europe (so the US should have some daytime left at releasetime).
Title: Re: Stellaris
Post by: Huw the Poo on May 06, 2016, 01:22:35 PM
Yeah I'm guessing 18:00 UK time as that seems to be the norm.
Title: Re: Stellaris
Post by: sandman2575 on May 06, 2016, 01:59:22 PM
Does anyone else think that Scott Manley and Gopher (of Skyrim / Fallout / Witcher etc. LP fame) are secretly the same guy?

No? Just me?   OK then....

(They're both terrific actually -- really enjoy their vids)
Title: Re: Stellaris
Post by: Nefaro on May 06, 2016, 03:55:31 PM
Quill's post-multiplayer comments (22 players!  :o ) has some interesting summaries about parts of the gameplay:


Title: Re: Stellaris
Post by: jamus34 on May 06, 2016, 07:30:36 PM
Posting a link here: http://grogheads.com/forums/index.php?topic=16914.0

Anyone willing to try a MP game out of the gate?
Title: Re: Stellaris
Post by: republic on May 06, 2016, 08:42:45 PM
Jealous!!!

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fht15Ky2.png&hash=ecba9cc516413388494355680d7f8e6be7cbc799)
Title: Re: Stellaris
Post by: Yskonyn on May 07, 2016, 04:17:46 AM
I am home alone on monday and tuesday. Expecting that release is only monday evening at least I have tuesday to endulge myself!
Title: Re: Stellaris
Post by: Huw the Poo on May 07, 2016, 08:53:43 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FIQMZz1w.jpg&hash=10b2d6ca3f05868f2eac4ffde34354a2054a606b)

It's almost here!  Get your boxes of tissues at the ready!
Title: Re: Stellaris
Post by: Arctic Blast on May 07, 2016, 02:54:42 PM
Quote from: Jarhead0331 on May 05, 2016, 04:36:15 PM
I'm still miffed over a Monday release. Why the hell not Friday!?!?!  :knuppel2:

Indeed!

I sense a bit of a ...cough cough...flu coming on Tuesday. Might just hold into Wednesday...
Title: Re: Stellaris
Post by: OJsDad on May 08, 2016, 12:35:58 PM
Title: Re: Stellaris
Post by: jamus34 on May 08, 2016, 12:39:25 PM
one...day...
Title: Re: Stellaris
Post by: Grim.Reaper on May 08, 2016, 01:22:55 PM
I was reading somewhere that slave revolts were being held back from the release.....was that a key feature?  Any big deal because of that?  I doubt it, but was just curious.
Title: Re: Stellaris
Post by: Xenophon on May 08, 2016, 05:13:25 PM
Quote from: Grim.Reaper on May 08, 2016, 01:22:55 PM
I was reading somewhere that slave revolts were being held back from the release.....was that a key feature?  Any big deal because of that?  I doubt it, but was just curious.

That'll dash the hopes of any aspiring space Spartacus! Perhaps they're going to hold slave revolts back and role them in later in a more elaborated form as part of a DLC.
Title: Re: Stellaris
Post by: Nefaro on May 08, 2016, 07:15:57 PM
Quote from: Xenophon on May 08, 2016, 05:13:25 PM
Quote from: Grim.Reaper on May 08, 2016, 01:22:55 PM
I was reading somewhere that slave revolts were being held back from the release.....was that a key feature?  Any big deal because of that?  I doubt it, but was just curious.

That'll dash the hopes of any aspiring space Spartacus! Perhaps they're going to hold slave revolts back and role them in later in a more elaborated form as part of a DLC.


I've not seen Paradox save major release features for future DLC release.  I doubt they're pulling an infamous Sega/EA thing like that.  Probably just bugged or not yet working as well as expected.  I'm guessing it'll show back up as an update to the base game.
Title: Re: Stellaris
Post by: OJsDad on May 08, 2016, 08:45:05 PM
Well, I created an account with Green Man Gaming the other day, and they sent me a 25% off coupon, so of course I used it for Stellaris Galaxy edition. 
Title: Re: Stellaris
Post by: kludger on May 08, 2016, 09:22:22 PM
BTW for anyone else who pre-ordered from cdkeys.com, here was the latest info from their support on when the keys will be released:
"The codes will now be sent out at around 12pm GMT 9th May in time for the release later in the day which is now at 6pm GMT."
Title: Re: Stellaris
Post by: OJsDad on May 08, 2016, 09:27:21 PM
So, if I have the times right, it'll be 8am Eastern in the US for the keys and 2pm for the game release.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 01:15:15 AM
Lets slam that refresh button!
Title: Re: Stellaris
Post by: tgb on May 09, 2016, 05:38:16 AM
They've said over and over that the game will unlock 9:00 AM PST.  Hitting the refresh key isn't going to change that.
Title: Re: Stellaris
Post by: OJsDad on May 09, 2016, 05:47:15 AM
I think he meant at that time.
Title: Re: Stellaris
Post by: Grim.Reaper on May 09, 2016, 05:48:43 AM
I like this countdown clock website....especially the accelerate button:)

http://www.stellariscountdown.com

Although I am jUst as excited as everyone else....I still haven't come to grips with all other paradox games so really hoping this is the game that I have a break through with:)
Title: Re: Stellaris
Post by: JudgeDredd on May 09, 2016, 05:54:46 AM
Quote from: Grim.Reaper on May 09, 2016, 05:48:43 AM
...
I still haven't come to grips with all other paradox games so really hoping this is the game that I have a break through with:)
lol - well aren't we two peas in the proverbial pod
Title: Re: Stellaris
Post by: FlickJax on May 09, 2016, 06:01:54 AM
Quote from: Grim.Reaper on May 09, 2016, 05:48:43 AM
I like this countdown clock website....especially the accelerate button:)

http://www.stellariscountdown.com

Although I am jUst as excited as everyone else....I still haven't come to grips with all other paradox games so really hoping this is the game that I have a break through with:)

I enjoy playing them but never really know what i am doing :)
Title: Re: Stellaris
Post by: Jarhead0331 on May 09, 2016, 06:03:50 AM
Quote from: Grim.Reaper on May 09, 2016, 05:48:43 AM
I like this countdown clock website....especially the accelerate button:)

http://www.stellariscountdown.com

Although I am jUst as excited as everyone else....I still haven't come to grips with all other paradox games so really hoping this is the game that I have a break through with:)

I'm hoping it will be easier to get into a paradox sci-Fi game, as opposed to a historical one. I find a big part of my trouble with the historical titles is that I want to play historically, or make historically appropriate decisions, but many times I'm not sure what the correct historical decision should be. With a sci-Fi game, I won't have that anxiety.
Title: Re: Stellaris
Post by: PanzersEast on May 09, 2016, 06:17:25 AM
We are go for launch.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fphotoresearch.beethomas.com%2Fwp-content%2Fmain%2F2011_06%2FGPN-2000-000636.jpg&hash=01b2868433d04d5b991610d349953fb786440168)
Title: Re: Stellaris
Post by: Jarhead0331 on May 09, 2016, 06:48:07 AM
Still no steam key on green man.
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 06:48:38 AM
Quote from: Jarhead0331 on May 09, 2016, 06:48:07 AM
Still no steam key on green man.

Nor on CDKeys.
Title: Re: Stellaris
Post by: JudgeDredd on May 09, 2016, 07:22:19 AM
Tuna

Do CDKeys send you the code?
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 08:04:15 AM
Quote from: JudgeDredd on May 09, 2016, 07:22:19 AM
Tuna

Do CDKeys send you the code?

No they send you a link to where you grab the code.. the link says the code will be available just prior, or on the date of release.
Title: Re: Stellaris
Post by: JudgeDredd on May 09, 2016, 08:09:04 AM
Ta. Well, I might actually get my purchase then  ;)
Title: Re: Stellaris
Post by: PanzersEast on May 09, 2016, 08:29:22 AM
Reviews starting to flow.....





Title: Re: Stellaris
Post by: Jarhead0331 on May 09, 2016, 08:47:49 AM
uh oh...6.3 from IGN. Too complicated for them?

http://www.ign.com/articles/2016/05/09/stellaris-review?watch (http://www.ign.com/articles/2016/05/09/stellaris-review?watch)
Title: Re: Stellaris
Post by: Barthheart on May 09, 2016, 08:47:55 AM
IGN not impressed... 6.3/10

http://ca.ign.com/articles/2016/05/09/stellaris-review

Ninja'd by JH.... O0
Title: Re: Stellaris
Post by: PanzersEast on May 09, 2016, 08:52:39 AM
Quote from: Jarhead0331 on May 09, 2016, 08:47:49 AM
uh oh...6.3 from IGN. Too complicated for them?

http://www.ign.com/articles/2016/05/09/stellaris-review?watch (http://www.ign.com/articles/2016/05/09/stellaris-review?watch)

I'm shocked.... LOL... they rated The Park, Battleborn, and The Division higher......   ::)



PE
Title: Re: Stellaris
Post by: Barthheart on May 09, 2016, 08:58:58 AM
PCWorld rates it higher... 4/5 stars... but has the same mid-game and diplomacy criticisms....

http://www.pcworld.com/article/3067310/software/stellaris-review-etch-your-stories-across-the-stars-in-paradoxs-latest-grand-strategy-game.html

Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 09:04:28 AM
Adam Smith's generally very positive review at RPS -- though feels like it only scratches the surface of what the game offers (no discussion of POPs for example, unless I overlooked):

https://www.rockpapershotgun.com/2016/05/09/stellaris-review-pc/ (https://www.rockpapershotgun.com/2016/05/09/stellaris-review-pc/)
Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 09:06:36 AM
I have no doubt that Pdox will continue to flesh out some of the less developed systems like trade or even ship combat through DLC and expansions, just as they have for EUIV and CKII. It sounds like the foundation of the game is rock solid, which is really all that matters to me now.
Title: Re: Stellaris
Post by: Kushan on May 09, 2016, 09:18:44 AM
Quote from: PanzersEast on May 09, 2016, 08:52:39 AM
Quote from: Jarhead0331 on May 09, 2016, 08:47:49 AM
uh oh...6.3 from IGN. Too complicated for them?

http://www.ign.com/articles/2016/05/09/stellaris-review?watch (http://www.ign.com/articles/2016/05/09/stellaris-review?watch)

I'm shocked.... LOL... they rated The Park, Battleborn, and The Division higher......   ::)

PE

Guess Paradox didn't pay the IGN tax for a good review. I stopped paying attention to what IGN and especially Rowan Kaisaer has to say a long time ago.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 09:24:38 AM
IGN, GameSpot, the likes of them are on my ignore list for quite a while now.  O0
Title: Re: Stellaris
Post by: Pete Dero on May 09, 2016, 09:30:11 AM
http://www.pcinvasion.com/stellaris-review  8/10

http://www.destructoid.com/review-stellaris-358688.phtml  9/10 (superb)
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 10:00:56 AM
Quote from: Jarhead0331 on May 09, 2016, 08:47:49 AM
uh oh...6.3 from IGN. Too complicated for them?

http://www.ign.com/articles/2016/05/09/stellaris-review?watch (http://www.ign.com/articles/2016/05/09/stellaris-review?watch)
It seems to me that he does have valid points and he says that he has played more than 50 hours of it. Of course, personal perception is different. Looking forward to read what you guys think.
Title: Re: Stellaris
Post by: PanzersEast on May 09, 2016, 10:03:57 AM
SpaceSector thoughts....
http://www.spacesector.com/blog/2016/05/stellaris-first-impressions/

Explorminate thoughts (from 4X and strategy game fans perspective)...
https://explorminate.net/2016/05/09/stellaris-review/


PE
Title: Re: Stellaris
Post by: Jarhead0331 on May 09, 2016, 10:12:35 AM
I always find it interesting how opinions can vary so greatly. Reading the IGN review I was troubled. Switching over to the space sector review had my hopes up again. One guy says it totally misses the mark, while the other says it is the best 4x he has played...ever.
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 10:14:16 AM
I don't give a shit what reviews say.  Normally I would rely on you guys. :)
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 10:18:21 AM
Anyway...according to the review thread at reddit ign is very much the outlier.  Everyone else has given 8 or 9.
Title: Re: Stellaris
Post by: jamus34 on May 09, 2016, 10:30:50 AM
Well considering they (ign) spend 95% of their time on fps's I'm not really surprised... And it makes it that much easier to ignore.
Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 10:34:25 AM
Steam still not indicating when Stallaris unlocks?  "Available 9 May, 2016."  That's not cutting it for us obsessive-neurotic types!
Title: Re: Stellaris
Post by: Kushan on May 09, 2016, 10:41:03 AM
According to Troy Goodfellow, soon.... (https://twitter.com/TroyGoodfellow/status/729694625431171073)
Title: Re: Stellaris
Post by: OJsDad on May 09, 2016, 11:06:19 AM
Got my green man gaming steam key!!!!!!
Title: Re: Stellaris
Post by: Freyland on May 09, 2016, 11:07:14 AM
Available on Steam now
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 11:08:08 AM
Cdkeys didnt cough up mine yet . But no matter, they still have about 2 hrs left before I will be sitting and waiting in front of my pc again! :)
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 11:08:47 AM
Quote from: Freyland on May 09, 2016, 11:07:14 AM
Available on Steam now

Hmm Getting Error 503 on my CDKeys page, hopefully because they are updating it!
Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 11:12:21 AM
...anyone else having a real hard time concentrating at work?   :buck2:
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 11:15:02 AM
Quote from: sandman2575 on May 09, 2016, 11:12:21 AM
...anyone else having a real hard time concentrating at work?   :buck2:

Really hard when you work from home!... My 20 year old (home from college) is hovering around me, waiting for the key!
Title: Re: Stellaris
Post by: Freyland on May 09, 2016, 11:15:29 AM
Was really hoping would get CDkey key before release, just to be able to claim preorder bonuses.  Oh well.
Title: Re: Stellaris
Post by: Vintage Dude on May 09, 2016, 11:17:35 AM
I received my key from Green Man Gaming and it is currently downloading from Steam.
Title: Re: Stellaris
Post by: jamus34 on May 09, 2016, 11:21:26 AM
Got my code from GMG...and now the long wait to 5 PM to install
Title: Re: Stellaris
Post by: kludger on May 09, 2016, 11:23:01 AM
Quote from: Tuna on May 09, 2016, 11:08:47 AM
Quote from: Freyland on May 09, 2016, 11:07:14 AM
Available on Steam now

Hmm Getting Error 503 on my CDKeys page, hopefully because they are updating it!

Yeah getting the same thing, I think all of us checking for the Stellaris key has crashed CDKeys.com, hope they resolve it soon.
Title: Re: Stellaris
Post by: Vintage Dude on May 09, 2016, 11:28:24 AM
Mine is downloaded and good to go. Unfortunately, I have to leave for a while.
Title: Re: Stellaris
Post by: Fetrik on May 09, 2016, 11:30:30 AM
Paradoxplaza has slowed to a crawl, is there a new game coming out today? ;)

I seem to be missing my pre-order dlc, but i think that is being worked upon.
Title: Re: Stellaris
Post by: Vintage Dude on May 09, 2016, 11:34:31 AM
There is a DLC already included with mine: Creatures of the Void Portrait Pack
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 11:35:54 AM
Quote from: Vintage Dude on May 09, 2016, 11:34:31 AM
There is a DLC already included with mine: Creatures of the Void Portrait Pack

And Milleped is first on my friends list playin!
Title: Re: Stellaris
Post by: Nefaro on May 09, 2016, 11:36:59 AM
I installed it on my two main (and currently assembled) computers awhile ago.  Just haven't got settled in yet.
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 11:37:30 AM
Now Bartheart.. I'm jealous!!
Title: Re: Stellaris
Post by: kludger on May 09, 2016, 11:49:51 AM
CDkeys.com sent me an email with the key finally, downloading now.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 11:50:26 AM
Cdkeys just delivered!

After the kids have had their bath (it was pretty hot today!) and are put to bed, daddy will be forging an empire!
Title: Re: Stellaris
Post by: OJsDad on May 09, 2016, 11:52:39 AM
Quote from: Yskonyn on May 09, 2016, 11:50:26 AM
Cdkeys just delivered!

After the kids have had their bath (it was pretty hot today!) and are put to bed, daddy will be forging an empire!

Sounds like daddy already started an empire with mommy.  O:-)
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 12:22:37 PM
I am impressed to see how many of you are already playing the game!

What's this thing with the Paradox account to launch the game?
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 12:40:45 PM
What the! I just gave in and bought the game thanks to you guys...i't better be good!  :knuppel2:
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 12:44:47 PM
So many people on my Steam friends list playing Stellaris right now.  I'm proud of my friends today! :D
Title: Re: Stellaris
Post by: Wolfe1759 on May 09, 2016, 12:57:39 PM
My resistance lasted for all of half an hour - just purchased through CDKeys at £22.99 and downloading on Steam now.
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 01:06:32 PM
Lol and we lost power.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 01:10:26 PM
Quote from: OJsDad on May 09, 2016, 11:52:39 AM
Quote from: Yskonyn on May 09, 2016, 11:50:26 AM
Cdkeys just delivered!

After the kids have had their bath (it was pretty hot today!) and are put to bed, daddy will be forging an empire!

Sounds like daddy already started an empire with mommy.  O:-)

Oh yes! Like a true nobility she gave me an heir before a daughter!  :smitten:
Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 01:12:42 PM
So, initial impressions, oh ye who are fortunate enough to be playing whilst the rest of us languish at our places of employ?
Title: Re: Stellaris
Post by: Wolfe1759 on May 09, 2016, 01:18:25 PM
Initial impressions - it starts, so far all I've done is started the tutorial, renamed my science vessel Boaty McBoatface and um that's about it so far. Don't think I'll really get time to play it until the weekend, there will be more helpful comments along soon I'm sure  :)
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 01:32:41 PM
Oh my gosh....60'000 people are playing it now  :o
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 01:36:23 PM
Well, it works at least - on Linux too.  But I have to wait for the kids to go to bed, then I have to have dinner and watch Game of Thrones.  This is the first time in my life I haven't been excited to watch Game of Thrones. :D

I'm going to be so tired in work tomorrow.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 09, 2016, 02:19:19 PM
Quote from: sandman2575 on May 09, 2016, 01:12:42 PM
So, initial impressions, oh ye who are fortunate enough to be playing whilst the rest of us languish at our places of employ?

It's a 4X.  I'm still getting used to the interface and options available so I haven't really formed any sort of opinion on the game yet.  There's already some stuff I like, some stuff I'm lukewarm on, and some stuff I think could be better.

Here are my random initial impressions.

Graphics are nice.  The main screen is accessible and clean so far.  I can see that it might get cluttered if you have a tonne of ships in a system and zoom out to the max.

I wish there were more playable races available.  I'd also like to see more customization for your leader avatar.  It's weird that if you play as the humans, you can pick from a large number of non-human avatars but you're limited to just one human (black chick for one faction, white chick for the other).

I'd like the option to use the mouse wheel to scroll out from a star system to the galaxy map instead of having to use a separate button.  I suspect that'll be an easy mod and arrive soon.


I haven't had a chance to delve too deeply into the politics/diplomacy section of the game but just glancing over the various government/ideology tabs looks very cool.  Lots of possibilities in there.  I hope they're reflected in gameplay.
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 02:23:29 PM
At 66K players, Stellaris is the third most played game on Steam right now - behind Dota 2 and CS:GO which are always the top two.
Title: Re: Stellaris
Post by: sandman2575 on May 09, 2016, 02:28:55 PM
Quote from: Silent Disapproval Robot link=topic=14973.msg445125#msg445125
I'd also like to see more customization for your leader avatar.  It's weird that if you play as the humans, you can pick from a large number of non-human avatars but you're limited to just one human (black chick for one faction, white chick for the other).

? That is a little weird. No 'guy' avatar for humans?

Presumably something modders will solve.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 09, 2016, 02:36:16 PM
Quote from: sandman2575 on May 09, 2016, 02:28:55 PM
Quote from: Silent Disapproval Robot link=topic=14973.msg445125#msg445125
I'd also like to see more customization for your leader avatar.  It's weird that if you play as the humans, you can pick from a large number of non-human avatars but you're limited to just one human (black chick for one faction, white chick for the other).

? That is a little weird. No 'guy' avatar for humans?

Presumably something modders will solve.

Not from what I saw.  Black chick for the UN types.  White chick for the militarists.  There are other avatars for your population, scientists, fleet commanders, etc so I imagine it'll be fairly easy for a modder to add those to the leader pool. 
Title: Re: Stellaris
Post by: OJsDad on May 09, 2016, 02:37:54 PM
So, I was able to download to my laptop using my work hotspot (unlimited data plan).  But when I got home and tried to hook up to my desktop, it couldn't get it to work.  Seems Win10 doesn't like a tethered device.  So I have it on my desktop, but that's not the best place to play.  I'll have to wait another 6 hrs to get it downloaded to my desktop. 
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 02:45:59 PM
Quote from: Silent Disapproval Robot on May 09, 2016, 02:36:16 PM
Quote from: sandman2575 on May 09, 2016, 02:28:55 PM
Quote from: Silent Disapproval Robot link=topic=14973.msg445125#msg445125
I'd also like to see more customization for your leader avatar.  It's weird that if you play as the humans, you can pick from a large number of non-human avatars but you're limited to just one human (black chick for one faction, white chick for the other).

? That is a little weird. No 'guy' avatar for humans?

Presumably something modders will solve.

Not from what I saw.  Black chick for the UN types.  White chick for the militarists.  There are other avatars for your population, scientists, fleet commanders, etc so I imagine it'll be fairly easy for a modder to add those to the leader pool.
I changed and took a guy. You can change almost everything.
Title: Re: Stellaris
Post by: Fetrik on May 09, 2016, 02:48:12 PM
Well, 2,5 hours into my first game i can only say i've been captivated. I hope the feeling of joy lasts.  O0
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 09, 2016, 02:48:34 PM
Quote from: Anguille on May 09, 2016, 02:45:59 PM
Quote from: Silent Disapproval Robot on May 09, 2016, 02:36:16 PM
Quote from: sandman2575 on May 09, 2016, 02:28:55 PM
Quote from: Silent Disapproval Robot link=topic=14973.msg445125#msg445125
I'd also like to see more customization for your leader avatar.  It's weird that if you play as the humans, you can pick from a large number of non-human avatars but you're limited to just one human (black chick for one faction, white chick for the other).

? That is a little weird. No 'guy' avatar for humans?

Presumably something modders will solve.

Not from what I saw.  Black chick for the UN types.  White chick for the militarists.  There are other avatars for your population, scientists, fleet commanders, etc so I imagine it'll be fairly easy for a modder to add those to the leader pool.
I changed and took a guy. You can change almost everything.

Yup, you're correct.  My mistake.  I didn't drill down far enough into the customization sub-menus to find the gender tab.  You can switch to a male.
Title: Re: Stellaris
Post by: Anguille on May 09, 2016, 02:49:47 PM
Quote from: Huw the Poo on May 09, 2016, 02:23:29 PM
At 66K players, Stellaris is the third most played game on Steam right now - behind Dota 2 and CS:GO which are always the top two.
Must be the better starting sales for a space 4x like...ever!
Title: Re: Stellaris
Post by: mikeck on May 09, 2016, 02:50:40 PM
I heard the tutorials are good, but does anyone know if there is a manual incoming? Hate playing complex games with no manuals
Title: Re: Stellaris
Post by: bbmike on May 09, 2016, 03:20:11 PM
My first start and two space jellyfish things entered my system and destroyed my ships.  ;D
I just found out my "First Contact Protocol" was defaulted to aggressive so, like Han Solo, I probably shot first. Slowly learning but having fun so far.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 03:30:56 PM
I am having a blast so far.
The game does a good job in making exploration a wondrous and exciting affair. Something I feel many other 4x's lack. So thumbs up on this.

I also like the way the various resources work together to force you to make decisions on what's really important right now.

I've had to clear out some Raiders and eventhough there is no direct control of the battles, I did enjoy the combat. You can lock the camera on your fleet and adjust the camera's viewpoint while holding right mouse so get a pretty cinematic view of the ongoing battle.
It made me think of the battles in the first Dune game, where you're watching that 'overall progress' bar and hoping it would tilt your way. :)
No overly impressive, but it does the job and watching the miniature ships duking it out is pretty enjoyable, more so than the stale animations of EU4.

Bad point: I also feel annoyed by having the galaxy map button instead of a seamless zoom.


Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 03:53:29 PM
Right!  Kids are asleep, dinner is eaten, Game of Thrones is watched.  Time...*cracks knuckles*...to play!
Title: Re: Stellaris
Post by: PanzersEast on May 09, 2016, 03:57:49 PM
Quote from: mikeck on May 09, 2016, 02:50:40 PM
I heard the tutorials are good, but does anyone know if there is a manual incoming? Hate playing complex games with no manuals

No manual to speak of, however the tutorial does a good job getting you in.  The tool tips are great as well.

Some observations:

- Game runs very smooth
- The controls are great, and the UI is uncluttered and easy to navigate
- Cannot rearrange the ships in the sidebar
- So far I really like the slow flow of the game, the exploration is very fun
- The customization is terrific, even more so than AOW 3
- You have to use keyboard shortcut the see the Galaxy Map, no button
- The combat is hands off, however similar to DW, set stances and send them off
- The leader bonuses are cool... .world, science, admiral etc...
-  I like the fact that research is random and you have to make hard choices as you do not know when once may show up again
- The ship models are OK, ready for the mods to come out
- If you are a fan of Star War, Star Trek, Stargate etc.... this could be a wet dream
- DLC will make this game go a long, long way.... foundation is there for sure
- Appears like this would be a very fun MP game






Title: Re: Stellaris
Post by: RedArgo on May 09, 2016, 04:35:56 PM
Looking so forward to playing this, but I probably won't get much time until the weekend.

First patch incoming soon...
https://www.rockpapershotgun.com/2016/05/09/stellaris-hitching-patch/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29 (https://www.rockpapershotgun.com/2016/05/09/stellaris-hitching-patch/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+RockPaperShotgun+%28Rock%2C+Paper%2C+Shotgun%29)
Title: Re: Stellaris
Post by: JudgeDredd on May 09, 2016, 04:37:26 PM
There is a shed load of game here.

I am basing this on my initial couple of hours and looking at the last 4x game I played recently...Mater of Orion. MoO certainly seemed very light, though I am aware it's early access and there's progress on depth.

Just things like having to assign scientists (or some special geezer at least) to your science ship before it can actually survey anything.

The game is huge. 2 hours and I've only surveyed 3 systems and built a few mining stations. The 3 systems I have surveyed are a spec in the galaxy.
Title: Re: Stellaris
Post by: Yskonyn on May 09, 2016, 04:41:33 PM
Off to bed for now. Will continue my journey tomorrow.

It was a good first impression. Looking forward to starting the game tomorrow again.  O0
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 04:43:39 PM
There is an icon to click to enter galaxy view.  It's on the right of the system name.
Title: Re: Stellaris
Post by: Huw the Poo on May 09, 2016, 05:58:23 PM
Well two hours is all I can manage on a school night.  But holy shit.  Just sublime.  I can't even begin to put my thoughts into order right now, but I was instantly gripped.  What a game.  I'm figuring new stuff out at the rate of one Cool Thing per minute, and it didn't stop for the whole two hours I played.  Tomorrow is going to be yet another looooong day in work before I can come home to play again.
Title: Re: Stellaris
Post by: Grim.Reaper on May 09, 2016, 06:13:11 PM
Finally home from work...time to give this a ride...nice to see positive impressions so far.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 09, 2016, 06:32:03 PM
I've restarted 3 times and it's good to see just how differently the game can play out based on random factors.  The very first game was very busy with aliens showing up almost immediately and with alarming regularity.  I lost my piddly little defence fleet almost right away and then was stuck in my local system because my science ships couldn't explore due to religious fanatics.  I thought I'd screwed up and so I restarted.

2nd game was the complete opposite.  I was stuck in a wasteland with no habitable planets, almost no resource planets, and no aliens around at all.  I ended up overdeveloping my home planet and got into a negative economy that I couldn't seem to recover from so I restarted.

3rd game, killer mining drones! ARRRRRGGGGHHHHH!!!!!
Title: Re: Stellaris
Post by: Nefaro on May 09, 2016, 07:00:20 PM
Thank the Gods I can finally pan the view, across a huge Pdox map, with the WASD keys.

It's only taken them what?  15 years?   :crazy2:   I'd still like the ability to re-map hotkeys in the settings, but maybe in another decade or two..  :smiley6600:

Good impressions after a few hours. 
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 07:01:48 PM
Quote from: Nefaro on May 09, 2016, 07:00:20 PM
Thank the Gods I can finally pan the view, across a huge Pdox map, with the WASD keys.

It's only taken them what?  15 years?   :crazy2:   I'd still like the ability to re-map hotkeys in the settings, but maybe in another decade or two..  :smiley6600:

Good impressions after a few hours.

Agreed, really liking what I am seeing in the early moments of game play! I'm usually the type that just stares at the screen with CK II, Vicky II, EU IV.
Title: Re: Stellaris
Post by: glen55 on May 09, 2016, 07:16:30 PM
I've read several reviews, and my impression is that . . . Paradox is back to its old habits.  This one is going to take a few patches, and probably an expansion or two, and then it will be a great game.

And for those who have posted enthusiastically about the early game, sadly a consistent thread in the reviews is that the early game rocks and then it bogs down in the mid- and late-games.

I haven't played at all, and reviews can be full of it, so take with the amount of salt you find tasty.
Title: Re: Stellaris
Post by: Tuna on May 09, 2016, 07:35:08 PM
Well Paradox has been known to 'improve' there games with their DLC, which often goes on sale for great prices very quickly. I'm having a lot of fun right now. More than with any 'other' 4x I've tried, and if it bogs later, I'm sure their improvements will fix that. Bottom line, glad I bought it!
Title: Re: Stellaris
Post by: Barthheart on May 09, 2016, 08:11:51 PM
Liking what I've seen so far. Novel combinations of several different takes on space 4X.  O0

Very Distant Worlds like in the exploration and scanning each planet in a start system. But ships don't seem to need to stay near your systems and can just fly from system to system for ever...

Very like every 4X in the speed with which ships get built... except Polaris Sector which seemed to hit the right epic scale of things. 15 game years in and I've colonised 2 more planets... I'd barely have 3 ships in that amount of time in PS.... hopefully that gets modded but probably not for the short attention span crowd... :P
But setting up a colony when you get there with a ships dose take 10 game months so there's that.

Combat is OK... need to be able to setup the formations... but maybe that comes later with better tech. Don't get attached to early ships...  :P

Economy seems tight so far which is good.

Space seems to be teaming with life in this universe... not sure if I like that or PS's take on sparseness.....

Loving the research/tech system. Scraping up debris from combat to get research boosts in areas that aren't native to you...  O0

Leader system seems OK for now but a little light... can see that as an area they will DLC the heck out of.

Haven't met a major race yet so don't know about diplomacy.

Not sad about the purchase at all.  8)

MP would be nuts... in a good way.  >:D

Title: Re: Stellaris
Post by: Jarhead0331 on May 09, 2016, 09:17:51 PM
I spent a good deal of time just creating a bunch of different races.

Title: Re: Stellaris
Post by: ghostryder on May 09, 2016, 11:14:26 PM
A few hours i feel i barely scratched the surface. However overall the GUI and getting a grasp on things probably has never been easier in a Paradox game. You can pretty much do everything straight from the outliner.

It isn't nearly as deep as CKII--your leader won't have children who becomes leaders, etc etc=--I'm a bit dissapointed in that--I was hoping the game would dwelve much deeper here--and perhaps in future it will- but even though it doesn't the 'narative' of the game is already leaving every other 4x dry and in the dust- the game is layered with well written text to add layers of LORE---whereas most 4x game slaps a few stats on races and gives you zillions of ship options here it's much deeper as to regards to races while early one ship options seem somewhat basic.

Every area seems expandable by DLC---I can almost see the marketing angle from the get go--a contrast to CKII which seemed deep and full on release---here it's much more obvious. This isn't necessarily bad but it is very noticable even with just a few hours in. I'm already looking forward to future DLC. And I do not mind 5.99 here and there over time as the game grows and grows to a gem that I'll play 100s of hours--pretty much like CKII--it's just one of those games that never leave your harddrive--and even after you move on to another game- a new expansion will bring you back for another go.

Combat-as expected--isn't the main attraction here-but I must say it's much more cinamatic than DW combat--as you can zoom in and pan- and see real depth to the ships rather than 2d sprites zipping around like lemmings.---it's not quite like Sins of a Solar Empire but the approach is very simular in presentation--so overall it is much better than I expected and certainly better than say-a game like Gal Civ III- and again-I can see DLC expanding this as well.

I'm much too early to give thoughts on how the game plays out mid to late game--but the start has griped me--it's a game easily figured out thanks to the great GUI and the in game tutorial-some things are not apparant--I'm wondering if I can give multiple orders to a contructor, for example? If I click on a second sight to build a mine it currently changes the order---perhaps alt-click--who knows? those type of things will need to be asked on the forum or read in the online wiki--which is linked from within the game via the ? menu.

Browsing the various reviews it's interesting to note review sites like PCGamer and IGN rate the game rather low in the high 60s and low 70s wheras other sites more geared to strategy games are rating it very high. I chuckle as most game PCGAMER has in the 90s hold my interests for less than 5 minutes---so what that should tell everyone is this game is designed to appeal to a certain type of gamer not interested in twitch reflexes but rather the adventure and depth the world offers up-along with a nice heap of strategic play. Much like the old Emperor of the Fading Suns 4x--this is a game you Role Play. And that's a solid plus in my book.

So overall--some misgivings on apparant shallow areas screaming for DLC--but overall a very solid base to build on thus far in my early observations.



Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 03:10:36 AM
I like the fact that the relative power stat can be deceptive aparently.  :knuppel2:

One alien race had a big blob of territory right in my way of expanding further and I wasn't able to negotiate open borders. Their relative power to mine was about the same so I upped my warfleet production and quickly built up to my maximum fleet capacity at 18 ships.
I decided to start harassing the aliens hoping they would squeal soon, begging for mercy, forcing them to open up their borders so I could press on, possibly beyond their territory.
But the opposite happened and within a few weeks their relative power now was 'Superior' to my empire and they sent a massive fleet of about tripple the military power I could field straight to my homeworld and lay waste to my economy in short order.  ::)
Going to war isn't a lightly taken thing in this game!
Title: Re: Stellaris
Post by: Pete Dero on May 10, 2016, 03:35:34 AM
Quote from: Nefaro on May 09, 2016, 07:00:20 PM
Thank the Gods I can finally pan the view, across a huge Pdox map, with the WASD keys.

Good for you (and the bigger part of the planet I guess) but now people with Azerty keyboards are stuck  (Z and W switch places, so for us the W key is below the S key).  Panning with the mouse works OK so I use that.

Looks like there is now way to change this (or any other key bindings) ...
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 10, 2016, 03:40:25 AM
Yeah, we lefties are also buggered.  I have asked for numpad key support but it's fallen on deaf ears. 

Burn the WASD heretics!!!!!


Title: Re: Stellaris
Post by: spelk on May 10, 2016, 05:32:16 AM
DasTactics (humble) Top 10 tips for playing Stellaris

Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 06:20:53 AM
The tutorial is good, but in all honesty, I was exploring and playing without it. The UI and overall design of the game seems to be very elegant. However, I don't think this game is nearly as complex as CKII, or even EUIV, or really any of the prior historical grand strategy games by paradox. Those game are practically impossible to just jump in and start playing with an inherent understanding of what to do, when and how. It takes time, study and effort to learn all the different systems and how they all come together. That isnt so with stellaris.

I think in order for stellaris is to really shine and succeed it is going to need that kind of depth and complexity. This prospect is what made stellaris so eagerly anticipated. The idea of having a space 4x with interwoven complexities of CKII is a dream come true for most strategy gamers.

I tend to agree with some of the others who have noted that the foundation is here, and it's rock solid, but it has a ways to go and will require DLC in order to really reach its full potential.

Now, I've only played for under two hours so far, so the above is based on initial impressions, but I have already sampled construction, exploration, research, leader recruitment and management, colonization, planetary management and resource management. Unless there are really some hidden layers, I think I have a good idea of what this game is about. The fact that I was able to play with all these features in under two hours and feel comfortable with how they function and come together is indicative of, primarily, a very well thought out UI, but also of perhaps a lack of deep complexity.

I don't yet understand the complaints about the mid to late game. It seems to me that most if not all 4x games suffer from late game stagnation, I wouldn't expect stellaris to be any different. It is practically unavoidable to some extent.

Anyway, it seems like a great game so far, and with time, and the right additional content, I can see it easily rivalling distant worlds.
Title: Re: Stellaris
Post by: jomni on May 10, 2016, 06:42:24 AM
I'm holding off. Get it on sale or bundled. 
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 06:46:14 AM
Quote from: jomni on May 10, 2016, 06:42:24 AM
I'm holding off. Get it on sale or bundled.

Why?
Title: Re: Stellaris
Post by: jomni on May 10, 2016, 07:04:42 AM
Saving money.  :P
Title: Re: Stellaris
Post by: Greybriar on May 10, 2016, 07:10:01 AM
Quote from: Jarhead0331 on May 10, 2016, 06:46:14 AM
Quote from: jomni on May 10, 2016, 06:42:24 AM
I'm holding off. Get it on sale or bundled.

Why?

I'm in the same boat as jomni. Why you ask? I'm not jomni but my reasons are that it's a Paradox title and will have countless DLC. It and the DLC will be reduced to a fraction of the purchase price after the game has been out for awhile. By which time Paradox will have gotten most of the bugs out of it. So if and when I finally purchase Stellaris, it will be a polished game.

While typing my post, jomni posted the reason why he is holding off, which coincides with the fourth sentence of my post.
Title: Re: Stellaris
Post by: Tuna on May 10, 2016, 07:13:27 AM
What bugs? Was only 29 bucks at CDKeys.. not sure if that's still the price.
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 07:20:03 AM
^exactly. What bugs? If you don't feel the urge to have the game now, that's fine, but don't claim it has bugs, is incomplete, or isn't a quality release to justify your decision. I see a lot of people buying a lot of crap, so it surprises me when people pass on a quality release.

Like tuna said, this isn't exactly an expensive game. You can get it easily for under $30.
Title: Re: Stellaris
Post by: JudgeDredd on May 10, 2016, 07:21:25 AM
Quote from: Jarhead0331 on May 10, 2016, 06:20:53 AM
...
The fact that I was able to play with all these features in under two hours and feel comfortable with how they function and come together is indicative of, primarily, a very well thought out UI, but also of perhaps a lack of deep complexity.
...
JH - do you think that might be in part to you having played MoO? I think they are incredibly similar - though I would say this is deeper.

Just one particular thing that stuck out to me was one of the things that pops up in the tutorial to help actually looks like one of the races in MoO.

But I found it (on the surface) extremely similar to MoO and therefore I was able to easily jump in. There's more depth there and I don't meant to take away from the design which is very good and definitely helps the ease of playing.
Title: Re: Stellaris
Post by: Tuna on May 10, 2016, 07:28:11 AM
I never played MoO, and I find the UI very easy to get into. I'm really not wishing for a Manual, as the tips are fine for hopping right in. Manual sometime down the line for learning idiosyncrasies would be nice.
Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 07:39:39 AM
One thing I am really starting to miss after my 6 or 7 hour playtime is the fact that Leaders are nothing like CK2 or EU4. It was touched upon earlier that they don't generate any offspring; they just have an age stat which can be modified by various events, but once their timer is up they vanish from the game and you need to recruit a new one.
While I can see the need to force the player to spend on new units and the tension it gives when you have a high level leader about to die, the CK2 system would be fantastic for Stellaris and I am dissapointed it is so flat in the space game.

I agree with Jarhead; most systems are easily figured out after just a few hours and the game starts to fall in the 'easy to pick-up, hard to master' category. Which is a testament to the elegant UI on one side, but the flatness of the gameplay on the other.

I *really* hope Paradox will flesh out the various systems more, because the core game is super fun!
Indeed, a CK2/EU4 complexity level for certain gameplay aspects in Stellaris would easily make it my favorite 4x of all time.
For now it remains DW, though.

Oh and the manual? Press the  ? on the lower button bar. It opens an in-game browser to the wiki pages of Stellaris.

By the way, do any of you know how to actively try to end a war?
I am locked in a war, while a far bigger empire than my enemy has become very friendly towards me. I'd like to try to forge an alliance with it to then smash my current enemy, but I can't see a way to stop this war (which my enemy started)?  :-\
Title: Re: Stellaris
Post by: Rayfer on May 10, 2016, 07:56:59 AM
Interesting comments regarding the disappointment over lack of depth/complexity/etc. as compared with EU4 and CK2. Stellaris is a game I will be getting but don't yet have, but personally I'm glad it doesn't have those EU4 and CK2 qualities. They are games I was never able to get in to. I would complete the tutorials, start a game and then feel lost as to what I should be doing and when to do it. So I guess Paradox faces the old 'you can please some of the people some of the time, but not all the people all the time' dilemma.
Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 08:03:47 AM
Nevermind my question about how to end a war;

It's not via the normal 'diplomatic relations' button at the top of the screen, but in the lower right you have a hex-like icon. Click on it to open the war progress screen and there you can try to negotiate.

Be aware that you can never delete a claim the enemy has put in as a war goal, only your own claims or demands. I removed mine and was able to sue for peace, but that involved conceding to his goals, which was ceding a planet to his empire.
As it was my only planet it meant defeat.  :2funny:

So, the lesson here is to be very wary (again) with going to war. Especially if you only have one or two planets. In the grand scheme of warfare, whole planets are needed as 'currency' to barter for better conditions during a war.

A very cool feature, but it poses a problem for early games because you will be locked in an indefinite war, especially if its the AI deciding to lay waste to your tiny empire.
Title: Re: Stellaris
Post by: joram on May 10, 2016, 08:22:31 AM
Quote from: jomni on May 10, 2016, 06:42:24 AM
I'm holding off. Get it on sale or bundled.

I'm with you.  This and the TW series always have so much DLC crap, I wait till it all goes on sale and get it together at a deep discount.
Title: Re: Stellaris
Post by: JudgeDredd on May 10, 2016, 08:27:31 AM
When I play these games, I always start with very few AI opponents.

That might seem like an odd decision...and I kind of agree. I do it to try and have a peaceful game allowing me to explore and build...but it does make for quite a lonely game.

What are the benefits of using lots of AI apart from the obvious "not so lonely"?
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 08:29:51 AM
Quote from: JudgeDredd on May 10, 2016, 07:21:25 AM
Quote from: Jarhead0331 on May 10, 2016, 06:20:53 AM
...
The fact that I was able to play with all these features in under two hours and feel comfortable with how they function and come together is indicative of, primarily, a very well thought out UI, but also of perhaps a lack of deep complexity.
...
JH - do you think that might be in part to you having played MoO? I think they are incredibly similar - though I would say this is deeper.

Just one particular thing that stuck out to me was one of the things that pops up in the tutorial to help actually looks like one of the races in MoO.

But I found it (on the surface) extremely similar to MoO and therefore I was able to easily jump in. There's more depth there and I don't meant to take away from the design which is very good and definitely helps the ease of playing.

Interesting thoughts, JD. Nothing struck me as being overly similar to MOO, other than the overall similarities of being a space 4x game, that is pretty much shared by every game in the genre. When I play tonight, I'll try to take a deeper look into this to see if there are some obvious similarities I missed.

I do agree though that both games seem pretty simple on the surface, and that Stellaris has potential to be much more complex than MOO.
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 08:32:39 AM
Quote from: Rayfer on May 10, 2016, 07:56:59 AM
Interesting comments regarding the disappointment over lack of depth/complexity/etc. as compared with EU4 and CK2. Stellaris is a game I will be getting but don't yet have, but personally I'm glad it doesn't have those EU4 and CK2 qualities. They are games I was never able to get in to. I would complete the tutorials, start a game and then feel lost as to what I should be doing and when to do it. So I guess Paradox faces the old 'you can please some of the people some of the time, but not all the people all the time' dilemma.

With CKII and EUIV you get dumped into the middle of an already existing country/empire and have to spend quite some time on figuring out what to do to keep yer stuff and keep yer people happy.
In Stellaris you start with 1 home world, 1 space yard, 1 science ship, 1 constructor ship and 3 military vessels. It's pretty easy to figure out what to do... explore and expand.... even without the tutorial.
This way you get to control how big and complex yer holdings are without being told to sink or swim.

I think most of the complexity that some of us want are deeper Leader stories/effects/families, deeper diplomacy (although I can't comment there as I haven't met any other major power), maybe some deeper combat mechanics.
Title: Re: Stellaris
Post by: JudgeDredd on May 10, 2016, 08:37:09 AM
Quote from: Jarhead0331 on May 10, 2016, 08:29:51 AM
Quote from: JudgeDredd on May 10, 2016, 07:21:25 AM
Quote from: Jarhead0331 on May 10, 2016, 06:20:53 AM
...
The fact that I was able to play with all these features in under two hours and feel comfortable with how they function and come together is indicative of, primarily, a very well thought out UI, but also of perhaps a lack of deep complexity.
...
JH - do you think that might be in part to you having played MoO? I think they are incredibly similar - though I would say this is deeper.

Just one particular thing that stuck out to me was one of the things that pops up in the tutorial to help actually looks like one of the races in MoO.

But I found it (on the surface) extremely similar to MoO and therefore I was able to easily jump in. There's more depth there and I don't meant to take away from the design which is very good and definitely helps the ease of playing.

Interesting thoughts, JD. Nothing struck me as being overly similar to MOO, other than the overall similarities of being a space 4x game, that is pretty much shared by every game in the genre. When I play tonight, I'll try to take a deeper look into this to see if there are some obvious similarities I missed.

I do agree though that both games seem pretty simple on the surface, and that Stellaris has potential to be much more complex than MOO.
I don't play an awful lot of 4x - so maybe they are just mechanics that aren't just similar between these two, but the genre itself.

I literally played MOO a week or so ago again and there was a new race in it - and it does look like you're wee tutorial advisor in this game.

Star lanes (travel lanes?) were the obvious thing. Types of planet. Races.

Now that I'm sounding those off - I think they are probably more genre based similarities  :-[
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 08:37:22 AM
Quote from: Barthheart on May 10, 2016, 08:32:39 AM
Quote from: Rayfer on May 10, 2016, 07:56:59 AM
Interesting comments regarding the disappointment over lack of depth/complexity/etc. as compared with EU4 and CK2. Stellaris is a game I will be getting but don't yet have, but personally I'm glad it doesn't have those EU4 and CK2 qualities. They are games I was never able to get in to. I would complete the tutorials, start a game and then feel lost as to what I should be doing and when to do it. So I guess Paradox faces the old 'you can please some of the people some of the time, but not all the people all the time' dilemma.

With CKII and EUIV you get dumped into the middle of an already existing country/empire and have to spend quite some time on figuring out what to do to keep yer stuff and keep yer people happy.
In Stellaris you start with 1 home world, 1 space yard, 1 science ship, 1 constructor ship and 3 military vessels. It's pretty easy to figure out what to do... explore and expand.... even without the tutorial.
This way you get to control how big and complex yer holdings are without being told to sink or swim.

I think most of the complexity that some of us want are deeper Leader stories/effects/families, deeper diplomacy (although I can't comment there as I haven't met any other major power), maybe some deeper combat mechanics.

Great observation, Barth. That is undoubtedly a key factor in why Stellaris is much easier to get into initially.
Title: Re: Stellaris
Post by: jomni on May 10, 2016, 08:43:51 AM
Good analysis.
Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 08:48:12 AM
Indeed it might very well be, barth.

I think I've started 4 games now and I've already seen 3 different types of travel; normal interstellar, star lanes and wormhole generators. :) Nice!
Title: Re: Stellaris
Post by: sandman2575 on May 10, 2016, 08:59:27 AM
Agree with much of the assessment here -- presentation is very slick -- easily the best UI in a Pdox game-- with 'high production values' to be sure. Yet I have to admit to feeling a little underwhelmed in my (admittedly *very* brief) first session last night.

I guess I was expecting a little more out of the box. Everything feels very elegantly streamlined, but maybe a little too much so, at the cost of depth. As someone who completely loves Distant Worlds' 'commodities' and free market system, with seemingly 50 different resources you can collect for different needs, the break down of resources into a mere 3 (...something doesn't sit right about "Minerals" to me) is disappointing. In my home system, only two asteroids had any resources -- minerals -- the other 6-7 planets and moons had... nothing. I mean, really, nothing? There are *no* useful resources on any of those planets/moons? Again one of the great things about DW -- it was extremely rare to find a planet with no resources. Many had low-grade / common things like steel, which meant it might never be worth investing that planet with a mine or resource collector, but at least the game gave you an option to do *something* with it. A home system with 6-7 planets that I can do nothing with -- not too exciting.

The lack of anything like fuel restrictions / requirements for ships also seems disappointing.

Again, very early impressions, and I have no doubt that Stellaris will develop into something rivalling DW with expansions and DLC. But right now Stellaris feels unfortunately a lot closer to Gal Civ than to DW or Polaris Sector.
Title: Re: Stellaris
Post by: Rayfer on May 10, 2016, 09:10:31 AM
Quote from: Jarhead0331 on May 10, 2016, 08:37:22 AM
Quote from: Barthheart on May 10, 2016, 08:32:39 AM
Quote from: Rayfer on May 10, 2016, 07:56:59 AM
Interesting comments regarding the disappointment over lack of depth/complexity/etc. as compared with EU4 and CK2. Stellaris is a game I will be getting but don't yet have, but personally I'm glad it doesn't have those EU4 and CK2 qualities. They are games I was never able to get in to. I would complete the tutorials, start a game and then feel lost as to what I should be doing and when to do it. So I guess Paradox faces the old 'you can please some of the people some of the time, but not all the people all the time' dilemma.

With CKII and EUIV you get dumped into the middle of an already existing country/empire and have to spend quite some time on figuring out what to do to keep yer stuff and keep yer people happy.
In Stellaris you start with 1 home world, 1 space yard, 1 science ship, 1 constructor ship and 3 military vessels. It's pretty easy to figure out what to do... explore and expand.... even without the tutorial.
This way you get to control how big and complex yer holdings are without being told to sink or swim.

I think most of the complexity that some of us want are deeper Leader stories/effects/families, deeper diplomacy (although I can't comment there as I haven't met any other major power), maybe some deeper combat mechanics.

Great observation, Barth. That is undoubtedly a key factor in why Stellaris is much easier to get into initially.

Agree, and I appreciate BH's comments. Motivated me to not want to wait much longer.
Title: Re: Stellaris
Post by: Nefaro on May 10, 2016, 09:17:33 AM
It seems like a lighter mix of Distant Worlds and Victoria 2 (Innn Spaaaace!!), with other 4X and grand strategy influences mixed in.  Some bits reminded me of Endless Space & Endless Legend, to name a couple examples.

The Vic 2 thing may sound weird, but the "Pops" and War Goals facet of diplomacy were some parts that really reminded me most of the same setup in Vic 2. 

It's a good base to start with.  I'm sure DLC will turn it into a giant.
Title: Re: Stellaris
Post by: jamus34 on May 10, 2016, 09:18:27 AM
I can definitely see politics being the first DLC. In all honesty I think I would like to see that. Maybe if you have a junta it costs you 3 leader slots but you gain more bonuses. Also the "ruler having a kid" thing doesn't quite work on an intergalactic basis but how about an intern or a leader will have a support staff that one member can be chosen to succeed him or her or it.
Dunno, but I think there's quite a few directions they can go in. I am disappointed in the combat but it does follow paradoxes style of being relatively hands off.
Title: Re: Stellaris
Post by: Huw the Poo on May 10, 2016, 09:32:18 AM
Re: useless planets etc.  There are plenty of resources besides the basic ones that you don't see until you've researched the tech.  They probably aren't as useless as you think.
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 09:32:50 AM
Quote from: sandman2575 on May 10, 2016, 08:59:27 AM
... In my home system, only two asteroids had any resources -- minerals -- the other 6-7 planets and moons had... nothing. I mean, really, nothing? There are *no* useful resources on any of those planets/moons? ...

Just a quick note here is that you can develop different techs that will expose new resources. These are called rare or strategic resources. So previously useless world might become important.


Dammit, ninja'd again.
Title: Re: Stellaris
Post by: Tuna on May 10, 2016, 09:34:31 AM
Quote from: sandman2575 on May 10, 2016, 08:59:27 AM

Again, very early impressions, and I have no doubt that Stellaris will develop into something rivalling DW with expansions and DLC. But right now Stellaris feels unfortunately a lot closer to Gal Civ than to DW or Polaris Sector.

Big difference is the DLC's won't cost an arm and a leg like DW. Also someone who wants to get into the game at a later state, waiting for the completion of future DLCs and such. They will be able to get in at a reasonable price point, maybe a very good price point with the sales that Paradox constantly has.
Title: Re: Stellaris
Post by: Pete Dero on May 10, 2016, 09:49:00 AM
Paradox press release :

Paradox Interactive and Paradox Development Studio launched into space last night with the release of sci-fi grand strategy Stellaris. The launch was received to almost universal acclaim by the community, with an impressive 95% positive user reviews on Steam. With 68,000 simultaneous players on the day of release, Stellaris also managed to de-throne the publisher's other recent success Cities: Skylines, which previously held their record for highest amount of concurrent players at launch. Less than 24 hours after release, Stellaris has sold over 200,000 units, breaking the revenue record for any of Paradox Interactive's previous titles during the same time period. For the internal development studio, the game has broken every record available and is the studio's fastest selling game ever.
Title: Re: Stellaris
Post by: sandman2575 on May 10, 2016, 10:02:23 AM
Quote from: Huw the Poo on May 10, 2016, 09:32:18 AM
Re: useless planets etc.  There are plenty of resources besides the basic ones that you don't see until you've researched the tech.  They probably aren't as useless as you think.

That's great to know.

Part of me hoped that with Stellaris partially adopting Victoria's "POP" system, it might also incorporate some of Victoria's excellent (though flawed) market and commodities mechanics. But in any case, I'm glad to hear there are more than 3 resources and that my home system may not be the barren wasteland it appears to be.   :)

Also -- please God let Victoria 3 be Pdox's next big project.
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 10:22:42 AM
Its hard to accept the fact that the game was released yesterday, I've played under two hours, and I'm already looking forward to future DLC. For whatever reason, this doesn't bother me as much as I feel it should. Maybe its because the core of the game is so solid, and what is already there is enjoyable?

Still, the primary motivating factor behind my excitement over this game was the prospect of it having the kind of complexity that Paradox pulled off with its flagship titles. The realization that this level of complexity may be absent from Stellaris at the moment is somewhat disappointing to me. Without it, Stellaris is just another traditional 4x, albeit, a highly polished and highly configurable one.

If you are a 4x fan, Stellaris is still a must by in my opinion. However, do not go into it expecting CKII in space. Its just not there yet. 

Title: Re: Stellaris
Post by: Kushan on May 10, 2016, 10:29:09 AM
Quote from: Jarhead0331 on May 10, 2016, 10:22:42 AM
Its hard to accept the fact that the game was released yesterday, I've played under two hours, and I'm already looking forward to future DLC. For whatever reason, this doesn't bother me as much as I feel it should. Maybe its because the core of the game is so solid, and what is already there is enjoyable?

Still, the primary motivating factor behind my excitement over this game was the prospect of it having the kind of complexity that Paradox pulled off with its flagship titles. The realization that this level of complexity may be absent from Stellaris at the moment is somewhat disappointing to me. Without it, Stellaris is just another traditional 4x, albeit, a highly polished and highly configurable one.

If you are a 4x fan, Stellaris is still a must by in my opinion. However, do not go into it expecting CKII in space. Its just not there yet.

I'm in the process of writing up my initial impressions. So far I'm really loving the game. As for it it not being as complex CK2 or EUIV I think that maybe a little unfair. Sure I wish something where deeper like the  economy but if anything I feel like CK2 and EUIV have become bloated. Still fun to play, but it systems on top of systems that at times the AI has issues dealing with. To me, Stellaris feels a lot like EUIV at release and I don't think that's a bad thing.
Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 10:37:23 AM
That's a good point actually, Kushan.
I remember when EU4 released similar arguments were fielded about its accessibility and streamlinedness vs depth. The EU4 of today is a totally different beast as far as mechanics and systems are concerned.
Not a totally different game, mind you, but indeed more things to fiddle with. I have no doubt Stellaris will follow a similar path.

It's a fun game to play, no less. And that's what will keep me coming back.
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 10:48:11 AM
Quote from: Kushan on May 10, 2016, 10:29:09 AM
Quote from: Jarhead0331 on May 10, 2016, 10:22:42 AM
Its hard to accept the fact that the game was released yesterday, I've played under two hours, and I'm already looking forward to future DLC. For whatever reason, this doesn't bother me as much as I feel it should. Maybe its because the core of the game is so solid, and what is already there is enjoyable?

Still, the primary motivating factor behind my excitement over this game was the prospect of it having the kind of complexity that Paradox pulled off with its flagship titles. The realization that this level of complexity may be absent from Stellaris at the moment is somewhat disappointing to me. Without it, Stellaris is just another traditional 4x, albeit, a highly polished and highly configurable one.

If you are a 4x fan, Stellaris is still a must by in my opinion. However, do not go into it expecting CKII in space. Its just not there yet.

I'm in the process of writing up my initial impressions. So far I'm really loving the game. As for it it not being as complex CK2 or EUIV I think that maybe a little unfair. Sure I wish something where deeper like the  economy but if anything I feel like CK2 and EUIV have become bloated. Still fun to play, but it systems on top of systems that at times the AI has issues dealing with. To me, Stellaris feels a lot like EUIV at release and I don't think that's a bad thing.

Why is my opinion unfair? I was hoping for CKII complexity in a space 4x. Your opinion may differ and I respect that, but that doesn't mean my opinion is unfair or unreasonable...

Again, I like the game so far, its just not exactly what I was hoping for.
Title: Re: Stellaris
Post by: Fetrik on May 10, 2016, 11:01:17 AM
Not sure this was answered by anyone, but you shift-click to que orders.

Quote from: ghostryder on May 09, 2016, 11:14:26 PM
I'm wondering if I can give multiple orders to a contructor, for example? If I click on a second sight to build a mine it currently changes the order---perhaps alt-click--who knows? those type of things will need to be asked on the forum or read in the online wiki--which is linked from within the game via the ? menu.

Title: Re: Stellaris
Post by: Rayfer on May 10, 2016, 11:20:59 AM
A question for those who have played both Stellaris and the recent 4X game Polaris Sector.....is it fair to compare the two and if so which is the better buy for the $$$ spent? I can't afford both yet both have appeal.
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 11:28:51 AM
I've played both.... I think Stellaris is going to get more play from me. Polaris Sector has some really cool ideas, like the epic time span to build ships, but I think in the end it won't be a deep an experience as Stellaris.

Stellaris is far prettier.

In Polaris Sector, you can control the tactical combat.

If Polaris Sector gets some interesting updates or expansions I'll be back to it... and you just know that Stellaris will get that treatment from PDox.

I vote get both.  :D Even if you can't do that right away.
Title: Re: Stellaris
Post by: kludger on May 10, 2016, 11:41:31 AM
Quote from: Fetrik on May 10, 2016, 11:01:17 AM
Not sure this was answered by anyone, but you shift-click to que orders.

Thanks for that tip, was wondering the same thing, and I probably missed the tutorial text that mentions it.
Title: Re: Stellaris
Post by: Ian C on May 10, 2016, 12:29:06 PM
Did they put in a Delete button for old game saves?
Title: Re: Stellaris
Post by: Fetrik on May 10, 2016, 12:42:47 PM
Quote from: kludger on May 10, 2016, 11:41:31 AM
Quote from: Fetrik on May 10, 2016, 11:01:17 AM
Not sure this was answered by anyone, but you shift-click to que orders.

Thanks for that tip, was wondering the same thing, and I probably missed the tutorial text that mentions it.

I think i picked up that tip from Quill18 or Arumba.
Title: Re: Stellaris
Post by: PanzersEast on May 10, 2016, 01:09:26 PM
My foreign policy.....




Game over man.... Game  Over
Title: Re: Stellaris
Post by: tgb on May 10, 2016, 01:46:21 PM
Quote from: Ian C on May 10, 2016, 12:29:06 PM
Did they put in a Delete button for old game saves?

On the left hand side of the load screen, there's an icon of a trash can.  Press that and delete buttons will appear on all of your saves.
Title: Re: Stellaris
Post by: Capn Darwin on May 10, 2016, 01:50:04 PM
Damn you people and your peer pressure.  :tickedoff:

More money on games I have little free time to play...maybe in the few days after Origins and before No Man's Sky.  O0

Look pretty good though...
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 01:59:20 PM
Quote from: Capn Darwin on May 10, 2016, 01:50:04 PM
Damn you people and your peer pressure.  :tickedoff:

More money on games I have little free time to play...maybe in the few days after Origins and before No Man's Sky.  O0

Look pretty good though...

Jump in... the water's warm and the beers are cold.  Ya know ya wanna... O0
Title: Re: Stellaris
Post by: Rayfer on May 10, 2016, 02:19:19 PM
Quote from: Barthheart on May 10, 2016, 11:28:51 AM
I've played both.... I think Stellaris is going to get more play from me. Polaris Sector has some really cool ideas, like the epic time span to build ships, but I think in the end it won't be a deep an experience as Stellaris.

Stellaris is far prettier.

In Polaris Sector, you can control the tactical combat.

If Polaris Sector gets some interesting updates or expansions I'll be back to it... and you just know that Stellaris will get that treatment from PDox.

I vote get both.  :D Even if you can't do that right away.

Found Stellaris on CDkeys.com for $30.25 and couldn't resist. Downloading now.
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 02:24:56 PM
 O0
Title: Re: Stellaris
Post by: jamus34 on May 10, 2016, 02:37:32 PM
Quote from: Barthheart on May 10, 2016, 01:59:20 PM
Quote from: Capn Darwin on May 10, 2016, 01:50:04 PM
Damn you people and your peer pressure.  :tickedoff:

More money on games I have little free time to play...maybe in the few days after Origins and before No Man's Sky.  O0

Look pretty good though...

Jump in... the water's warm and the beers are cold.  Ya know ya wanna... O0
And we have chlorine when Gus pees in the pool
Title: Re: Stellaris
Post by: Kushan on May 10, 2016, 02:37:50 PM
Quote from: Jarhead0331 on May 10, 2016, 10:48:11 AM
Quote from: Kushan on May 10, 2016, 10:29:09 AM
I'm in the process of writing up my initial impressions. So far I'm really loving the game. As for it it not being as complex CK2 or EUIV I think that maybe a little unfair. Sure I wish something where deeper like the  economy but if anything I feel like CK2 and EUIV have become bloated. Still fun to play, but it systems on top of systems that at times the AI has issues dealing with. To me, Stellaris feels a lot like EUIV at release and I don't think that's a bad thing.

Why is my opinion unfair? I was hoping for CKII complexity in a space 4x. Your opinion may differ and I respect that, but that doesn't mean my opinion is unfair or unreasonable...

Again, I like the game so far, its just not exactly what I was hoping for.

Sorry didn't mean to make it sound like you couldn't have your own opinion. Only meant to say that in my opinion its got about the same depth as both CK2 and EUIV when they where released.


Quote from: PanzersEast on May 10, 2016, 01:09:26 PM
My foreign policy.....

Game over man.... Game  Over

Still in my first game. Started in the middle of a spiral arm. I managed to block the factions to my galactic east from advancing any further up the chain. Getting the "epic" tech that let me see all the star lines in the galaxy, even though I use warp drive, early on was amazing. Took a few choke point systems and cut them off. Was slowly expanding out towards the end, thinking I had the whole arm to myself, when I ran into two empires who jumped the gap between the middle of the galaxy and the arm, thus cutting of my colonization that way. Tonight, one of the factions to my east is going to become Belgium with me as Imperial Germany, except without the British to come and save them. I left a little scout force of raiders in the west to play picket, while my 3rd fleet moved east.

Not sure about how to transport troops? Do they require dedicated ships or can they be transported on normal ships?
Title: Re: Stellaris
Post by: Greybriar on May 10, 2016, 02:52:05 PM
Quote from: Tuna on May 10, 2016, 07:13:27 AM
What bugs? Was only 29 bucks at CDKeys.. not sure if that's still the price.
Quote from: Jarhead0331 on May 10, 2016, 07:20:03 AM
^exactly. What bugs? If you don't feel the urge to have the game now, that's fine, but don't claim it has bugs, is incomplete, or isn't a quality release to justify your decision. I see a lot of people buying a lot of crap, so it surprises me when people pass on a quality release.

Like tuna said, this isn't exactly an expensive game. You can get it easily for under $30.

All newly released PC games have bugs, just to greater or lesser degrees. Paradox has come a long way but their games still have bugs--like every other PC game company. And that's not the reason I'm giving Stellaris a pass.

$30 is only the beginning. Do you know how many DLCs Crusader Kings II has? 58 according to Steam. Europa Universalis IV has 41. Paradox really likes DLC.

But don't let me spoil your fun. Jump right in and be among the first to play Stellaris. I am happy that you are enjoying it so much. It will be mostly because of yours and many others' sharing positive experiences that will eventually cause me to buy the game. So lighten up--I'm not being overly critical. I am just telling you how I feel about purchasing PC games in general and Paradox games in particular.
Title: Re: Stellaris
Post by: Huw the Poo on May 10, 2016, 02:54:55 PM
So...how many of you are playing in ironman mode, and how many of you are little girls? :P
Title: Re: Stellaris
Post by: jamus34 on May 10, 2016, 02:59:54 PM
Hey, I'm the one that wanted to get a multiplayer match right out of the gate but no one responded.
Title: Re: Stellaris
Post by: Yskonyn on May 10, 2016, 03:09:26 PM
I don't want Ironman in my galaxy anywhere. I've already got enough 'Things' to worry about without needing any more mutants to rain on my parade.
Title: Re: Stellaris
Post by: Anguille on May 10, 2016, 03:17:26 PM
Quote from: Huw the Poo on May 10, 2016, 02:54:55 PM
So...how many of you are playing in ironman mode, and how many of you are little girls? :P
Like Yskonyn, i don't have the time for that....

I don't like the fact that achievements are only limited to iron man mode.
Title: Re: Stellaris
Post by: Nefaro on May 10, 2016, 04:18:48 PM
Quote from: Huw the Poo on May 10, 2016, 09:32:18 AM
Re: useless planets etc.  There are plenty of resources besides the basic ones that you don't see until you've researched the tech.  They probably aren't as useless as you think.

That's one of the parts which reminded me of Endless Space.  I liked the tech-hidden Strategic Resource mechanic & am happy to see something very similar here.  Although it's not nearly as quick to get use out of them since the research choices are jumbled and, from what I can tell, more than one research project can utilize those special resources.
Title: Re: Stellaris
Post by: Ian C on May 10, 2016, 04:21:22 PM
I persuaded my better half to purchase it from cdkeys.

Applying what DLC did for CK II, I think this has the potential to be *amazing*, and I think this may be Paradoxes #1 supported Cash Cow, so I guess we'll see a lot more goodies coming out in DLC.
Title: Re: Stellaris
Post by: Nefaro on May 10, 2016, 04:21:41 PM
Quote from: Anguille on May 10, 2016, 03:17:26 PM
Quote from: Huw the Poo on May 10, 2016, 02:54:55 PM
So...how many of you are playing in ironman mode, and how many of you are little girls? :P
Like Yskonyn, i don't have the time for that....

I don't like the fact that achievements are only limited to iron man mode.


I only played the first game to learn the basics w/ tutorial going.

Started a second campaign in Iron Man.  Curious about what achievements I unlock by happenstance.
Title: Re: Stellaris
Post by: Barthheart on May 10, 2016, 04:35:31 PM
Some simple tips from PCGamer:

http://www.pcgamer.com/stellaris-tips/?ns_campaign=article-feed&ns_mchannel=ref&ns_source=steam&ns_linkname=0&ns_fee=0

Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 10, 2016, 04:58:34 PM
Quote from: Kushan on May 10, 2016, 02:37:50 PM

Not sure about how to transport troops? Do they require dedicated ships or can they be transported on normal ships?

Build an assault army, then click on them and you'll get an option to load them onto transports.  The transports are organic to the army so you don't have to build any extra units.

I found the Sol system and surveyed it.  Earth had regressed into an agrarian feudal society.  I set up an observation post and gathered some research points.  Then I got board and invaded the throwbacks.  No I have to deal with earth separatist types.
Title: Re: Stellaris
Post by: Jarhead0331 on May 10, 2016, 05:03:25 PM
During the tutorial, I discovered a planet with an industrialized, but pre-warp race. The tutorial wants me to build an observation post in orbit around the planet, but when I try to do this with a construction ship, I'm told I cannot because it is outside of my controlled space. What am I doing wrong?
Title: Re: Stellaris
Post by: ghostryder on May 10, 2016, 05:06:44 PM
Though not as complex as CKII the A.I. here seems to be very good. Especially fighting a war. I love the fact the A.I. can clean my clock-although when the fight started I had the higher might number--but I screwed up in other areas and the A.I. just took advantage of it. One must pay attention to where they are to retreat--which I did not---and was run down like a dog. In fact I do not ever remember a Paradox game with such good A.I.---a very pleasant surprise---as i was expecting the MP angle to be the main draw here--but as it turns out-even on normal you can lose.  :uglystupid2:

I'm going to create a new race with different traits for my next game---following some online advice about the picks and see how I do. There's a guide on steam that seems good-if the writer knows what he's actually talking about. You can find it under guides on steam.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 10, 2016, 05:20:13 PM
Quote from: Jarhead0331 on May 10, 2016, 05:03:25 PM
During the tutorial, I discovered a planet with an industrialized, but pre-warp race. The tutorial wants me to build an observation post in orbit around the planet, but when I try to do this with a construction ship, I'm told I cannot because it is outside of my controlled space. What am I doing wrong?

You need to get the system within your borders so you'll have to build a frontier outpost over the star first.  Once that's done, then you can build the OP over the planet.  You need to finish researching New Worlds Protocol under Society research before you can build the outpost.
Title: Re: Stellaris
Post by: JudgeDredd on May 10, 2016, 05:21:09 PM
Quote from: Jarhead0331 on May 10, 2016, 05:03:25 PM
During the tutorial, I discovered a planet with an industrialized, but pre-warp race. The tutorial wants me to build an observation post in orbit around the planet, but when I try to do this with a construction ship, I'm told I cannot because it is outside of my controlled space. What am I doing wrong?
Not sure...I'm slowly expanding and haven't come across any issues except not having enough resources from time to time.

Don't you have to build a Frontier Outpost to "expand" you controlled space?
Title: Re: Stellaris
Post by: Huw the Poo on May 10, 2016, 05:42:29 PM
Quote from: jamus34 on May 10, 2016, 02:59:54 PM
Hey, I'm the one that wanted to get a multiplayer match right out of the gate but no one responded.

Sorry bud, I usually only play with people I personally know to cut down on time zone frustrations.

Jarhead: SDR is correct, the best (or at least quickest) way is to build a frontier outpost.  Be warned however, they're expensive in influence, both in upfront and ongoing costs.

Handy tip of the day: On the galaxy screen you'll see little resource icons beneath system icons.  If they're white they're available to be exploited (select a construction ship and right-click the system and select "build mining/research stations")...if they're green, you're already exploiting them.

Bonus tip: When you create a sector it will default to providing you 50% of its resource income.  You can adjust this via the empire screen.  If it's a fledgling sector it might be a good idea not to take anything from it until it's established.  From the same screen you can also throw them energy and minerals.
Title: Re: Stellaris
Post by: Kushan on May 10, 2016, 06:00:43 PM
Saw on Twitter a beta patch should now be available. Should fix the mid game stutter issue.

I noticed a slight stutter but just assumed it was the ironman autosave.
Title: Re: Stellaris
Post by: bbmike on May 10, 2016, 06:10:25 PM
Quote from: Kushan on May 10, 2016, 06:00:43 PM
Saw on Twitter a beta patch should now be available. Should fix the mid game stutter issue.

I noticed a slight stutter but just assumed it was the ironman autosave.

You can already access it through Steam.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 10, 2016, 06:12:36 PM
Quick Play video up from Giant Bomb.  I like the new guy they hired to cover strategy games.  I just wish they'd keep Vinny away since he just tends to disrupt the whole process (note the batman stupidity he insists upon).

Title: Re: Stellaris
Post by: jamus34 on May 10, 2016, 06:22:52 PM
Quote from: Huw the Poo on May 10, 2016, 05:42:29 PM
Quote from: jamus34 on May 10, 2016, 02:59:54 PM
Hey, I'm the one that wanted to get a multiplayer match right out of the gate but no one responded.

Sorry bud, I usually only play with people I personally know...

Bah, now you had to go and hurt my feelings.   :uglystupid2:
Title: Re: Stellaris
Post by: Freyland on May 10, 2016, 06:28:43 PM
I will personally attest that Jamus is a stand up guy and great to play with.  :smitten:



When he's awake. ;D
Title: Re: Stellaris
Post by: Greybriar on May 11, 2016, 05:45:22 AM
Green Man Gaming (https://www.greenmangaming.com/stellaris-titles/) is offering 25% off Stellaris if you use the code SPACE25 when you buy the game there.
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 07:17:14 AM
I don't have a lot of time into the game yet.  Overall I'm liking it though.

I really like the use of Influence.  It like the monarch points in EUIV.  I've never played CKII (I'll fix that during the holiday sales).  But I can see why having some of that game play added into Stellaris would add a lot to the game.

I also like the research mechanics.  I didn't know if I would like it or not, but I do.  I would like to see a game that would add randomizer to the cost and effects of the benefits from research.  i.e. game 1; Research Widget will cost 350 and give you a benefit of +1.  In game 2; Research Widget will cost 370 and give you a benefit of +.8.  This would add a level of having to evaluate which of the 3 options your offered for new research.

I haven't been involved in any combat yet, so I cannot comment on that yet.

I do miss the civilian ships in Distant Worlds.  They added a lot to the game  with needing them to transport resources and people and the need to protect them. 

I also wish the economy more resembled Victoria 2.  Perhaps someday.  I do like the fact that some research can reveal more unknown resources (Civ3?).  But I've always liked a more indepth economy.  Loose your one planet making ship weapons, that would put a crimp in your ship building until you built a replacement factory.
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 07:34:36 AM
FYI, Steam pushed hotfix 1.0.1 this morning. 

Quote
Steam should update your Stellaris version to 1.0.1 momentarily.

This hotfix contains the following:
- Fixed CTD when showing tooltip for an ambient object that gets destroyed
- Fixed CTD when an ambient object gets destroyed while selected
- Fixed fleets getting stuck trying to use wormhole stations belonging to other empires
- Improved performance issues and fixed issues with stuttering in early game

We are also currently working on a second hotfix that fixes various bugs and stability issues. The work with the first larger patch has also begun, no final release date set for that one yet.

Thanks to all of our players for making space great again!
Title: Re: Stellaris
Post by: Rayfer on May 11, 2016, 07:37:28 AM
Just started playing yesterday. Great game, especially the exploration process. Two areas that perhaps I am doing something wrong or should do differently.  First, minerals....very hard to come by yet necessary for building just about anything. I run out quickly leaving my constructor sleeping with nothing to do.  Second, tech research....at the beginning it takes a very looooong time to complete them. Building research centers would help but they require minerals which I used up building mines on asteroids to garner more minerals.  I feel like the dog chasing its own tail. Any suggestions.
Title: Re: Stellaris
Post by: Huw the Poo on May 11, 2016, 07:59:31 AM
Rayfer I'm on mobile so very brief post.  Minerals: possible you had an awful start but you should be surveying every system within your borders and telling your constructors to build mining stations everywhere possible.  See my previous post for help with that.

Research: I found it to be very fast early game.  Have you hired scientists and slotted them in appropriately?  Build research stations everywhere possible (just like mining stations) to exploit.  There are innumerable ways to boost research but just building stations wherever you can within your borders and hiring scientists should be more than enough to begin with.  Again, unless you got some unfathomably bad start, but surely paradox's algorithm would prevent that.
Title: Re: Stellaris
Post by: Huw the Poo on May 11, 2016, 08:00:30 AM
Also systems have to be surveyed before stations can be built.
Title: Re: Stellaris
Post by: JudgeDredd on May 11, 2016, 08:13:51 AM
I also build a military outpost (station? Can't remember what it's called) if I've got two or more mining stations that can be protected by one outpost...saves having to rush a fleet about.
Title: Re: Stellaris
Post by: Huw the Poo on May 11, 2016, 09:45:34 AM
How does that work JD?  I haven't built any yet.  Can they protect a whole system?
Title: Re: Stellaris
Post by: Yskonyn on May 11, 2016, 10:08:43 AM
One thing to keep in mind is that everything costs maintenance. So it is unwise to just build everything you can everywhere.
Usually run out of cash before I run out of minerals.
Title: Re: Stellaris
Post by: Barthheart on May 11, 2016, 11:22:55 AM
Quote from: Huw the Poo on May 11, 2016, 09:45:34 AM
How does that work JD?  I haven't built any yet.  Can they protect a whole system?

Mil outposts just protect a small area around themselves in a solar system. Place it near planets you want to protect. When built you will see it's Circle of Death.
Title: Re: Stellaris
Post by: Barthheart on May 11, 2016, 11:23:24 AM
Anybody figured out if and how to upgrade ships?
Title: Re: Stellaris
Post by: Rayfer on May 11, 2016, 11:24:36 AM
Quote from: Huw the Poo on May 11, 2016, 08:00:30 AM
Also systems have to be surveyed before stations can be built.

Thanks Huw.....maybe I should go back and do the full tutorial, I couldn't stop myself from just diving in and perhaps I did get a poor starting system.
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 12:00:08 PM
Quote from: Barthheart on May 11, 2016, 11:23:24 AM
Anybody figured out if and how to upgrade ships?

Click on the fleet, and there is an option to upgrade.  A ship symbol with +.  It's center right of the ship/fleet window.  Here's the Wiki link;

http://www.stellariswiki.com/Ships#Upgrading_ships
Title: Re: Stellaris
Post by: Barthheart on May 11, 2016, 01:11:36 PM
Quote from: OJsDad on May 11, 2016, 12:00:08 PM
Quote from: Barthheart on May 11, 2016, 11:23:24 AM
Anybody figured out if and how to upgrade ships?

Click on the fleet, and there is an option to upgrade.  A ship symbol with +.  It's center right of the ship/fleet window.  Here's the Wiki link;

http://www.stellariswiki.com/Ships#Upgrading_ships

Thanks!  O0 For the life of me I could not find that on the wiki.....  >:(
Title: Re: Stellaris
Post by: Nefaro on May 11, 2016, 03:45:16 PM
Quote from: JudgeDredd on May 11, 2016, 08:13:51 AM
I also build a military outpost (station? Can't remember what it's called) if I've got two or more mining stations that can be protected by one outpost...saves having to rush a fleet about.

You're talking about the ones that can be placed in open space away from planets, right?  The ones you can place near the jump points to other systems?  Gotta research those, but they look to be more effective at blocking hostile fleets, coming from specific directions, to the whole system.

The non-researched Strategic Bases (?) are mainly for pushing your territorial claims outward into areas where you don't have colonies.  I think they're pricier both in cost & upkeep than the aforementioned defense bases.  I've only been using these to claim a system with strategic resources (once I've unlocked them w/ research) that I can't currently colonize & is just outside my territory.
Title: Re: Stellaris
Post by: JudgeDredd on May 11, 2016, 04:20:33 PM
Quote from: Nefaro on May 11, 2016, 03:45:16 PM
Quote from: JudgeDredd on May 11, 2016, 08:13:51 AM
I also build a military outpost (station? Can't remember what it's called) if I've got two or more mining stations that can be protected by one outpost...saves having to rush a fleet about.
...You're talking about the ones that can be placed in open space away from planets, right?...
I think so  :)
Title: Re: Stellaris
Post by: Yskonyn on May 11, 2016, 04:30:06 PM
One tip I read was if the outposts have served their use, just make their territory part of a sector. You'll cease having to pay upkeep for them this way.
Title: Re: Stellaris
Post by: JudgeDredd on May 11, 2016, 04:44:17 PM
Frontier Outpost is the correct term for them.  :)
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 04:46:45 PM
Has anyone setup sectors yet.  How are they working.
Title: Re: Stellaris
Post by: Fetrik on May 11, 2016, 05:11:34 PM
Quote from: OJsDad on May 11, 2016, 04:46:45 PM
Has anyone setup sectors yet.  How are they working.

They're like a state within the state, or something. :P
You set their taxes and whatever that's leftover they can use to develop themselves with. You also get their full reaserch.
Keep an eye on their economy +- if they struggle or you got plenty to spare you can give them both minerals and credits.
Another thing is make sure you know you want to add the area to the sector before clicking, every click takes influence.
If you build say colonizers with a sector spaceport it wont show up in the outliner...

That's just some i got from watching others play.
Title: Re: Stellaris
Post by: sandman2575 on May 11, 2016, 05:18:30 PM
Has anyone spent serious time with the Ship Designer?  If so, are you finding the ship design component of Stellaris is flexible enough to make different designs meaningful? (My fear is that it's more window dressing than not, but would be glad to be persuaded otherwise...)
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 05:42:40 PM
Thanks Fetrik.  Can you add planets to a Sector after it crated.
Title: Re: Stellaris
Post by: Huw the Poo on May 11, 2016, 06:29:52 PM
Quote from: OJsDad on May 11, 2016, 05:42:40 PM
Thanks Fetrik.  Can you add planets to a Sector after it crated.

Yep.  On the empire screen just click manage sector.
Title: Re: Stellaris
Post by: OJsDad on May 11, 2016, 06:43:43 PM
Thanks Huw
Title: Re: Stellaris
Post by: bbmike on May 11, 2016, 08:20:28 PM
One thing I don't like is you can see where the other races start in the galaxy and who they are. And if I hover over stars near their home system I can see which ones they already own.
Title: Re: Stellaris
Post by: Fetrik on May 11, 2016, 10:37:48 PM
Yes, for the usual influence cost. You simply grow them as needed.
Title: Re: Stellaris
Post by: Huw the Poo on May 12, 2016, 12:41:10 AM
Quote from: sandman2575 on May 11, 2016, 05:18:30 PM
Has anyone spent serious time with the Ship Designer?  If so, are you finding the ship design component of Stellaris is flexible enough to make different designs meaningful? (My fear is that it's more window dressing than not, but would be glad to be persuaded otherwise...)

It's no better or worse than any other, but there is at least plenty of scope to specialise your ships.  I like that during combat (and in the post-battle summary) you see a breakdown of how much of each type of damage was inflicted, which obviously then informs your choice of ship components when building fleets against a particular enemy.  Personally I hate designing ships in games like these but it does seem like a necessary evil in Stellaris.

Handy tip of the day: When starting new research projects, don't forget to switch your three research scientists around to make use of their specialities.  Match their speciality icon with the tech icon for that lovely 10% bonus!
Title: Re: Stellaris
Post by: solops on May 12, 2016, 03:21:39 AM
I still need to spend more time with Stellaris and finish 2 or 3 games before passing judgement, but right now I am underwhelmed. It is big, beautiful and slick....BUT I feel as if I am fighting the game rules rather than the other alien factions. A lot of the game structure (like "war aims/goals") is artificially restrictive and aggravating. More play needed....and I'm waiting on the next Polaris Sector patch.
Title: Re: Stellaris
Post by: Yskonyn on May 12, 2016, 03:48:54 AM
Quote from: Huw the Poo on May 12, 2016, 12:41:10 AM

Handy tip of the day: When starting new research projects, don't forget to switch your three research scientists around to make use of their specialities.  Match their speciality icon with the tech icon for that lovely 10% bonus!

Thanks! That's actually very clever!  :coolsmiley:
Title: Re: Stellaris
Post by: JudgeDredd on May 12, 2016, 04:34:53 AM
Quote from: Yskonyn on May 12, 2016, 03:48:54 AM
Quote from: Huw the Poo on May 12, 2016, 12:41:10 AM

Handy tip of the day: When starting new research projects, don't forget to switch your three research scientists around to make use of their specialities.  Match their speciality icon with the tech icon for that lovely 10% bonus!

Thanks! That's actually very clever!  :coolsmiley:
+1  O0
Title: Re: Stellaris
Post by: Kushan on May 12, 2016, 02:57:13 PM
Going to be streaming Stellaris on my stream Saturday. Hoping to setup a MP game. Have a couple of maybes from some friends, if anyone is interested send me a pm. Start time will be 11am PST / 19:00 Zulu and will go for 2-3 hours. If you can't make the start I believe you can hot join in Stellaris like you can in EUIV, so if you can't make the start send me your race setup and I'll make sure they are in the game.
Title: Re: Stellaris
Post by: Rayfer on May 12, 2016, 03:19:00 PM
Encountered my first pirates.  I hate pirates.  They're tough to avoid and they're hit and run tactics are always where you're vulnerable and can't hit back.  Stellaris is a great 4x space game.  For me it's the best since Distant Worlds.
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 01:34:54 AM
Question: I'm currently providing "technological enlightenment" to a primitive world, but the progress is stuck on 4/100 and doesn't move.  I can easily afford the cost.  Why isn't it working?
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 05:17:22 AM
So I set up my first sector yesterday and my energy credits went into the crapper. I'm  great on minerals (I believe I am pulling around 90) but having a real hard time keeping energy up. Somewhere I  burned through a ton of influence too.

I'll have to figure out what I did and then start a new game. 
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 06:04:06 AM
Quote from: jamus34 on May 13, 2016, 05:17:22 AM
So I set up my first sector yesterday and my energy credits went into the crapper. I'm  great on minerals (I believe I am pulling around 90) but having a real hard time keeping energy up. Somewhere I  burned through a ton of influence too.

I'll have to figure out what I did and then start a new game.

Are you building power plants on your colonized planets?
Title: Re: Stellaris
Post by: Pete Dero on May 13, 2016, 06:18:36 AM
Quote from: jamus34 on May 13, 2016, 05:17:22 AM
So I set up my first sector yesterday and my energy credits went into the crapper. I'm  great on minerals (I believe I am pulling around 90) but having a real hard time keeping energy up. Somewhere I  burned through a ton of influence too.

I'll have to figure out what I did and then start a new game.

From the wiki :

Each sector has its own stock of Energy Credits and minerals. These stocks will be filled with sources within the sector's borders, except that some of its income may be sent to the national stockpile depending on what tax level is selected for it. The sector's stocks can also be boosted in 100 unit increments from the national stockpile. Physics Research, Society Research, Engineering Research, Science and Influence income, as well as strategic resources, all go to the empire regardless of tax. Since sectors do not have their own Influence, frontier outposts controlled by them do not cost Influence to maintain.

So depending on your tax level most or all Energy & Minerals stay within the sector, meaning you should be carefull about which planets you give to a sector.
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 07:10:48 AM
Quote from: Pete Dero on May 13, 2016, 06:18:36 AM
Quote from: jamus34 on May 13, 2016, 05:17:22 AM
So I set up my first sector yesterday and my energy credits went into the crapper. I'm  great on minerals (I believe I am pulling around 90) but having a real hard time keeping energy up. Somewhere I  burned through a ton of influence too.

I'll have to figure out what I did and then start a new game.

From the wiki :

Each sector has its own stock of Energy Credits and minerals. These stocks will be filled with sources within the sector's borders, except that some of its income may be sent to the national stockpile depending on what tax level is selected for it. The sector's stocks can also be boosted in 100 unit increments from the national stockpile. Physics Research, Society Research, Engineering Research, Science and Influence income, as well as strategic resources, all go to the empire regardless of tax. Since sectors do not have their own Influence, frontier outposts controlled by them do not cost Influence to maintain.

So depending on your tax level most or all Energy & Minerals stay within the sector, meaning you should be carefull about which planets you give to a sector.

Yeah I figured that is the case, I did not think it would have been that severe. Been decommissioning some things to help but I'm trying to find research tech to grow energy and there just hasn't been much. I also probably set up my race poorly so that doesn't help.
One of the reasons first game is a learning game.
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 07:29:15 AM
Diplomacy needs a lot of work. Why are my diplomatic responses so limited based upon my government type? I'm a Military Republic. Why do I always have to sound like a cold-hearted a$$hole in all my dealings? I mean, surely even tyrants, dictators and despots can have wise and/or deceptive diplomacy. They need to fix this.
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 07:36:03 AM
Quote from: Jarhead0331 on May 13, 2016, 07:29:15 AM
Diplomacy needs a lot of work. Why are my diplomatic responses so limited based upon my government type? I'm a Military Republic. Why do I always have to sound like a cold-hearted a$$hole in all my dealings? I mean, surely even tyrants, dictators and despots can have wise and/or deceptive diplomacy. They need to fix this.

To me the diplo reeks of "awaiting DLC". It just seemed way too vanilla knowing what Pdox has done in the past.

I do like the concept they put in about non FTL races that may be existing  on other worlds
Title: Re: Stellaris
Post by: Barthheart on May 13, 2016, 07:38:43 AM
Quote from: jamus34 on May 13, 2016, 07:36:03 AM
Quote from: Jarhead0331 on May 13, 2016, 07:29:15 AM
Diplomacy needs a lot of work. Why are my diplomatic responses so limited based upon my government type? I'm a Military Republic. Why do I always have to sound like a cold-hearted a$$hole in all my dealings? I mean, surely even tyrants, dictators and despots can have wise and/or deceptive diplomacy. They need to fix this.

To me the diplo reeks of "awaiting DLC". It just seemed way too vanilla knowing what Pdox has done in the past.

I do like the concept they put in about non FTL races that may be existing  on other worlds

I found one of those pre-FTL worlds. They are currently in the atomic age and the people are split up into large states with a high state of friction between them... I'm observing them to see if they survive...  O0
Title: Re: Stellaris
Post by: solops on May 13, 2016, 10:47:28 AM
The more I play the less I like it. I feel like I am trapped in this artificial maze of arcane rules rather running an empire to crush my foes and rule the galaxy. Sectors, war goals, etc.... I don't think much of that kind of stuff right now. If I am the overlord then I'll make my "sectors" function how I darn well please. Since they work the same for all races, the current unwieldy and bizarre "sector" system is apparently a game artifact to help the AI run its empires and/or to handicap humans to help the AI remain competitive. A lot of the game seems to follow this pattern. I will give it more time, but after I learn the game, I am not sure if it is going to be fun or not.  And talk about lack of documentation! First Paradox game ever with no manual and for a game that truly needs one! If they think a stupid on-line Wiki is adequate, then I question their ethics. I want a downloadable PDF. This thing needs study just to figure out what the rules are.
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 10:54:18 AM
Quote from: solops on May 13, 2016, 10:47:28 AM
The more I play the less I like it. I feel like I am trapped in this artificial maze of arcane rules rather running an empire to crush my foes and rule the galaxy. Sectors, war goals, etc.... I don't think much of that kind of stuff right now. If I am the overlord then I'll make my "sectors" function how I darn well please. Since they function the same for all races, the current unwieldy and bizarre "sector" system is apparently an game artifact to help the AI run its empires and remain competitive with the humans. A lot of the game seems to follow this pattern. I will give it more time, but after I learn the game, I am not sure if it is going to be fun or not.

I have not been in a war yet but I can see that being an issue from what I have been hearing from some people. I like sectors on paper, IE you are a grand ruler you should not be micro'ing your entire empire. My issues with it is more on implementation. You can seriously screw up your economy if you do not set up the Sector correctly.
Overall it seems like typical paradox for better or worse. The research system is innovative and the random event generator probably the strongest part of the game.
Trade, combat and (surprisingly) diplomacy are the weak parts.
Title: Re: Stellaris
Post by: solops on May 13, 2016, 11:03:57 AM
Quote from: jamus34 on May 13, 2016, 10:54:18 AM
Overall it seems like typical paradox for better or worse.

I was hoping for better.
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 11:12:45 AM
If someone could take the resource and diplomacy depth from DW:U the combat and shipbuilding from PS, the merge the spying / intrigue from  both those titles and take the exploration and random events plus the empire builder from Stellaris and I think you'd have one damn good game
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 11:27:33 AM
I'm starting to lean towards the solops camp. I'm finding the game is putting me to sleep every night since release. If something isn't done to seriously shape it up, it could turn out to possibly be the biggest disappointment of the year for me. The interface is slick, the look is right, the customization of races is commendable, the random events are interesting, but everything else feels incomplete and hollow. No supply issues, no fuel, no tactical combat, no sense of time or distance, etc. It just doesn't feel epic to me, at all.  I think the glowing reviews are actually quite disingenuous at this point. 
Title: Re: Stellaris
Post by: Freyland on May 13, 2016, 11:33:41 AM
When Polaris was coming out, I eagerly bought it but since I was still enthralled with my Xcom2 campaign(s), I never started it.  Now, with all the complaints about AI travel cheats (and lack of response from developers?), I don't feel bad waiting until further patching is done.  I also preordered Stellaris, salivating for its release.  Then it finally shows, and I still cant pull myself away from Xcom2, despite how foolish I feel for letting another 4x space game slip by me.  After reading this thread and others, I'm starting to not feel so badly.
Title: Re: Stellaris
Post by: mikeck on May 13, 2016, 01:18:35 PM
Is there a manual
Title: Re: Stellaris
Post by: Anguille on May 13, 2016, 01:19:31 PM
I wish that MOO3 would have the graphics from Stellaris....
Title: Re: Stellaris
Post by: Barthheart on May 13, 2016, 02:21:39 PM
Quote from: mikeck on May 13, 2016, 01:18:35 PM
Is there a manual

No.... there is a wiki site....  :P
Title: Re: Stellaris
Post by: ghostryder on May 13, 2016, 02:32:49 PM
I've never yet made it to the endgame (I find myself restarting a lot and making new races) but what I've been reading is it's pretty grindy. And the 'sector' mechanic is being panned huge--not on steam but on Paradox's forum. I can see the points---because of the shallowness of leaders---with no dynasty mechanic--which is why it works in CKII---as these governors would be your sons or nephews---here it's rather empty-not to mention the A.I. isn't doing a good job of running sectors. I think they went too simplistic. An expansion could go a long way with dealing with it--but in the mean time there's mods that remove it completely for now.

I'm not at the "dissapointed' area yet-but the game really needs content in a bunch of areas. Mods could help too, but at this point there's no meaty mods at all. In fact the bulk of them are pretty bad- and all are one trick ponies doing just one thing.

The game will undoubtedly grow--and seeing a 3 page plus hate thread on Paradox's forums over sectors I think it's safe to say that's likely the next DLC to come.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 02:41:07 PM
Quote from: jamus34 on May 13, 2016, 07:36:03 AM
I do like the concept they put in about non FTL races that may be existing  on other worlds

In my current game, I've found several of those, at different levels of development, but I have no idea what to do with them.  Can I colonize them or is my only option to invade. 
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 02:43:05 PM
One thing I think Sectors need is more visibility.  Right now I have no idea what their doing.  Do they have their own Constructor ships?  They don't seem to be building any Mining or Research stations in their area of control.  What about their planets, are they developing them.  I don't want control, I just want to know what's going on. 
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 02:45:33 PM
Quote from: OJsDad on May 13, 2016, 02:41:07 PM
Quote from: jamus34 on May 13, 2016, 07:36:03 AM
I do like the concept they put in about non FTL races that may be existing  on other worlds

In my current game, I've found several of those, at different levels of development, but I have no idea what to do with them.  Can I colonize them or is my only option to invade.
Right now all I know is you can build observation stations for a small science benefit. I think you can eventually develop them into a FTL capable vassal.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 03:02:31 PM
Thanks.

Which brings me two other issues. 

1.  It you have the option to turn on details, but its an all or nothing.  This causes map clutter.  Let me choose how much information I want to see.  I don't want to see all of resources I'm getting by system, just where there are resources I'm not harvesting yet.  Same with planets that I could colonize if I had the tech.  Also, on the galaxy map, there is no way to find the pre-FTL planets,  you need to go through them system by system.

2.  When I click on a ship or planet on the right hand panel, center me on it.  Don't make be go looking for it.

3.  All of the ship icon on the galaxy map are the same.  I have no way of knowing if it's a science ship, builder, or fleet.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 03:06:54 PM
One more thought, I'm having fun overall.  It's hard to pull myself away.  Still a lot to learn and somethings that I would like to see improved, but having fun.

Oh, and I really need to get and try CKII. 
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 03:08:08 PM
As far as #1 there is a little trick here. If you have a construction ship selected it will show all systems that both already have mining set up and ones that don't.
Same with colonization, select a colonization ship and it will show all systems that have colonizable worlds by using a planet icon. Even better the color of the icon will be coded based on the planet with the highest hab.
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 03:09:35 PM
Quote from: OJsDad on May 13, 2016, 03:06:54 PM
One more thought, I'm having fun overall.  It's hard to pull myself away.  Still a lot to learn and somethings that I would like to see improved, but having fun.

Oh, and I really need to get and try CKII.

This is the problem I seem to be having. I'm just not enjoying it. As I said before...it is literally putting me to sleep. Its been awhile since I played a game that consistently did that to me. I'm not entirely sure why I'm disliking it so much other than what I've already stated. It really makes me want to go back to Polaris Sector or Distant Worlds.  :'(
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 03:09:40 PM
Quote from: OJsDad on May 13, 2016, 03:02:31 PM
Thanks.

Which brings me two other issues. 

1.  It you have the option to turn on details, but its an all or nothing.  This causes map clutter.  Let me choose how much information I want to see.  I don't want to see all of resources I'm getting by system, just where there are resources I'm not harvesting yet.  Same with planets that I could colonize if I had the tech.  Also, on the galaxy map, there is no way to find the pre-FTL planets,  you need to go through them system by system.

Details can be toggled to full or contextual, such as highlighting planets when you have a colony ship selected.  I'm not sure what else they could've done?

Quote2.  When I click on a ship or planet on the right hand panel, center me on it.  Don't make be go looking for it.

Just double click.  Or click the camera focus icon.

Quote3.  All of the ship icon on the galaxy map are the same.  I have no way of knowing if it's a science ship, builder, or fleet.

Yep, can't argue with this one.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 03:14:06 PM
Thanks Huw.  I the double click to center on a select should help a lot.  I was using the camera button to do that.

On the galaxy details, having the options to turn on what you want to see would help.  If I'm wanting to see where non-FTL planets are, then turn on that on.  If I don't want to know about them, then I can turn it off.  In previous Paradox games there were a number of context maps that allowed you to filter on what you wanted to see.
Title: Re: Stellaris
Post by: bbmike on May 13, 2016, 03:20:46 PM
I'm still having a blast with it. My second game is a lizard race. I'm playing on a tiny map with two other AI players. I haven't been drawn into a game like this in a while. I feel like I'm managing an empire and love the fact things move along at a steady, non-hectic pace. There is a great foundation here and I think Paradox will make this a classic through DLC.
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 03:36:06 PM
Quote from: OJsDad on May 13, 2016, 02:43:05 PM
One thing I think Sectors need is more visibility.  Right now I have no idea what their doing.  Do they have their own Constructor ships?  They don't seem to be building any Mining or Research stations in their area of control.  What about their planets, are they developing them.  I don't want control, I just want to know what's going on. 

Sectors don't build anything outside of planets, that's down to you.  They do develop the planets though, and you have some very coarse control over this on the empire screen (planets tab).  You can also set the "resource tithe" as I call it.

Quote from: OJsDad on May 13, 2016, 03:14:06 PM
On the galaxy details, having the options to turn on what you want to see would help.  If I'm wanting to see where non-FTL planets are, then turn on that on.  If I don't want to know about them, then I can turn it off.  In previous Paradox games there were a number of context maps that allowed you to filter on what you wanted to see.

Ah, I'm with you now.  Yeah, I'm pretty sure they've said they will add map modes.

Quote from: bbmike on May 13, 2016, 03:20:46 PM
I'm still having a blast with it. My second game is a lizard race. I'm playing on a tiny map with two other AI players. I haven't been drawn into a game like this in a while. I feel like I'm managing an empire and love the fact things move along at a steady, non-hectic pace. There is a great foundation here and I think Paradox will make this a classic through DLC.

Same here mate.  I'm already hopelessly smitten, and the thought of what else Paradox will bring when they follow their usual DLC strategy....well, a single pair of pants is not enough to contain my excitement!
Title: Re: Stellaris
Post by: JudgeDredd on May 13, 2016, 03:41:16 PM
I'm starting to feel like others here.

I've got 7 hours in game and I've expanded like this

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1160.photobucket.com%2Falbums%2Fq499%2Fwmar1967%2FGame%2520Screenies%2Fstellaris_160513_2121354_zpsuaq386pp.jpg&hash=7431acf4d2390325e7b88256d05e4e6677f74ba6) (http://s1160.photobucket.com/user/wmar1967/media/Game%20Screenies/stellaris_160513_2121354_zpsuaq386pp.jpg.html)

There's a massive universe out there - granted - but so far there really isn't a lot going on AT ALL. All I'm doing is surveying systems, building mining stations, populating the occasional planet (I have 4 at the moment) and building base buildings. I haven't had to fight a solitary thing (I'm not overly bothered about that to be honest - just mentioning it because it would be "something else to do"). There's been no populations discovered as yet.

There are elections I don't seem to have a lot of influence on, though I admit I've not looked into it a lot. I did (the first time) spend a huge amount of Influence trying to support a leader. I made a new race and used the trait for 5 year elections thinking that was plenty - and it's not. 5 years comes around awful fast - even at the agreed Normal "steady" pace...not hectic which is good.

What else has happened. Recruitment of leaders/governors, admirals, scientists. I've noticed, from time to time, a scientist seems to go awol (or die...no idea) but there's not been any warning and the only way I notice is when I go to select a new research and I notice one is missing.

I had hoped for something a bit deeper than MOO and honestly I haven't really seen it yet.

It's not all bad admittedly...there's a lot of good and I'll soldier on. Perhaps things will spice up...but I have no idea what can possibly show up anytime soon to make this spark.
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 03:46:02 PM
I never had a scientist disappear but yeah deaths happen and it seemed to hit me with a year or two of each other. So now I'm scrambling to fill scout ships with 5 star researchers for the tough anomalies.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 03:46:54 PM
Quote from: Huw the Poo on May 13, 2016, 03:36:06 PM
Quote from: OJsDad on May 13, 2016, 02:43:05 PM
One thing I think Sectors need is more visibility.  Right now I have no idea what their doing.  Do they have their own Constructor ships?  They don't seem to be building any Mining or Research stations in their area of control.  What about their planets, are they developing them.  I don't want control, I just want to know what's going on. 

Sectors don't build anything outside of planets, that's down to you.  They do develop the planets though, and you have some very coarse control over this on the empire screen (planets tab).  You can also set the "resource tithe" as I call it.

Perhaps I'm wrong here, but I think that's where the disappointment comes from for people.  If I create a sector with both colonized and non-colonized planets, then I expect that sector to develop both.  The sectors should be building at least one Builder ship and using it to develop planets.  I look at this as using Capitalists in Victoria to build factories and railroads.  Otherwise, there is very little to gain from having a sector. 
Title: Re: Stellaris
Post by: bbmike on May 13, 2016, 03:48:11 PM
JudgeDredd, it's strange that you haven't fought anything with an empire that size. I only own three systems but so far have fought pirates and wandering space creatures. At one point one of the space creatures started attacking a mining station. A pirate fleet entered the system to do the same thing and they ended up fighting each other! I still lost my mining station.  :(
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 04:08:31 PM
Quote from: jamus34 on May 13, 2016, 03:08:08 PM
As far as #1 there is a little trick here. If you have a construction ship selected it will show all systems that both already have mining set up and ones that don't.
Same with colonization, select a colonization ship and it will show all systems that have colonizable worlds by using a planet icon. Even better the color of the icon will be coded based on the planet with the highest hab.

Thanks  Jamus, I'll try that. 
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 04:10:45 PM
Quote from: OJsDad on May 13, 2016, 03:02:31 PM
on the galaxy map, there is no way to find the pre-FTL planets,  you need to go through them system by system.

Figured this one out.  If you go into Contacts, the non-FTL planets you've found are listed there.  You can filter just on them.  It would help if I went and tried some diplomacy. 
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 04:22:38 PM
Quote from: OJsDad on May 13, 2016, 04:10:45 PM
Quote from: OJsDad on May 13, 2016, 03:02:31 PM
on the galaxy map, there is no way to find the pre-FTL planets,  you need to go through them system by system.

Figured this one out.  If you go into Contacts, the non-FTL planets you've found are listed there.  You can filter just on them.  It would help if I went and tried some diplomacy.

As soon as I posted this, I found a primitive planet.  They don't show up in your contacts list. 
Title: Re: Stellaris
Post by: JudgeDredd on May 13, 2016, 04:47:49 PM
Quote from: bbmike on May 13, 2016, 03:48:11 PM
JudgeDredd, it's strange that you haven't fought anything with an empire that size. I only own three systems but so far have fought pirates and wandering space creatures. At one point one of the space creatures started attacking a mining station. A pirate fleet entered the system to do the same thing and they ended up fighting each other! I still lost my mining station.  :(
You can see on my map there are some exclamation marks in parenthesis. Those are "aliens" I have stumbled across and I didn't have the fleet power to deal with them. Since posting the above, I have also fought some aliens that attacked (and turned?) my mining station. I lost the mining station to them, killed them then destroyed the mining station. I do not know if you can take them back...so I just blew it up.

The "disappearing" scientists could have been deaths...I wasn't keeping track of names...but I wasn't notified. Is it possible, when researching something else (from the situation log for example), that a scientist was pulled from the Research process and I just didn't realise?

So things have heated up somewhat. I am now at my max ships so I have to work out how to do that. I also have to look at expanding. So far, it's been automatic. My "sphere" has grown itself. But now all the systems left to investigate are outside my big blue zoc and so I need to look at what to do to expand. I have now also created a sector.
Title: Re: Stellaris
Post by: Tuna on May 13, 2016, 04:51:42 PM
I'm still enjoying it and both my boys are still enjoying it. I also think it will only get better with time, this is a purchase that I'm glad I made!  O0
Title: Re: Stellaris
Post by: jamus34 on May 13, 2016, 04:58:43 PM
Quote from: OJsDad on May 13, 2016, 04:22:38 PM
Quote from: OJsDad on May 13, 2016, 04:10:45 PM
Quote from: OJsDad on May 13, 2016, 03:02:31 PM
on the galaxy map, there is no way to find the pre-FTL planets,  you need to go through them system by system.

Figured this one out.  If you go into Contacts, the non-FTL planets you've found are listed there.  You can filter just on them.  It would help if I went and tried some diplomacy.

As soon as I posted this, I found a primitive planet.  They don't show up in your contacts list.

They do show up on the other tab though (races maybe) as I have a primordial species show up on one of the planets
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 05:02:12 PM
Quote from: OJsDad on May 13, 2016, 03:46:54 PM
Otherwise, there is very little to gain from having a sector. 

Eventually you will have dozens of planets, and managing them all would be an utter nightmare.  That's the benefit of sectors. :)

Quote from: JudgeDredd on May 13, 2016, 04:47:49 PMThe "disappearing" scientists could have been deaths...I wasn't keeping track of names...but I wasn't notified.

They weren't deaths, then, because you definitely do get a notification for every leader death.

QuoteIs it possible, when researching something else (from the situation log for example), that a scientist was pulled from the Research process and I just didn't realise?

Yeah, this sounds much more likely.  When you're selecting a leader it will tell you his status.  If you're filling a new slot and don't want to use a leader who is already employed, select one that says "available" in green text.  If there isn't one available, click "recruit", recruit one, then select him.
Title: Re: Stellaris
Post by: JudgeDredd on May 13, 2016, 05:03:13 PM
Yeah. Despite my post, I don't regret the purchase...yet. I'll have to see how things progress. They have already heated up since my post (rather bizarrely)

Like others though I thought it was going to be deeper...I haven't, as yet, noticed a great deal of depth. I didn't want anything WitP though.

I'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

If I could see where the thing is I want to research is in the track, I could perhaps make an educated guess on how I want to progress with research. Currently, I'm locked into a choice of 3 and when I select one, for all I know it could be taking me down the wrong track.

But I digress. The game has been good enough thus far to keep me interested in a genre I've never really taken too (although MOO did so recently)...and it's also picked up lately...so we'll see.
Title: Re: Stellaris
Post by: bbmike on May 13, 2016, 05:08:03 PM
I agree. Time will tell. I'm hopeful that DLC will make this epic.
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 05:28:53 PM
I'm forcing myself to play. It has picked up somewhat and I am finding some enjoyment. I'm going to stick with it for awhile.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 13, 2016, 05:37:06 PM
I quite enjoyed the early stages of the game when you're exploring and building up for first colonies.  I have to agree that I do not like the way sectors are handled very much.  They rob you of too much decision making and they don't provide you with near enough feedback.  They really need to work on this more and give you more oversight, more info, and more involvement in decision making.

I also agree that diplomacy needs to be added to.  Going with what Jarhead said earlier, I'd like to see a system in place that presents you with more options to choose from during the diplomacy phase.  Perhaps they could set up a diplomat point bank system and the further the option is from your society's core values, the more it will cost to select (and possibly add to internal unrest).

Still intrigued enough by the game to want to keep playing but I find myself limiting my empire to 5 planets just so I don't have to cede control to the AI.

Title: Re: Stellaris
Post by: Rayfer on May 13, 2016, 05:48:04 PM
Had a scientist disappear. It turned into a quest of sorts to find him (which I haven't yet succeeded in doing). He apparently developed a new space craft modification and flew off to somewhere I have yet to find. This game has all sorts of random events that pop up from time to time. Quite well done.
Title: Re: Stellaris
Post by: Tuna on May 13, 2016, 05:51:06 PM
I mentioned before, every other Clausewitz (sp) Engine game I could never get into, I would just look at the screen and stare. This game right away. My boys love CK2 Vicky 2 and EU IV, so I've been bugging them to tell me which one it is similar to. My oldest told me the 'middle/end game' is most like those others. So maybe I will hit a 'staring' point.

But again.. very happy with my purchase so far, and since there is three of us playing in this household, we got our money's worth already.
Title: Re: Stellaris
Post by: Tuna on May 13, 2016, 05:52:54 PM
Quote from: Rayfer on May 13, 2016, 05:48:04 PM
Had a scientist disappear. It turned into a quest of sorts to find him (which I haven't yet succeeded in doing). He apparently developed a new space craft modification and flew off to somewhere I have yet to find. This game has all sorts of random events that pop up from time to time. Quite well done.

Lol.. I did a lil 'cheat' today.. My Science Ship was under attack by some aliens with no military fleets near by to come rescue. I hit Pause and boogied to my Research lab and replaced one of those scientist with the one in the ship. LOL lost the ship of course but averted total disaster (influence points are too precious)!
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 06:02:10 PM
In my current game I'very maxed my influence points at 10000.
Title: Re: Stellaris
Post by: mikeck on May 13, 2016, 06:16:25 PM
, Maybe I'm the asshole here. I've asked before and I get answers like "watch "let's play on YouTube "but is there a manual or something? I can't figure out what the hell I'm supposed to be doing and there's no manual anywhere. Is it really an excuse for producing a game this big without a manual?
Title: Re: Stellaris
Post by: jomni on May 13, 2016, 06:30:20 PM
Quote from: mikeck on May 13, 2016, 06:16:25 PM
, Maybe I'm the asshole here. I've asked before and I get answers like "watch "let's play on YouTube "but is there a manual or something? I can't figure out what the hell I'm supposed to be doing and there's no manual anywhere. Is it really an excuse for producing a game this big without a manual?

Shame on them.  HOI I and II had a great manual with more than 100 pages.
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 06:30:54 PM
Quote from: mikeck on May 13, 2016, 06:16:25 PM
, Maybe I'm the asshole here. I've asked before and I get answers like "watch "let's play on YouTube "but is there a manual or something? I can't figure out what the hell I'm supposed to be doing and there's no manual anywhere. Is it really an excuse for producing a game this big without a manual?

They would probably say that the game will evolve too much for a manual, which is at least somewhat fair, but yeah, it might have been nice.

SDR: What feedback do you think you aren't getting?  In my sectors I can look at any planet, see what they're producing, see what the sector as a whole is producing, etc.  I can see everything within a sector that I can with the planets I directly control.
Title: Re: Stellaris
Post by: Rayfer on May 13, 2016, 06:31:57 PM
Quote from: Tuna on May 13, 2016, 05:52:54 PM
Quote from: Rayfer on May 13, 2016, 05:48:04 PM
Had a scientist disappear. It turned into a quest of sorts to find him (which I haven't yet succeeded in doing). He apparently developed a new space craft modification and flew off to somewhere I have yet to find. This game has all sorts of random events that pop up from time to time. Quite well done.

Lol.. I did a lil 'cheat' today.. My Science Ship was under attack by some aliens with no military fleets near by to come rescue. I hit Pause and boogied to my Research lab and replaced one of those scientist with the one in the ship. LOL lost the ship of course but averted total disaster (influence points are too precious)!

Brilliant...!
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 13, 2016, 06:40:31 PM
Quote from: Huw the Poo on May 13, 2016, 06:30:54 PM
Quote from: mikeck on May 13, 2016, 06:16:25 PM
, Maybe I'm the asshole here. I've asked before and I get answers like "watch "let's play on YouTube "but is there a manual or something? I can't figure out what the hell I'm supposed to be doing and there's no manual anywhere. Is it really an excuse for producing a game this big without a manual?

They would probably say that the game will evolve too much for a manual, which is at least somewhat fair, but yeah, it might have been nice.

SDR: What feedback do you think you aren't getting?  In my sectors I can look at any planet, see what they're producing, see what the sector as a whole is producing, etc.  I can see everything within a sector that I can with the planets I directly control.

I want to know what they're going to produce next, where, in what order, and how each step is going to affect the economy.
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 06:40:42 PM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PM
but you only get 3 research options, so it's not like I can choose what I need

You can choose between those three! ;)

QuoteCurrently, unless I've missed the obvious, you only get shown your 3 options.

True, you "only" get three options, out of three separate branches, remember.  Every option is always desirable, though, and since it seems to be randomised you can't really claim that you're missing out on anything.

If anything, it's a lot more interesting than the tech trees of games like Civ, where you'll follow the same basic pattern in every game.  Personally I find Stellaris's approach to be much more interesting.
Title: Re: Stellaris
Post by: Huw the Poo on May 13, 2016, 06:42:49 PM
Quote from: Silent Disapproval Robot on May 13, 2016, 06:40:31 PM
I want to know what they're going to produce next, where, in what order, and how each step is going to affect the economy.

What?  Why?  Besides, you can see what's being built.  As to what they might build next, that depends on what you've told them to do.  I have one of my sectors focusing on research.  Lo and behold, I go check on them later and the worlds are all covered in research labs.  I really don't know what more you can expect of it...?
Title: Re: Stellaris
Post by: Jarhead0331 on May 13, 2016, 08:35:39 PM
I don't really understand the logic behind PREVENTING the player from controlling production within sectors. I get the rationale behind automating it, but shouldn't the player be able to intervene if desired?

One thing I really like is the formation and management of alliances and then alliances into federations. Its a system with a lot of potential for usefulness, complexity and depth.
Title: Re: Stellaris
Post by: tgb on May 13, 2016, 09:08:24 PM
Re disappearing scientists - if you have some form of democracy, often at least one of the candidates in the next election is one of your scientists.  Better double-check before making a recommendation.

I find that enjoyment of the game is very much dependent on starting position, which is of course, random.  My last game I had plenty of energy to mine, but no materials anywhere.  The game before that had just the opposite - lots of material mines and research stations to be built, but not enough energy to support them.

GalCiv II had a hot key that let you generate a new map without having to create a new game again.  I wish there was one here.
Title: Re: Stellaris
Post by: ghostryder on May 13, 2016, 09:30:45 PM
If you go to paradox's forum and read the thread the main gripe on sectors is exactly not being able to intervene. Also you can give--but not take---credits--resources-ect---and setting up costs influence in every step--  again mods are out to deal with some issues-like the influence costs. The other gripe is the A.I. is very poor at developing planets and most players turtle because they want to fully develop planets before turning them over to sector management. There's mods that increase core control to say 10---which would help---as opposed to the ones that allow 995 that remove sectors altogether. Like diplomancy this needs DLC.

Above question on influence on elections---in my game with indirect democracy the leader will have a mandate---say research stations--and the mission may be build 5 research stations. If you DO NOT build them they'll lose the election for failing to fulfill their promise.. other forms of governments I'm not sure about.

Things to note---there's already a 40k mod---look at the "collections' section---as your choice in selecting is full conversion where you play 40k races or---choose the portraits/music where you can create a 40k race--like the imperials- to play along with the default races of stellaris. Lots of 40k fans here will like the mod I Imagine. I've played both versions--it's dome pretty well at this early stage.

Another mod I recommend is ring world start. On race creation you choose ringworld, destroyed ringworld or super ringworld or damaged ringworld---mostly the choices intale how many colonizable sectors the ringworld has--with Super having 8 or 9. Since these sectors are like Huge planets-with a lot of building blocks--it's certainly a cheat to get an early foothold.

The mass effect Asari mod is pretty good --but no other races have appeared as of yet except for a Mass effect music mod.

No star trek mods out there-there is some Star wars portraits mods and 1 race mode. Overall only the 40k mod is akin to being complete--though it is still being built upon.

I'm still too busy playing to start on a nakid vixens of Orion mod  O0





Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 09:59:50 PM
Below is a screenshot of my sectors from my current game.

1.  First, I have my mouse cursor over my minerals at the top of the screen.  As you can see, it me how much I'm producing and how much my sectors are producing.  Hovering over energy, and the three research indicators at the top provide the same information.

2.  Then look at the sectors themselves.  Looking Girdwood Sector, third one down, you'll see my governor, Fabrizio Di Robilant.  Under his name, you'll see a planet icon with 1.  That is how many colonized planets are in that sector.  The next icon over is the total size of all of the colonized planets for that sector.  So the next sector down, Acropolis Sector, has 2 colonized planets with a total of 33 squares.  The third icon shows the total population in that sector, 10 for the Acropolis Sector.

3.  Then you can see the resource icons for the sector.  The numbers you see are what is being sent to the mother country.  If you add up the minerals, you'll see that it adds up to 41, which, when hovering over the empire minerals, says I'm getting 41.77 from my sectors.  One of the things that can be confusing, is that the numbers are whole numbers here, but as you can see, there is a two place decimal value.  In fact, when I added my sectors energy contribution, it's pretty short of what my empire says I'm getting from my sectors.

4.  The next two icons with the arrows going to the right, allow you to send resources from your empire stock to the sectors.  The numbers to the right are the total that each sector has and how much is going into the sectors bucket.  If you over the mouse over those numbers, you'll see the exact production, 3.12, etc.

5.  The next four icon on the top row allow you to tell your sectors what you want them to focus on building, military, industrial, research, and financial.  You don't have to pick any.  The first option below the icon tells the sector if they can replace existing buildings and the next one down says if they have to build according to the tile resources.

6.  The next icon with the arrow going to the left lets you adjust how much energy and mineral get sent to the empire.  This can be incremented by 25% increments.

7.  The button labeled Manage Sector allows you to adjust the systems that are part of the sector.




(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi1145.photobucket.com%2Falbums%2Fo513%2FOJsDad%2FStellaris_Sectors.jpg&hash=df4459adc33e7e6373cf6d9ba858c5327cde1843)
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 10:02:44 PM
BTW, one thing I miss is the game log from the other Paradox games.  One you dismiss a message, there's no way to go back and find it.  Or am I missing something.
Title: Re: Stellaris
Post by: Tuna on May 13, 2016, 10:13:37 PM
Quote from: OJsDad on May 13, 2016, 10:02:44 PM
BTW, one thing I miss is the game log from the other Paradox games.  One you dismiss a message, there's no way to go back and find it.  Or am I missing something.

There is a console. I got into it by mistake the other night.. maybe that has a command that can bring up the log.
Title: Re: Stellaris
Post by: OJsDad on May 13, 2016, 10:14:23 PM
Also, on research.  I've seen a research option that will give you 4 research projects to choose from.  I've also destroyed some crystal monsters.  When you destroy them, you can use a science ship to exam the remains.  This usually gives research points to other tech.  These techs are listed as available research in addition to the 3 standard ones. 
Title: Re: Stellaris
Post by: Barthheart on May 13, 2016, 10:30:16 PM
OJ, how many planets do you have in total? I ask because I'm curious why you have so many 1 and 2 planet sectors?

I have 7 total colonized planets. I have only one sector with my 2 newest planets in it and the my original 5 planets held outside of any sector.

And JH, I'm not sure what you mean but you can't intervene in sector production? I can got to a sector planet and order it to build ships, upgrade it's base. Have it build a constructor then order the constructor around to set up mines and research stations within the sector..... Do you mean individual planet squares? Haven't tried to screw with those yet but will give it a try.

Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 12:09:56 AM
Quote from: Huw the Poo on May 13, 2016, 06:40:42 PM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PM
but you only get 3 research options, so it's not like I can choose what I need

You can choose between those three! ;)

QuoteCurrently, unless I've missed the obvious, you only get shown your 3 options.

True, you "only" get three options, out of three separate branches, remember.  Every option is always desirable, though, and since it seems to be randomised you can't really claim that you're missing out on anything.

If anything, it's a lot more interesting than the tech trees of games like Civ, where you'll follow the same basic pattern in every game.  Personally I find Stellaris's approach to be much more interesting.
Maybe - but imo it removes "control" from you. You're selecting from a path given to you by the game and, worse, you have no idea what route that is taking you. And as for following a basic pattern every game, that's just simply not the case (at least for me). I would never know or remember what path I followed, game to game. So there is no pre-determined path. You are probably more likely to follow a pre-determined path here...but it isn't your pre-determined path...it's the developers.


As an example, I want to upgrade my Spaceport to the second level, but hovering over it I'm informed I am "Missing Technology:Improved Spaceport". Now, it does not tell me what type of technology that comes under, and it doesn't tell me where abouts it is or will become available or indeed any pre-requisites. I'm just left thinking "I need the New Spaceport technology to build that"...that's it.

Another example is I hover over a planet and I want to Terraform it (whatever that does...I genuinely to not know - perhaps it removes the tiles you can't build on without you having to clear them individually??) and I'm told I need "Terrestrial Sculpting". Again, I have no idea where that is in the "chain" of technologies I can get to and no indication (visual or otherwise) of when I will get there. I just know it's under the Society Technology.

A lot of people might be ok with plodding along and selecting one of 3 options in each of the 3 research categories, but I am of the mind that if you are just clicking on options presented to you with no idea of what's ahead or what's important or how to get to those wanted technologies, then I'm not actually really in control of research...I'm just taking what they give me and making a very basic choice.

It's a minor issue, honestly. I don't have a huge problem with the way it's implemented. I would just like to see where I'm heading and that the thing I need to research is on it's way somewhere

QUESTION
I put that in bold so it didn't get lost in my little issue with research

How do I find out what I have already researched?


EDIT
Forget my question....sorry, there's a BIG RESEARCHED button when viewing your current research to show you what you have previously researched and you can click on each category to see what's already been researched
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 12:46:35 AM
I now have a question I simply cannot find the answer to....how do I increase my borders?

My controlled area is now saturated and I want to start expanding. I've tried all the things I can think of...I have created Military Outposts, Frontier Stations, colonised planets where possible, created a sector all in the hope of seeing that big blue controlled area expand...and nothing has pushed the "blue boundary" any further out.

I have pushed my research ship out and surveyed the systems, but I have no idea what I need to do to allow those systems to be brought under my influence.


Nevermind. It's Frontier Outpost. I have already created a FO in another system and obviously forgot how that expanded the blue used to display my influence in the systems. Sorry. I've left my daft question up rather than remove all evidence of my stupidity...in case anyone else suffers a brain fart  :2funny:
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 01:14:45 AM
Another question...

How do I increase storage? I seem to be able to (and have done) for Minerals, but I'm at a cap of 3500 for energy so all surplus energy now is being wasted, but I can't see anything to store energy. I think the Mineral storage increase thing was a building on the surface of a planet...so a building I built



** obviously it goes without saying I'll be back with the answer shortly  :2funny: **
Title: Re: Stellaris
Post by: Yskonyn on May 14, 2016, 01:22:20 AM
As far as I understand Storage caps are only increased with research, not specific buildings.
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 01:42:28 AM
Quote from: Yskonyn on May 14, 2016, 01:22:20 AM
As far as I understand Storage caps are only increased with research, not specific buildings.
Maybe the buildings become available by research? I can definitely build a Mineral Silo on the surface of my planets
Title: Re: Stellaris
Post by: GeneralHawk on May 14, 2016, 01:58:50 AM
Welp, after 13 hours I have decided to uninstall it and put it away until perhaps a future date when bugs as well as features are better developed.   I love much of the presentation, the lore/stories, music...but unfortunately the combat system is horrid and the second and third order effects of a reality where all that matters is fleet size number kills it for me...makes everything else seem pointless...

Honestly after 13 hours of it I don't see how this is any better than Sins of a Solar Empire Rebellion.   Now I know that ppl rag on Sins for not being " a true 4x"  but that game, its combat systems and beautiful gameplay as well as AI holds up for me.  Not to mention the great mods (Battlestar Galactica and Start Trek total conversions just to name two) give Sins more than this has to offer.   

Very disappointed in Stellaris.   First few hours when you are just exploring are the best...steep drop off after that...
Title: Re: Stellaris
Post by: ghostryder on May 14, 2016, 02:05:17 AM
Given the combat system this is not the type of game designed for a conquest victory--although it's present I see no fun to be had going that route--and with Diplomacy so shallow and zero in the way of spies and intrigue---ways enjoyed in other Paradox titles--it boggles the mind they are not here to offer up different ways to progress and win. :idiot2:
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 03:02:23 AM
Quote from: JudgeDredd on May 14, 2016, 01:42:28 AM
Quote from: Yskonyn on May 14, 2016, 01:22:20 AM
As far as I understand Storage caps are only increased with research, not specific buildings.
Maybe the buildings become available by research? I can definitely build a Mineral Silo on the surface of my planets

Yep, that's exactly right JD. :)
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 03:05:13 AM
Quote from: OJsDad on May 13, 2016, 10:14:23 PM
Also, on research.  I've seen a research option that will give you 4 research projects to choose from.  I've also destroyed some crystal monsters.  When you destroy them, you can use a science ship to exam the remains.  This usually gives research points to other tech.  These techs are listed as available research in addition to the 3 standard ones. 

Yeah, and these techs will have a gold outline in the research screen, indicating that they are always available as an additional option.

By the way that was a great post about sectors, very well made!
Title: Re: Stellaris
Post by: tgb on May 14, 2016, 04:18:39 AM
One of my science vessels discovered a feudal society on the third planet in the Sol system.  It's just outside my borders, so I can't build an observation platform just yet, but I'm sure the little meat-bags are up to no good.  I haven't yet decided what to do with them.
Title: Re: Stellaris
Post by: jomni on May 14, 2016, 06:55:37 AM
Quote from: tgb on May 14, 2016, 04:18:39 AM
One of my science vessels discovered a feudal society on the third planet in the Sol system.  It's just outside my borders, so I can't build an observation platform just yet, but I'm sure the little meat-bags are up to no good.  I haven't yet decided what to do with them.

You might have just stumbled upon the Crusader Kings world (Easter Egg?).
Title: Re: Stellaris
Post by: Tuna on May 14, 2016, 07:01:21 AM
What is the meaning of the pulsing orange hexagon around some of my stars?
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 07:33:11 AM
Quote from: Tuna on May 14, 2016, 07:01:21 AM
What is the meaning of the pulsing orange hexagon around some of my stars?
That is a mission that's in your situation log. Some missions have the ability to "Track on Map". Turning that option off turns off the pulsing yellow hexagons
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 07:44:29 AM
Quote from: Barthheart on May 13, 2016, 10:30:16 PM
OJ, how many planets do you have in total? I ask because I'm curious why you have so many 1 and 2 planet sectors?

I have 7 total colonized planets. I have only one sector with my 2 newest planets in it and the my original 5 planets held outside of any sector.

And JH, I'm not sure what you mean but you can't intervene in sector production? I can got to a sector planet and order it to build ships, upgrade it's base. Have it build a constructor then order the constructor around to set up mines and research stations within the sector..... Do you mean individual planet squares? Haven't tried to screw with those yet but will give it a try.

Barth, I have 12 planets total.

Now that I've slept on it, I'm going to consolidate my sectors.  This is because the only useful function that sectors have at this time is the management of planet tiles.  I'm more than happy to allow the AI take control of the tile development.  I know for some it's borderline game breaker as they want to micromanage their planets.  When I built my sectors, I didn't realize that they were going to do anything to develop the non-colonized systems.

With that in mind, there are three things I'd like to see to make sectors very useful;

1.  Each sector should create it's own Builder ship to develop the non-colonized systems, build defense platforms, if so ordered, and any other functions that a Builder ship would do.  But it stays within the sector.

2.  Each sector capital should build a spaceport.  Right now, you can go to the planets and build a spaceport, but I would think that having the sector capital build itself a spaceport would be a no brainer.

3.  Colonize planets within the sector.  I haven't got the tech to colonize other planet types yet, but I'm guessing there is no way to have a sector colonize available planets within it's border. 


With points 1 and 3 above, with these functions missing, there are no reasons to include non-colonized systems into a sector, except to connect colonized planets together into a sector. 
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 07:45:24 AM
Quote from: Huw the Poo on May 14, 2016, 03:05:13 AM
Quote from: OJsDad on May 13, 2016, 10:14:23 PM
Also, on research.  I've seen a research option that will give you 4 research projects to choose from.  I've also destroyed some crystal monsters.  When you destroy them, you can use a science ship to exam the remains.  This usually gives research points to other tech.  These techs are listed as available research in addition to the 3 standard ones. 

Yeah, and these techs will have a gold outline in the research screen, indicating that they are always available as an additional option.

By the way that was a great post about sectors, very well made!

Thanks Huw.
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 07:48:10 AM
Quote from: JudgeDredd on May 14, 2016, 12:09:56 AM
Quote from: Huw the Poo on May 13, 2016, 06:40:42 PM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PM
but you only get 3 research options, so it's not like I can choose what I need

You can choose between those three! ;)

QuoteCurrently, unless I've missed the obvious, you only get shown your 3 options.

True, you "only" get three options, out of three separate branches, remember.  Every option is always desirable, though, and since it seems to be randomised you can't really claim that you're missing out on anything.

If anything, it's a lot more interesting than the tech trees of games like Civ, where you'll follow the same basic pattern in every game.  Personally I find Stellaris's approach to be much more interesting.
Maybe - but imo it removes "control" from you. You're selecting from a path given to you by the game and, worse, you have no idea what route that is taking you. And as for following a basic pattern every game, that's just simply not the case (at least for me). I would never know or remember what path I followed, game to game. So there is no pre-determined path. You are probably more likely to follow a pre-determined path here...but it isn't your pre-determined path...it's the developers.


As an example, I want to upgrade my Spaceport to the second level, but hovering over it I'm informed I am "Missing Technology:Improved Spaceport". Now, it does not tell me what type of technology that comes under, and it doesn't tell me where abouts it is or will become available or indeed any pre-requisites. I'm just left thinking "I need the New Spaceport technology to build that"...that's it.

Another example is I hover over a planet and I want to Terraform it (whatever that does...I genuinely to not know - perhaps it removes the tiles you can't build on without you having to clear them individually??) and I'm told I need "Terrestrial Sculpting". Again, I have no idea where that is in the "chain" of technologies I can get to and no indication (visual or otherwise) of when I will get there. I just know it's under the Society Technology.

A lot of people might be ok with plodding along and selecting one of 3 options in each of the 3 research categories, but I am of the mind that if you are just clicking on options presented to you with no idea of what's ahead or what's important or how to get to those wanted technologies, then I'm not actually really in control of research...I'm just taking what they give me and making a very basic choice.

It's a minor issue, honestly. I don't have a huge problem with the way it's implemented. I would just like to see where I'm heading and that the thing I need to research is on it's way somewhere

QUESTION
I put that in bold so it didn't get lost in my little issue with research

How do I find out what I have already researched?


EDIT
Forget my question....sorry, there's a BIG RESEARCHED button when viewing your current research to show you what you have previously researched and you can click on each category to see what's already been researched

JD, now that you've explained it in more detail, I agree with you.  It's not the limit of three random techs, it's not knowing which options, if any, you should pick to reach a goal.   
Title: Re: Stellaris
Post by: jamus34 on May 14, 2016, 08:13:26 AM
Yeah unless you are well versed in the game or a developer the research trees seem to be somewhat scattershot. More research options will probably help.
It's not a perfect system but I like it better than the truly linear systems as once you decide your empire path your research is also pretty much set.
Again there are systems across two or three games that I like but need to be tweaked.
For Stellaris maybe when you hover over a given possible research tech it will tell you theoretical techs it will lead to.
*shrug* Stellaris has its faults but at this point in think the research and tech system is on the lower end of current issues
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 08:25:20 AM
Yes OJ - it's not the limit of the selection - it's not knowing where I'm going with it. I'm really just waiting for something to show.

If anyone has MOO then dip in and have a look at the research there. It's not massively configurable. You can only speed up getting to a particular technology a little bit - but a) I can do that (by skipping a branch say) and also, more importantly really is I know where that particular technology is and how to get there.
Title: Re: Stellaris
Post by: Rayfer on May 14, 2016, 08:44:14 AM
Quote from: JudgeDredd on May 14, 2016, 08:25:20 AM
Yes OJ - it's not the limit of the selection - it's not knowing where I'm going with it. I'm really just waiting for something to show.

If anyone has MOO then dip in and have a look at the research there. It's not massively configurable. You can only speed up getting to a particular technology a little bit - but a) I can do that (by skipping a branch say) and also, more importantly really is I know where that particular technology is and how to get there.

The research set up isn't perfect but it's far better than that awful random method used in Matrix's Pandora: First Contact.  In Stellaris, at least the choices within each area are related to each other and to those that come later.
Title: Re: Stellaris
Post by: Tuna on May 14, 2016, 08:47:50 AM
Quote from: OJsDad on May 14, 2016, 07:44:29 AM
Quote from: Barthheart on May 13, 2016, 10:30:16 PM
OJ, how many planets do you have in total? I ask because I'm curious why you have so many 1 and 2 planet sectors?

I have 7 total colonized planets. I have only one sector with my 2 newest planets in it and the my original 5 planets held outside of any sector.

And JH, I'm not sure what you mean but you can't intervene in sector production? I can got to a sector planet and order it to build ships, upgrade it's base. Have it build a constructor then order the constructor around to set up mines and research stations within the sector..... Do you mean individual planet squares? Haven't tried to screw with those yet but will give it a try.

Barth, I have 12 planets total.

Now that I've slept on it, I'm going to consolidate my sectors.  This is because the only useful function that sectors have at this time is the management of planet tiles.  I'm more than happy to allow the AI take control of the tile development.  I know for some it's borderline game breaker as they want to micromanage their planets.  When I built my sectors, I didn't realize that they were going to do anything to develop the non-colonized systems.

With that in mind, there are three things I'd like to see to make sectors very useful;

1.  Each sector should create it's own Builder ship to develop the non-colonized systems, build defense platforms, if so ordered, and any other functions that a Builder ship would do.  But it stays within the sector.

2.  Each sector capital should build a spaceport.  Right now, you can go to the planets and build a spaceport, but I would think that having the sector capital build itself a spaceport would be a no brainer.

3.  Colonize planets within the sector.  I haven't got the tech to colonize other planet types yet, but I'm guessing there is no way to have a sector colonize available planets within it's border. 


With points 1 and 3 above, with these functions missing, there are no reasons to include non-colonized systems into a sector, except to connect colonized planets together into a sector.

Sectors purpose is so you can expand past your planet cap. You could always remove planets from a sector later (at the cost of some influence) and then re-develop the tiles then.
Title: Re: Stellaris
Post by: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 09:04:18 AM
Tuna, I realize that.  My point though is that except for the planet cap and the auto development of the planet tiles, there isn't anything else to it.  The lack of sectors developing non-colonized systems or colonizing available planets is a big disappointment.  I feel that for each colonized planet in a sector, there should be 2-4 non-colonized systems supporting it. 

BTW, I reorganized my sectors from 5 to 3.  I did this by taking a sector and adding the systems to it from another system.  By doing this, it didn't cost me any influence, or it didn't seem to. 
Title: Re: Stellaris
Post by: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.
Title: Re: Stellaris
Post by: Kushan on May 14, 2016, 11:18:23 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

There is at least one tech that will increase the number of possible techs to 4.
Title: Re: Stellaris
Post by: jamus34 on May 14, 2016, 11:37:47 AM
Quote from: Kushan on May 14, 2016, 11:18:23 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

There is at least one tech that will increase the number of possible techs to 4.

I think there is one govn type that adds one too.
Title: Re: Stellaris
Post by: Rayfer on May 14, 2016, 11:53:12 AM
Quote from: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.

I agree with your premise about the history of scientific discovery to date, but it's much more focused and refined today than it ever was back a 1000, a 100 or even 50 years ago.  So why should we expect that hundreds of years in the future (in which Stellaris begins) would be anything like it is today? It's quite believable and plausible that it would be more efficient and focused.
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 11:59:48 AM
Handy tip of the day: Docked fleets have reduced maintenance costs, specifically -25%.  This is huge when it comes to your larger fleets.  This is why the outliner has separate status icons for docked fleets and merely idle fleets (and why you have the option to "enter orbit" alongside simply moving to a planet/spaceport).
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 12:12:51 PM
Quote from: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.
The comparison to real life ludicrous. This is a science fiction and a game

First point - it's science fiction - you can't compare it to how research works now and say "That's the way it'll be in 500 years" or whatever the timeline for the game is.

And secondly, and less of a point I guess, is it is just a game. Not all games need to mimic real life and you could argue they are can remove some of the frustrations of real life....PARTICULARLY when you are talking about the future.

I'll drop it now because, as I said, I'm not overly fussed about it. It's not a game breaker for me. I just wanted to mention that other games allow you to choose your line of research and comparisons to now and RL are just not applicable.

Besides, I didn't mean (or say) I want to make something now, I only said I would like to know where my research is heading. I didn't even ask for timelines. Just that I was on the right line.
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 12:13:56 PM
Quote from: Huw the Poo on May 14, 2016, 11:59:48 AM
Handy tip of the day: Docked fleets have reduced maintenance costs, specifically -25%.  This is huge when it comes to your larger fleets.  This is why the outliner has separate status icons for docked fleets and merely idle fleets (and why you have the option to "enter orbit" alongside simply moving to a planet/spaceport).
Any "handy tips" on how to store energy? I can't find the answer and I'm at the limit of my storage (3500)...so all the energy I create now as surplus is just lost...please?  ;)
Title: Re: Stellaris
Post by: Yskonyn on May 14, 2016, 12:38:31 PM
Quote from: Huw the Poo on May 14, 2016, 03:02:23 AM
Quote from: JudgeDredd on May 14, 2016, 01:42:28 AM
Quote from: Yskonyn on May 14, 2016, 01:22:20 AM
As far as I understand Storage caps are only increased with research, not specific buildings.
Maybe the buildings become available by research? I can definitely build a Mineral Silo on the surface of my planets

Yep, that's exactly right JD. :)

Doesn't the silo just output more minerals? And the tech actually is responsible for the increased global cap?
If not, then thanks for the clarification. I didn't know it worked this way instead. :)
Title: Re: Stellaris
Post by: Tuna on May 14, 2016, 01:41:43 PM
How do you 'dock' a fleet?
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 01:49:10 PM
Quote from: JudgeDredd on May 14, 2016, 12:13:56 PM
Any "handy tips" on how to store energy? I can't find the answer and I'm at the limit of my storage (3500)...so all the energy I create now as surplus is just lost...please?  ;)

Same as minerals...get the tech for buildings that increase your cap.  There are probably other ways too, but this is one I know of.

Quote from: Tuna on May 14, 2016, 01:41:43 PM
How do you 'dock' a fleet?

Right click on a planet or spaceport.  The fleet will either move straight there and enter orbit, or you might get a menu and you will have to click enter orbit.  When a fleet is in orbit/docked, its status in the outliner will be a green image of a ship in orbit.  Its tooltip info will then reflect the -25% maintenance cost.
Title: Re: Stellaris
Post by: Barthheart on May 14, 2016, 02:20:38 PM
Quote from: JudgeDredd on May 14, 2016, 12:12:51 PM
Quote from: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.
The comparison to real life ludicrous. This is a science fiction and a game

First point - it's science fiction - you can't compare it to how research works now and say "That's the way it'll be in 500 years" or whatever the timeline for the game is.

And secondly, and less of a point I guess, is it is just a game. Not all games need to mimic real life and you could argue they are can remove some of the frustrations of real life....PARTICULARLY when you are talking about the future.

I'll drop it now because, as I said, I'm not overly fussed about it. It's not a game breaker for me. I just wanted to mention that other games allow you to choose your line of research and comparisons to now and RL are just not applicable.

Besides, I didn't mean (or say) I want to make something now, I only said I would like to know where my research is heading. I didn't even ask for timelines. Just that I was on the right line.

Tell me what you really think there JD.  ;D

I was just explaining why I like it the way it is.  O0
Title: Re: Stellaris
Post by: jamus34 on May 14, 2016, 02:26:48 PM
Quote from: Huw the Poo on May 14, 2016, 01:49:10 PM
Quote from: JudgeDredd on May 14, 2016, 12:13:56 PM
Any "handy tips" on how to store energy? I can't find the answer and I'm at the limit of my storage (3500)...so all the energy I create now as surplus is just lost...please?  ;)

Same as minerals...get the tech for buildings that increase your cap.  There are probably other ways too, but this is one I know of.

Quote from: Tuna on May 14, 2016, 01:41:43 PM
How do you 'dock' a fleet?

Right click on a planet or spaceport.  The fleet will either move straight there and enter orbit, or you might get a menu and you will have to click enter orbit.  When a fleet is in orbit/docked, its status in the outliner will be a green image of a ship in orbit.  Its tooltip info will then reflect the -25% maintenance cost.

Huw, I'm not sure there is a building to increase energy storage (at least I have not seen that yet) - but there is tech that will inherently increase it.

Start my second game, this time using star lanes. Surprisingly I picked more alien species to be included and have not run into anyone yet.
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 02:45:41 PM
Quote from: Barthheart on May 14, 2016, 02:20:38 PM
Quote from: JudgeDredd on May 14, 2016, 12:12:51 PM
Quote from: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.
The comparison to real life ludicrous. This is a science fiction and a game

First point - it's science fiction - you can't compare it to how research works now and say "That's the way it'll be in 500 years" or whatever the timeline for the game is.

And secondly, and less of a point I guess, is it is just a game. Not all games need to mimic real life and you could argue they are can remove some of the frustrations of real life....PARTICULARLY when you are talking about the future.

I'll drop it now because, as I said, I'm not overly fussed about it. It's not a game breaker for me. I just wanted to mention that other games allow you to choose your line of research and comparisons to now and RL are just not applicable.

Besides, I didn't mean (or say) I want to make something now, I only said I would like to know where my research is heading. I didn't even ask for timelines. Just that I was on the right line.

Tell me what you really think there JD.  ;D

I was just explaining why I like it the way it is.  O0
Sorry. I didn't mean to come off curt there...just bad post wording and not enough emoticons.

But - if we want to compare to RL, then we better ask the devs to remove warp engines from the ships...'cos ships nowadays don't have warp engines.  ^-^

Just saying - there's a place for "RL" comparisons and I don't know that a game in the fictional future should be one  :P

As I said - it's no game breaker, but I prefer MOOs method (which I believe is along the lines of Civ IIRC)
Title: Re: Stellaris
Post by: Rayfer on May 14, 2016, 02:49:15 PM
Quote from: jamus34 on May 14, 2016, 02:26:48 PM
Quote from: Huw the Poo on May 14, 2016, 01:49:10 PM
Quote from: JudgeDredd on May 14, 2016, 12:13:56 PM
Any "handy tips" on how to store energy? I can't find the answer and I'm at the limit of my storage (3500)...so all the energy I create now as surplus is just lost...please?  ;)

Same as minerals...get the tech for buildings that increase your cap.  There are probably other ways too, but this is one I know of.

Quote from: Tuna on May 14, 2016, 01:41:43 PM
How do you 'dock' a fleet?

Right click on a planet or spaceport.  The fleet will either move straight there and enter orbit, or you might get a menu and you will have to click enter orbit.  When a fleet is in orbit/docked, its status in the outliner will be a green image of a ship in orbit.  Its tooltip info will then reflect the -25% maintenance cost.

Huw, I'm not sure there is a building to increase energy storage (at least I have not seen that yet) - but there is tech that will inherently increase it.

Start my second game, this time using star lanes. Surprisingly I picked more alien species to be included and have not run into anyone yet.

The building is called a Power Hub 1....I got through research and it increases your energy storage maximum. Unfortunately, I don't remember which type of research it came under.
Title: Re: Stellaris
Post by: Barthheart on May 14, 2016, 03:00:27 PM
Quote from: JudgeDredd on May 14, 2016, 02:45:41 PM
Quote from: Barthheart on May 14, 2016, 02:20:38 PM
Quote from: JudgeDredd on May 14, 2016, 12:12:51 PM
Quote from: Barthheart on May 14, 2016, 10:44:30 AM
Quote from: FarAway Sooner on May 14, 2016, 09:01:49 AM
Quote from: JudgeDredd on May 13, 2016, 05:03:13 PMI'm not sure I'm a huge fan of how research is implemented. There's things I want to build/upgrade and I can't because I'm missing some research element...but you only get 3 research options, so it's not like I can choose what I need. Now, I'm not suggesting I should be able to build something before I should be able to - but being able to see where abouts that is likely to occur would be handy. Currently, unless I've missed the obvious, you only get shown your 3 options.

Welcome to the world of real Research & Development, my friend!

I'm not sure how enjoyable a gaming experience it makes for, but that's much more representative of the way that technological progress happens in a real society versus "I'd like to invent refrigeration now!"   :)

This!

Research right now in the real world works a lot like this. Hmmm... let's research Higg's Boson.... Oh look now we know super conducting magnets in a limited sense so let's research that now... Oh look now we have better super conducting magnets this other really interesting field of study has opened up that we'd never thought of before...let's do that....

Go back and look at the history of scientific discovery and you'll see it's pretty haphazard and random most of the time.

One of the things I think they got right.
The comparison to real life ludicrous. This is a science fiction and a game

First point - it's science fiction - you can't compare it to how research works now and say "That's the way it'll be in 500 years" or whatever the timeline for the game is.

And secondly, and less of a point I guess, is it is just a game. Not all games need to mimic real life and you could argue they are can remove some of the frustrations of real life....PARTICULARLY when you are talking about the future.

I'll drop it now because, as I said, I'm not overly fussed about it. It's not a game breaker for me. I just wanted to mention that other games allow you to choose your line of research and comparisons to now and RL are just not applicable.

Besides, I didn't mean (or say) I want to make something now, I only said I would like to know where my research is heading. I didn't even ask for timelines. Just that I was on the right line.

Tell me what you really think there JD.  ;D

I was just explaining why I like it the way it is.  O0
Sorry. I didn't mean to come off curt there...just bad post wording and not enough emoticons.

But - if we want to compare to RL, then we better ask the devs to remove warp engines from the ships...'cos ships nowadays don't have warp engines.  ^-^

Just saying - there's a place for "RL" comparisons and I don't know that a game in the fictional future should be one  :P

As I said - it's no game breaker, but I prefer MOOs method (which I believe is along the lines of Civ IIRC)

No worries mate.  O0
What you are describing is exactly like the CiV series tech trees and most other games that use "trees".
It's been a 4X staple from the beginning.

I just like "discovering" what techs are where... And I like that there is some uncertainty about when they will show up.
Title: Re: Stellaris
Post by: JudgeDredd on May 14, 2016, 03:45:39 PM
Maybe I just need to get out of that "comfort zone" Civ and MOO put me in  ;D
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 04:42:48 PM
I'll agree with JD and Barth/Faraway. 

I do agree that a lot of times, research and discoveries are random.  However, a lot of times your driving toward a goal that requires inventions that don't exist yet.  Think of all that was invented with the goal of getting man on the moon.  Or even today with the self driving cars.  How much is having to be invented to accomplish that one invention.  If I know that I want to expand my space station, then that's my goal.  It's all of the inventions and development work that is needed to get to that goal.
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 04:52:25 PM
Apparently the techs have various levels of rarity, so my guess is that's why you see a lot of weapons tech but rarely any, well, rare techs!  Colonisation techs probably fall somewhere in the middle.

It's a matter of opinion really, isn't it?  I quite understand why some of you don't like this system.  I like it though; I think not knowing what could come next adds a layer of excitement to it.
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 06:37:49 PM
OH! OH! OH! OH! OH! OH!

When your in the empire screen, the one in the screen shot I took when explaining sectors, if you click on the sector governors name, not the picture the name, it will expand the sector to show all of the planet details in that sector. 
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 14, 2016, 06:57:20 PM
Anyone else try to take down a ring world?  God damn those things have a lot of defences!
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 07:17:03 PM
I don't think I've come across a ring world yet.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 14, 2016, 07:47:09 PM
Here's one I've been picking away at.  I've knocked out maybe 15% of the total defences so far.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FRingworld_zpsfesguu0i.jpg%7Eoriginal&hash=b0774a6ebeaac11386d74741d2415247d9297057)
Title: Re: Stellaris
Post by: Huw the Poo on May 14, 2016, 08:37:12 PM
Doesn't look very strong from that screenshot, but you don't seem to have a decent fleet yet.  Is that early game?
Title: Re: Stellaris
Post by: OJsDad on May 14, 2016, 09:07:16 PM
I'm starting to see my sectors build spaceports. 
Title: Re: Stellaris
Post by: Barthheart on May 14, 2016, 09:22:50 PM
Quote from: OJsDad on May 14, 2016, 09:07:16 PM
I'm starting to see my sectors build spaceports.

Really? What's the trigger?
:o
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 14, 2016, 10:02:46 PM
Quote from: Huw the Poo on May 14, 2016, 08:37:12 PM
Doesn't look very strong from that screenshot, but you don't seem to have a decent fleet yet.  Is that early game?

Fairly early on.  I have 8 planets at this point.  The thing is tough because each strongpoint has shields that rapidly regenerate.  Each point also has overlapping fields of fire with its neighbours so what ends up happening is that you can't order your ships to just concentrate on one point due to the game's AI.  As soon as your ships start drawing fire from other strongpoints, they disperse and try to engage each station that's firing at them.  It's very frustrating.
Title: Re: Stellaris
Post by: ghostryder on May 15, 2016, 12:59:42 AM
One thing to note is research types is somewhat tied to your races leanings. Your get far more planet techs being passive than being military---which the later will get far more weapon picks tech wise. Spiritual/passive/comformist will build up a much stronger government than a militant/xenophobe/individualist------smart and intelligent picks will yeild techs for research more often...etc etc.

As an example: pulled from the steam guide on race setups:

Netraxi (aka "The Wise Elders")
Individualist + Materialist + Pacifist.
Talented + Enduring + Sedentary
Indirect Democracy

These guys are casting a wide net in terms of the areas of potential bonuses. Their leaders start very experienced and live very long. From governors of your worlds, through scientists in charge of your research to admirals and generals of your fleets and armies, everyone will be performing way better than their counterparts in other races - and it really makes a difference. On top of that, their ethical versatility allows to construct a wide array of special and unique buildings, doubling on the leader bonuses.

Recommended for:
* People who don't have a strict plan and want a good all-around race with bonuses to all areas of the game.
* People who want to see as many empire unique buildings as possible in one game.
* People who want to explore leaders mechanics and role-play with them.
Title: Re: Stellaris
Post by: Huw the Poo on May 15, 2016, 02:06:02 AM
Quote from: Silent Disapproval Robot on May 14, 2016, 10:02:46 PM
Fairly early on.  I have 8 planets at this point.  The thing is tough because each strongpoint has shields that rapidly regenerate.  Each point also has overlapping fields of fire with its neighbours so what ends up happening is that you can't order your ships to just concentrate on one point due to the game's AI.  As soon as your ships start drawing fire from other strongpoints, they disperse and try to engage each station that's firing at them.  It's very frustrating.

Hehe...sounds like fun! :D

Ghostryder, thanks for that; I didn't realise your race options had such a huge effect on research options.

I finally had my first war last night (I've never played a 4X in which the AIs are so determined to live peacefully!).  I was running out of expansion space so I declared on one of my neighbours.  Since it was my first time I chose only a couple of border planets as my war goal, to which my ally readily agreed.  To my joy, as soon as I sent my fleet in they found themselves joined by fleets from my ally and my vassal, and they followed me around throughout the whole war.  It was awesome!  We went on a grand tour of enemy space while my troop transports followed and started occupying the planets I wanted.

Soon we came up against the enemy fleet which - on paper - matched ours.  However I had been spending plenty of time in the ship designer, and my battleships and cruisers packed an enormous punch.  We made short work of them.  As soon as one planetary siege ended, my enemy surrendered and ceded control of both worlds without a single soldier having set foot on the second world.  I wish I'd chosen more goals now!  I was glad for the victory though.

So now, of course, I have two worlds more than my cap which is eating into my resources and will force me to redefine my sectors, and some rebellious factions to deal with who hate my guts, opening up some more lovely game mechanics.

I love this game.
Title: Re: Stellaris
Post by: jomni on May 15, 2016, 06:36:11 AM
Quote from: Silent Disapproval Robot on May 14, 2016, 07:47:09 PM
Here's one I've been picking away at.  I've knocked out maybe 15% of the total defences so far.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FRingworld_zpsfesguu0i.jpg%7Eoriginal&hash=b0774a6ebeaac11386d74741d2415247d9297057)

That ring.  Is that even possible in real life?
Title: Re: Stellaris
Post by: Huw the Poo on May 15, 2016, 06:37:20 AM
Quote from: Huw the Poo on May 13, 2016, 03:09:40 PM
Quote2.  When I click on a ship or planet on the right hand panel, center me on it.  Don't make be go looking for it.

Just double click.  Or click the camera focus icon.

Realised today that right-clicking something in the outliner moves your camera there but doesn't select it, which is sometimes useful.
Title: Re: Stellaris
Post by: Nefaro on May 15, 2016, 07:36:28 AM
Quote from: Silent Disapproval Robot on May 14, 2016, 07:47:09 PM
Here's one I've been picking away at.  I've knocked out maybe 15% of the total defences so far.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FRingworld_zpsfesguu0i.jpg%7Eoriginal&hash=b0774a6ebeaac11386d74741d2415247d9297057)


Looks like a Dyson Ring to me.  :o


Must be one of those highly advanced Old Civs in the game.  Have they not been threatening you with demands?
Title: Re: Stellaris
Post by: jamus34 on May 15, 2016, 08:53:57 AM
Quote from: Silent Disapproval Robot on May 14, 2016, 07:47:09 PM
Here's one I've been picking away at.  I've knocked out maybe 15% of the total defences so far.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FRingworld_zpsfesguu0i.jpg%7Eoriginal&hash=b0774a6ebeaac11386d74741d2415247d9297057)

Also, while ships aren't quite as precious as they are in Polaris Sector - once you get past the beginning designs and get better weapons, shields and armor it's worth it to slow combat down and pull ships out that are damaged and send 'em home. While they are out of the fight it's typically cheaper to do that than to lose them (I think)

I'm also wondering on the viability of floating tanks - IE ships that have very power low weapons systems so you can build up shields and armor. Probably not viable but a thought.

I also wish there was a way to set up engagement ranges - IE if you have missile / torpedo ships, set them to standoff range while your knife fight laser ships get in close and start cutting the fat. It seems like they should be able to add this in fairly easily.
Title: Re: Stellaris
Post by: sandman2575 on May 15, 2016, 09:32:03 AM
Quote from: jamus34 on May 15, 2016, 08:53:57 AM
Also, while ships aren't quite as precious as they are in Polaris Sector - once you get past the beginning designs and get better weapons, shields and armor it's worth it to slow combat down and pull ships out that are damaged and send 'em home. While they are out of the fight it's typically cheaper to do that than to lose them (I think)

Speaking of slower battles -- anyone using this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=682776251 (http://steamcommunity.com/sharedfiles/filedetails/?id=682776251)
Sounds like it makes battles less of a furball and maybe a little more meaningful - ?
Title: Re: Stellaris
Post by: Huw the Poo on May 15, 2016, 09:34:50 AM
Quote from: jamus34 on May 15, 2016, 08:53:57 AM
I also wish there was a way to set up engagement ranges - IE if you have missile / torpedo ships, set them to standoff range while your knife fight laser ships get in close and start cutting the fat. It seems like they should be able to add this in fairly easily.

They already do this, as far as I can tell.  Granted my battles of 10K-20K fleets get rather hectic, but I always seem to see my smaller ships wading in while the battleships sit back and hurl torpedos from a distance.
Title: Re: Stellaris
Post by: FarAway Sooner on May 15, 2016, 09:56:11 AM
Quote from: OJsDad on May 14, 2016, 04:42:48 PM
I'll agree with JD and Barth/Faraway. 

I do agree that a lot of times, research and discoveries are random.  However, a lot of times your driving toward a goal that requires inventions that don't exist yet.  Think of all that was invented with the goal of getting man on the moon.  Or even today with the self driving cars.  How much is having to be invented to accomplish that one invention.  If I know that I want to expand my space station, then that's my goal.  It's all of the inventions and development work that is needed to get to that goal.

Man, I wish my dad were still alive for me to ask this very question.  He and I only had conversations like this on a couple hundred occasions (he taught History of Science for 33 years, with an eye towards the 4,000-year view).  I think there's a difference between Research (where people figure out what science can do) and Development (where people figure out how to do things safely, affordably and on a massive scale).  Development tends to be very deliberate, but research is much less so.

The big problem at this point with the research game, it sounds like, is that it is simply too opaque.  I get why that makes for less-than-satisfying game play.  The question then becomes:  How do they introduce enough transparency to give people some idea what the long term impacts of their research might be, but keep the "god game" concept out of reach?
Title: Re: Stellaris
Post by: ghostryder on May 15, 2016, 10:14:13 AM
Ghostryder, thanks for that; I didn't realise your race options had such a huge effect on research options.

In my current game I created a race called Orion--set them up to be passive, spiritual and Materialist--picked autocratic materialist---note you can get extra points by picking negative traits that have little impact--Sedentary (-1 point)-Pops that plan to migrate are not penalized in any way, so having to wait a bit longer for them to move has no real effect. Your Empire's policies do not allow Resettle or Migration? Well, even more reasons to pick this. Repugnant (-1 point) - A free trait point if you do not plan to play a happiness game with other species present in your empire (which should be the case in most games). At worst a minor Diplomatic penalty.

up to 14 planets and some of the great techs I've gotten early on is government welfare programs, mapping stellar lanes even though I use warp---so I can see invading points to build my defense stations- some super leader palace I built on my homeworld with great bonus's to happiness, research, minerals and energy-- pretty much a lot of mass driver and torpedo tech even though I'm lazer based-so my ships can arm with all three types- really early upgrades to all basic needs buildings-already have the third levels in minerals, science and so on-as well as living armor---which is why ringworlds are so damn hard to conquer as the armor regenerates during battle---so having my ships outfitted with this makes a huge difference--

So now I'm building defence posts to all points entering my empire--so those random flying shard creatures or whatnot are regularly picked off by them so often I have a research ship working full time on researching the debri- thus I can now throw red, blue and green shards on my ships.

My military leaning race in previous games never got so powerful so fast--so don't let the name of the trait fool you---passive and peaceful are pretty strong militarily. and if you throw in intellegent with the extra points thanks to early upgrades in the planet buildings your end up ahead tech wise to other races.

In conquering your purging instead of inslaving seems to be the difference between passive and military picks---which in the end winds up with a much happier population. Gandi would be proud---- O0
Title: Re: Stellaris
Post by: OJsDad on May 15, 2016, 10:20:16 AM
Quote from: FarAway Sooner on May 15, 2016, 09:56:11 AM
Quote from: OJsDad on May 14, 2016, 04:42:48 PM
I'll agree with JD and Barth/Faraway. 

I do agree that a lot of times, research and discoveries are random.  However, a lot of times your driving toward a goal that requires inventions that don't exist yet.  Think of all that was invented with the goal of getting man on the moon.  Or even today with the self driving cars.  How much is having to be invented to accomplish that one invention.  If I know that I want to expand my space station, then that's my goal.  It's all of the inventions and development work that is needed to get to that goal.

Man, I wish my dad were still alive for me to ask this very question.  He and I only had conversations like this on a couple hundred occasions (he taught History of Science for 33 years, with an eye towards the 4,000-year view).  I think there's a difference between Research (where people figure out what science can do) and Development (where people figure out how to do things safely, affordably and on a massive scale).  Development tends to be very deliberate, but research is much less so.

The big problem at this point with the research game, it sounds like, is that it is simply too opaque.  I get why that makes for less-than-satisfying game play.  The question then becomes:  How do they introduce enough transparency to give people some idea what the long term impacts of their research might be, but keep the "god game" concept out of reach?

I would have liked to of talked to him also.

As for research in Stellaris, I like the random chance on three options.  This makes sense.  The microwave you find in most kitchens today was invented by accident.  But there is also a need for some tech trees.  You have spaceport and you want to expand them, you should have an understanding on what its going to take to get there.  Where the random research choices helps is that those underlying research projects haven't come far enough along to into final development and the engineering processes that are needed to make it a reality. 
Title: Re: Stellaris
Post by: OJsDad on May 15, 2016, 10:29:00 AM
Quote from: Barthheart on May 14, 2016, 09:22:50 PM
Quote from: OJsDad on May 14, 2016, 09:07:16 PM
I'm starting to see my sectors build spaceports.

Really? What's the trigger?
:o

I think just time.  I do check my sectors once in awhile to make sure they have energy and mineral if I have plenty, I feed some down to the sectors.  I wonder if they focus on developing planets first, then start out to space.  I'll be interested if they start to build Builder ships and start on defenses.  I've already got mines and research facilities on all of my planets, to won't see if they would develop those. 
Title: Re: Stellaris
Post by: Barthheart on May 15, 2016, 10:30:53 AM
Quote from: OJsDad on May 15, 2016, 10:29:00 AM
Quote from: Barthheart on May 14, 2016, 09:22:50 PM
Quote from: OJsDad on May 14, 2016, 09:07:16 PM
I'm starting to see my sectors build spaceports.

Really? What's the trigger?
:o

I think just time.  I do check my sectors once in awhile to make sure they have energy and mineral if I have plenty, I feed some down to the sectors.  I wonder if they focus on developing planets first, then start out to space.  I'll be interested if they start to build Builder ships and start on defenses.  I've already got mines and research facilities on all of my planets, to won't see if they would develop those.

Huh.... I wonder if you set a sector to Military output if it would start off with building spaceports.....  ???
Title: Re: Stellaris
Post by: ghostryder on May 15, 2016, 10:43:51 AM
ingame you want to build spaceports when you build a plantetary capital---I would guess this might be the trigger in sectors--but it's just a guess.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 15, 2016, 10:50:11 AM
Well crap.  I had to end my game. I was busy exploring the edges of known space with both my science ships.  My empire was using hyperspace lanes to travel.  Anyway, there was a choke point system with a mess of angry space crystal critters so I sent my two biggest fleets to deal with them.  While they were fighting, some little pissant empire with wormhole travel jumped to a system behind me and built an outpost.  Because of the new borders, my fleets were now trapped and had no way to get back within my borders.  I tried to negotiate access but the AI wasn't having it.  I declared war, thumped their colonies easily, got my fleets home, and declared a white peace.  Then nearly every other empire in the game declared war on me and wiped me out.  Don't pick repugnant as your starting trait.  Seems like everyone hated my peaceful, scientific space Cthulhus. 
Title: Re: Stellaris
Post by: Kushan on May 15, 2016, 10:55:49 AM
Quote from: sandman2575 on May 15, 2016, 09:32:03 AM
Speaking of slower battles -- anyone using this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=682776251 (http://steamcommunity.com/sharedfiles/filedetails/?id=682776251)
Sounds like it makes battles less of a furball and maybe a little more meaningful - ?

Started using Beautiful Battles in an MP game with a friend last night, along with a couple of others for expanded traits, colors, and flags. Not much to say about Beautiful Battles, does exactly what it says it does and battles are a lot more cinematic IMO. if only there was an easy way to turn the UI on/off. I haven't seen and of the clumping you in vanilla battles. If you have shorter range weapons you actually have to care a little for your defenses if your going against opponents that can engage from farther out. Still not perfect, would like to see more variations in weapon ranges themselves. Highly recommend trying it out.
Title: Re: Stellaris
Post by: jamus34 on May 15, 2016, 10:56:28 AM
Funny, I created space Cthulus as my first race too, although my issues are more economy based rather than domination.
Title: Re: Stellaris
Post by: Rayfer on May 15, 2016, 01:50:19 PM
Quote from: sandman2575 on May 15, 2016, 09:32:03 AM
Quote from: jamus34 on May 15, 2016, 08:53:57 AM
Also, while ships aren't quite as precious as they are in Polaris Sector - once you get past the beginning designs and get better weapons, shields and armor it's worth it to slow combat down and pull ships out that are damaged and send 'em home. While they are out of the fight it's typically cheaper to do that than to lose them (I think)

Speaking of slower battles -- anyone using this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=682776251 (http://steamcommunity.com/sharedfiles/filedetails/?id=682776251)
Sounds like it makes battles less of a furball and maybe a little more meaningful - ?

I like the screenshots on Steam that show the same battle in vanilla game as compared to this mod.  I think I'll try it.  Thanks for posting.
Title: Re: Stellaris
Post by: panzerde on May 15, 2016, 01:57:09 PM
Quote from: sandman2575 on May 15, 2016, 09:32:03 AM

Speaking of slower battles -- anyone using this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=682776251 (http://steamcommunity.com/sharedfiles/filedetails/?id=682776251)
Sounds like it makes battles less of a furball and maybe a little more meaningful - ?


I looked at this a lot yesterday, but it seems that the author not only modded things for looks, but also changed some mechanics to the point where it really upsets balance and breaks things. I'm holding off until he makes further changes to restore balance.


Frankly, it seems like a lot of the mods available right now have similar issues.

Title: Re: Stellaris
Post by: Beowulf on May 15, 2016, 02:19:51 PM
Quote from: Kushan on May 15, 2016, 10:55:49 AM[...] if only there was an easy way to turn the UI on/off.

CTRL + F9 hides the UI.
Title: Re: Stellaris
Post by: Rayfer on May 15, 2016, 02:51:07 PM
Quote from: panzerde on May 15, 2016, 01:57:09 PM
Quote from: sandman2575 on May 15, 2016, 09:32:03 AM

Speaking of slower battles -- anyone using this mod?
http://steamcommunity.com/sharedfiles/filedetails/?id=682776251 (http://steamcommunity.com/sharedfiles/filedetails/?id=682776251)
Sounds like it makes battles less of a furball and maybe a little more meaningful - ?


I looked at this a lot yesterday, but it seems that the author not only modded things for looks, but also changed some mechanics to the point where it really upsets balance and breaks things. I'm holding off until he makes further changes to restore balance.


Frankly, it seems like a lot of the mods available right now have similar issues.

Thanks PZ...I didn't catch that when I perused the Steam mod site. I think I'll wait to see how this plays out.
Title: Re: Stellaris
Post by: Huw the Poo on May 15, 2016, 05:20:01 PM
Handy tip of the day: Don't fight too far behind enemy lines!  Otherwise you might find that when the war is over one or more of your fleets may be stuck until the next time you're able to declare war.  >:(
Title: Re: Stellaris
Post by: republic on May 15, 2016, 05:23:58 PM
I feel like I've only scratched the surface still...but I can't quite get over the fact that every 4x space game feels so empty compared to Distant Worlds.  While waiting for things to happen I'd click random civilian ships and figure out what was going on.  With Stellaris and every other 4x I just crank the time compression up and wait.  :\
Title: Re: Stellaris
Post by: Tanaka on May 15, 2016, 06:36:53 PM
Enjoying this thread and all the tips guys. Here is one I discovered. You can add weapon attachments to your land units when they are on a planet. You can also select which land units get the generals. Pretty cool.

Also if you login to your Paradox account on steam launch you get an extra bird race.
Title: Re: Stellaris
Post by: Freyland on May 15, 2016, 08:41:56 PM
Bird portrait.
Title: Re: Stellaris
Post by: jomni on May 15, 2016, 08:54:58 PM
Quote from: Silent Disapproval Robot on May 15, 2016, 10:50:11 AM
Well crap.  I had to end my game. I was busy exploring the edges of known space with both my science ships.  My empire was using hyperspace lanes to travel.  Anyway, there was a choke point system with a mess of angry space crystal critters so I sent my two biggest fleets to deal with them.  While they were fighting, some little pissant empire with wormhole travel jumped to a system behind me and built an outpost.  Because of the new borders, my fleets were now trapped and had no way to get back within my borders.  I tried to negotiate access but the AI wasn't having it.  I declared war, thumped their colonies easily, got my fleets home, and declared a white peace.  Then nearly every other empire in the game declared war on me and wiped me out.  Don't pick repugnant as your starting trait.  Seems like everyone hated my peaceful, scientific space Cthulhus.

You may have lost but that was a nice story by the way.
Title: Re: Stellaris
Post by: Huw the Poo on May 16, 2016, 12:34:29 AM
Quote from: Tanaka on May 15, 2016, 06:36:53 PM
You can add weapon attachments to your land units when they are on a planet.

Good tip.  I am always forgetting to do this.  Although I only ever assault when the odds are hugely stacked in my favour anyway. ;)
Title: Re: Stellaris
Post by: JudgeDredd on May 16, 2016, 12:51:28 AM
I've stopped playing at the minute...stopped dead. Why? Because my cap of 3500 energy "credits" has been hit and I'm getting +9 a day(?)/month(?) and not being able to store them.

It's just a "mental block" thing...I don't want to be losing credits because I can't store them The fact I've got 3500 should make me happy and the fact that I am not going under that should also be good enough, but I hate the idea of losing energy credits  :(
Title: Re: Stellaris
Post by: MikeGER on May 16, 2016, 01:41:04 AM
JD, cant you just build something additional pratical like mines, observation posts or enhance buildings on planets to consume those 9 credits overflow ? (well you might lack the minerals to do so)

 
Title: Re: Stellaris
Post by: jomni on May 16, 2016, 01:45:36 AM
Quote from: JudgeDredd on May 16, 2016, 12:51:28 AM
I've stopped playing at the minute...stopped dead. Why? Because my cap of 3500 energy "credits" has been hit and I'm getting +9 a day(?)/month(?) and not being able to store them.

It's just a "mental block" thing...I don't want to be losing credits because I can't store them The fact I've got 3500 should make me happy and the fact that I am not going under that should also be good enough, but I hate the idea of losing energy credits  :(

Spend them so that you have space for more? Don't have the game yet.
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 04:38:12 AM
I hit the cap on influence a couple of times so I then built a frontier station. Minerals I'm mostly good on, I keep running negative on credits.
Title: Re: Stellaris
Post by: Huw the Poo on May 16, 2016, 05:33:01 AM
I'm in a good position with energy, minerals and influence (+5) at the moment with nearly thirty planets.  Don't forget to keep fleets parked when you aren't using them, and keep an eye on your sectors; three of mine make massive amounts of energy and minerals so I tax them all at 75%.
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 07:41:22 AM
How do you guys keep from going negative energy? Do you not build research stations?
I did start building solar panels on my shipyards which once complete should get me back to positive.
Title: Re: Stellaris
Post by: Jarhead0331 on May 16, 2016, 09:15:35 AM
Quote from: jamus34 on May 16, 2016, 07:41:22 AM
How do you guys keep from going negative energy? Do you not build research stations?
I did start building solar panels on my shipyards which once complete should get me back to positive.

The thing that made a big difference for me was adding solar panels to my spaceports. this is technology you have to research. It saves a lot on station energy. Also, maximize energy production on planets by building and upgrading energy producing buildings on the appropriate tiles. Finally, I balance my fleet size with my energy income so as to not overwhelm my economy all at once.   
Title: Re: Stellaris
Post by: Kushan on May 16, 2016, 09:26:25 AM
Paradox ha released a very rough outline of the next few patches. Open borders, battleship class weapons, and civilian ships I find particularly mouth watering.

Wasn't until I hit mid game where the closed borders "issue" really became evident. The AI hardly ever grants border access, which makes doing all the quest stuff difficult.

Dev Diary 33 - The Maiden Voyage (https://forum.paradoxplaza.com/forum/index.php?threads%2Fstellaris-dev-diary-33-the-maiden-voyage.932668%2F)
Title: Re: Stellaris
Post by: solops on May 16, 2016, 09:34:16 AM
I am shelving the game for now. As with most games, exploring the new game system is fun up to a point. I have hit that point. After reading the latest Dev Diary it is pretty clear that until the first major patch (at least) the game is more frustration than fun. I might even wait until the Asimov patch...dunno. It's not like I don't have other things to do...Barbarossa, FP Red Storm, Rule the Waves, Attila, Arma III, Goat Simulator (et al ad nauseum)....my bank account weeps.

Edit: I know! I'll give X Rebirth another whirl. Have not really played since the last Patch and Expansion
Title: Re: Stellaris
Post by: sandman2575 on May 16, 2016, 10:10:17 AM
Quote from: Kushan on May 16, 2016, 09:26:25 AM
Paradox ha released a very rough outline of the next few patches. Open borders, battleship class weapons, and civilian ships I find particularly mouth watering.

Does civilian ships suggest at a more developed (autonomous?) free market a la Distant Worlds is in our future? That would make me extremely happy.

Have to say I don't quite get why people are finding Stellaris's initial 'exploration' phase all that interesting. Again, compared to Distant Worlds, where there are actually interesting things to discover in practically every solar system, all I'm doing in Stellaris is hoping one planet actually has minerals or energy. The barrenness of the systems -- where 6 out of 8 planets contain absolutely nothing of value -- really kills the enjoyment of the early game for me.
Title: Re: Stellaris
Post by: spelk on May 16, 2016, 10:49:17 AM
i'm not sure I agree with this assessment...

https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 10:51:26 AM
Quote from: JudgeDredd on May 16, 2016, 12:51:28 AM
I've stopped playing at the minute...stopped dead. Why? Because my cap of 3500 energy "credits" has been hit and I'm getting +9 a day(?)/month(?) and not being able to store them.

It's just a "mental block" thing...I don't want to be losing credits because I can't store them The fact I've got 3500 should make me happy and the fact that I am not going under that should also be good enough, but I hate the idea of losing energy credits  :(

JD, I've maxed out at 12K minerals.  Keep from wasting, I'm giving to my sectors.  1. To make sure they not running out and 2. to help speed up their development.   You may want to look at doing this with your energy.

Also, look at your tax rates on your sectors.  You may want to cut down or eliminate the taxes they're giving you, even if it creates a small negative to your energy.
Title: Re: Stellaris
Post by: Tuna on May 16, 2016, 10:52:40 AM
Quote from: spelk on May 16, 2016, 10:49:17 AM
i'm not sure I agree with this assessment...

https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/

That guy needs to go back to his Console games. While it does suck there's no manual, it's really not hard to figure out with the tips. The little things we don't know, we find easily enough with that thing called the internet.
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 10:56:16 AM
Quote from: spelk on May 16, 2016, 10:49:17 AM
i'm not sure I agree with this assessment...

https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/
To me this reads as someone who is hell-bent on not liking Stellaris. While I can agree with some of the complaints by the end to me it's reads more like actively looking for items to dislike.
To me DW:u and PS are a lot less beginner friendly that Stellaris.
Title: Re: Stellaris
Post by: panzerde on May 16, 2016, 11:02:41 AM
Quote from: spelk on May 16, 2016, 10:49:17 AM
i'm not sure I agree with this assessment...

https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/ (https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/)


He gave up after 30 minutes, I gave up reading after two paragraphs. I'm not sure why people think that their lack of ability to enjoy a particular genre of game is something worth writing about and sharing.

Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 11:05:53 AM
Quote from: sandman2575 on May 16, 2016, 10:10:17 AM
Quote from: Kushan on May 16, 2016, 09:26:25 AM
Paradox ha released a very rough outline of the next few patches. Open borders, battleship class weapons, and civilian ships I find particularly mouth watering.

Does civilian ships suggest at a more developed (autonomous?) free market a la Distant Worlds is in our future? That would make me extremely happy.

Have to say I don't quite get why people are finding Stellaris's initial 'exploration' phase all that interesting. Again, compared to Distant Worlds, where there are actually interesting things to discover in practically every solar system, all I'm doing in Stellaris is hoping one planet actually has minerals or energy. The barrenness of the systems -- where 6 out of 8 planets contain absolutely nothing of value -- really kills the enjoyment of the early game for me.

Nothing in the Dev Diary suggest civilian ships are going to be anything more than fluff.  But that may be my misreading it.

I agree with the comparison to DW and it's rich mineral set.  I was really hoping for a more Victoria based economy.  I've never understood why developers don't embrace the economic side that a grand strategy game offers.  Think of the depth to the game play that would be added if you only had one planet producing a mineral that is needed to construct you Yamato class BB's.  Without it, the war is almost assuredly lost.  Take out the enemies planet making 90% of the empires consumer products.  May not sound very interesting until you realize their war support dropped 20% and they're forced to build new consumer factories. 

Great thing about DW civilian ships, it allowed commerce raiding.  Of course the bid downside of DW was it's limit on ships designs to one of each type.
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 11:07:43 AM
Quote from: panzerde on May 16, 2016, 11:02:41 AM
Quote from: spelk on May 16, 2016, 10:49:17 AM
i'm not sure I agree with this assessment...

https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/ (https://www.rockpapershotgun.com/2016/05/16/i-really-wanted-to-be-able-to-play-stellaris/)


He gave up after 30 minutes, I gave up reading after two paragraphs. I'm not sure why people think that their lack of ability to enjoy a particular genre of game is something worth writing about and sharing.

Ha, I quite reading at two paragraphs also.

Did the guy not know there is a pause button. 
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 12:12:28 PM
Quote from: Kushan on May 16, 2016, 09:26:25 AM
Paradox ha released a very rough outline of the next few patches. Open borders, battleship class weapons, and civilian ships I find particularly mouth watering.

Wasn't until I hit mid game where the closed borders "issue" really became evident. The AI hardly ever grants border access, which makes doing all the quest stuff difficult.

Dev Diary 33 - The Maiden Voyage (https://forum.paradoxplaza.com/forum/index.php?threads%2Fstellaris-dev-diary-33-the-maiden-voyage.932668%2F)

There's already 20 pages of comments on this post, and it was posted today.  This is why I avoid the Paradox forums for Stellaris at this time.
Title: Re: Stellaris
Post by: Huw the Poo on May 16, 2016, 01:06:57 PM
Quote from: panzerde on May 16, 2016, 11:02:41 AM
He gave up after 30 minutes, I gave up reading after two paragraphs. I'm not sure why people think that their lack of ability to enjoy a particular genre of game is something worth writing about and sharing.

Well said, my friend.  I didn't even start, seeing as it was RPS...

Those patch notes look good don't they?!  It shows that Paradox are clearly listening to the fans.  Excellent.  For me the highlight is the border access issues.  Not only is my main fleet cut off from my empire at the moment (which has really annoyed me) but I have quests that I can't do because my science ships can't to any of them.
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 01:12:20 PM
Yeah I am currently locked up between a race I am trying to build an alliance with, a race that is on the negative side with me and a fallen empire. So I either need to go to war or make the other race happy enough with me to go into alliance. The disadvantage to using star lanes
Title: Re: Stellaris
Post by: panzerde on May 16, 2016, 01:43:24 PM
Quote from: Huw the Poo on May 16, 2016, 01:06:57 PM
Those patch notes look good don't they?!  It shows that Paradox are clearly listening to the fans.  Excellent.  For me the highlight is the border access issues.  Not only is my main fleet cut off from my empire at the moment (which has really annoyed me) but I have quests that I can't do because my science ships can't to any of them.


Yep, the border access issue is a big one. I haven't even played that long yet and I'm running into it. Changing that will really enhance the game.


I, too, miss the civilian economy and ships from DW. Overall I find Stellaris the closest in terms of features to where Distant Worlds ended up of the 4X games I've tried in the past couple of years. It isn't 100% there but neither was DW when first released, and it's obvious that paradox is going to keep adding to and improving it.

Title: Re: Stellaris
Post by: FarAway Sooner on May 16, 2016, 01:57:19 PM
Sounds like the game is a B+ at release, but with lots of potential to expand the whole space 4x genre.  We'll hope that they're able to churn out new content and improvements at a fast and efficient pace!

The vibrant economy in DWU was one of the most revolutionary aspects of that game.  I could have done with maybe a 25% - 33% reduction to the number of resources and a corresponding reduction in the frequency of resources on each planet, just to reduce the micromanagement.  But the brilliant embedding of the civilian sector within the game mechanics made for a great dynamic around commerce raiding during war and planets in particular.

I'm not sure why, but it was so much more immersive/satisfying to know "Argggh!!!  Pirates keep raiding my one high-value mining station that's producing Helium and I need that to build more Solar Panels for my starships..." than to abstract that into "Argggh!!  Pirates keep raiding System XYZ and that's costing me 7 credits per month..."
Title: Re: Stellaris
Post by: ghostryder on May 16, 2016, 02:20:06 PM
Ha, I quite reading at two paragraphs also.

Did the guy not know there is a pause button.


This guy should stick to console games--with led by the hand quest pointers, linear gameplay and twitch reflexes. It may sound negative but you can spot a console gamer a mile away- just ask them to multi-task 2 things, stop and think or read a tooltip and they go bonkers. I just cannot understand why he's having a hard time with just the basic gameplay -- Stellaris has got to be the easiest Paradox game to get into there is. Sure-some strategy things need learned--like how the rce ethics work--but basic play has never been easier.
Title: Re: Stellaris
Post by: Kushan on May 16, 2016, 02:20:49 PM
Quote from: sandman2575 on May 16, 2016, 10:10:17 AM
Does civilian ships suggest at a more developed (autonomous?) free market a la Distant Worlds is in our future? That would make me extremely happy.

Have to say I don't quite get why people are finding Stellaris's initial 'exploration' phase all that interesting. Again, compared to Distant Worlds, where there are actually interesting things to discover in practically every solar system, all I'm doing in Stellaris is hoping one planet actually has minerals or energy. The barrenness of the systems -- where 6 out of 8 planets contain absolutely nothing of value -- really kills the enjoyment of the early game for me.

He did mention depth of economy early in the dev diary but it wasn't in connection to the civilian ships flying around. He also mentioned the need for making strategic resources overhaul so I guess we'l see.

I'm happy DW:U and Stellaris have different economies. At first I wanted a DW:U/Vicky 2 style economy but the more I played, I changed my mind. I like being able to focus on the macro stuff in Stellaris; do I have positive mineral and credit income? rather then having to manage 20-50 different resources. If I want to do that I'll go play DW:U. Granted, I'm probably one of the minority who doesn't use any of the DW automation.

Not going to turn down them adding civilian ships into Stellaris though. It brings a lot of life to the game. Maybe instead of overhauling the economy, they can make you lose some credits and minerals if you lose a civilian freighter. That could still allow raiding of an opponents economy without completely redoing the economy from the ground up.

Quote from: OJsDad on May 16, 2016, 11:07:43 AM
Ha, I quite reading at two paragraphs also.

Did the guy not know there is a pause button. 

made it farther then me, I quit right after I read "I have written far too many times over the years about my dislike of strategy games."
Title: Re: Stellaris
Post by: panzerde on May 16, 2016, 03:08:21 PM
Quote from: ghostryder on May 16, 2016, 02:20:06 PM
Ha, I quite reading at two paragraphs also.

Did the guy not know there is a pause button.


This guy should stick to console games--with led by the hand quest pointers, linear gameplay and twitch reflexes. It may sound negative but you can spot a console gamer a mile away- just ask them to multi-task 2 things, stop and think or read a tooltip and they go bonkers. I just cannot understand why he's having a hard time with just the basic gameplay -- Stellaris has got to be the easiest Paradox game to get into there is. Sure-some strategy things need learned--like how the rce ethics work--but basic play has never been easier.


+1 QFT
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 03:17:51 PM
Quote from: Kushan on May 16, 2016, 02:20:49 PM
I'm happy DW:U and Stellaris have different economies. At first I wanted a DW:U/Vicky 2 style economy but the more I played, I changed my mind. I like being able to focus on the macro stuff in Stellaris; do I have positive mineral and credit income? rather then having to manage 20-50 different resources. If I want to do that I'll go play DW:U. Granted, I'm probably one of the minority who doesn't use any of the DW automation.

I don't totally disagree with you that having a beer and pretzels level of economy isn't all bad.  I think if strategic becomes more prominent in ship building, then this will add a lot of the needed depth.

There are a few things that I think DW could barrow from Stellaris to greatly improvement;

1.  I've always had a very difficult time understanding the civilian economy in DW.  I'm never sure why my economy is growing or shrinking.  Am I expanding too quickly.  Are there resources I'm missing.  If DW would do a better job of explaining what's happening under the hood it would be great.  In Stellaris I have great handle on why things are happening or not.  If someone wants to help me with this, please start a new thread. 

2.  Sectors.  I know some people like micromanaging their empire, but I like the way Sectors are implemented in Stellaris.  I get enough information on what's happening to know what's going on.  I can give them guidance on what I want them to do.  There's some refinement and questions on them in Stellaris still, but it's a great start.

3.  Stellaris allows a lot more variety of ships to be designed.  With the planned changes to BB's and formations, this will make it a lot better than DW.  I'm always frustrating in DW when my ships jump on top of any enemy, with a couple of ships close the other out of support range.  Those few ships usually end up getting picked off quickly.  DW really needs to allow more military ship designs and formation and to allow your ships to jump short of the bad guys. 
Title: Re: Stellaris
Post by: Ian C on May 16, 2016, 03:37:51 PM
Speaking of border access...
has anyone got civilian ship access yet? I'm trying to gain access for my science ship to research some planetary stuff for one of those quest things and no matter what I offer the aliens, they won't budge for a 10-year access treaty.

Out of interest, I offered them all my minerals, energy, all systems, all other treaties and the deal meter was still at -1000.
Is this broken?
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 03:48:39 PM
Quote from: Ian C on May 16, 2016, 03:37:51 PM
Speaking of border access...
has anyone got civilian ship access yet? I'm trying to gain access for my science ship to research some planetary stuff for one of those quest things and no matter what I offer the aliens, they won't budge for a 10-year access treaty.

Out of interest, I offered them all my minerals, energy, all systems, all other treaties and the deal meter was still at -1000.
Is this broken?

Based off of that I would say yes.

"Hey, I'll give you control of my empire if I can run some ships through your territory"
"Request denied"

In all honesty I'm not sure why the game doesn't let you do it. If you break lines then at the least there would be a diplomatic hit and if there is a fleet or defensive structures then you would risk your ship getting blown up.
You can also work in aggressive negative diplomacy if you send an attack fleet into someone's sovereign space; IE make every one hate you for not respecting borders.
Title: Re: Stellaris
Post by: FarAway Sooner on May 16, 2016, 04:04:27 PM
My guess is that's part of the "open borders fix" mentioned in the DW Dev Diary as a high priority.
Title: Re: Stellaris
Post by: Huw the Poo on May 16, 2016, 04:09:41 PM
Quote from: Ian C on May 16, 2016, 03:37:51 PM
Speaking of border access...
has anyone got civilian ship access yet? I'm trying to gain access for my science ship to research some planetary stuff for one of those quest things and no matter what I offer the aliens, they won't budge for a 10-year access treaty.

Out of interest, I offered them all my minerals, energy, all systems, all other treaties and the deal meter was still at -1000.
Is this broken?

Yeah, same here.  It is clearly broken, which is frustrating.  This is already a game mainly about conquest; at least get what diplomatic options there are working!  Here's hoping it gets fixed soon.
Title: Re: Stellaris
Post by: Pete Dero on May 16, 2016, 04:13:02 PM
Quote from: jamus34 on May 16, 2016, 03:48:39 PM
Quote from: Ian C on May 16, 2016, 03:37:51 PM
Speaking of border access...
has anyone got civilian ship access yet? I'm trying to gain access for my science ship to research some planetary stuff for one of those quest things and no matter what I offer the aliens, they won't budge for a 10-year access treaty.

Out of interest, I offered them all my minerals, energy, all systems, all other treaties and the deal meter was still at -1000.
Is this broken?

Based off of that I would say yes.

"Hey, I'll give you control of my empire if I can run some ships through your territory"
"Request denied"

In all honesty I'm not sure why the game doesn't let you do it. If you break lines then at the least there would be a diplomatic hit and if there is a fleet or defensive structures then you would risk your ship getting blown up.
You can also work in aggressive negative diplomacy if you send an attack fleet into someone's sovereign space; IE make every one hate you for not respecting borders.

So far I haven't got any deal working (even when giving stuff without asking for anything in return).   Might be a bug but the manual isn't very clear on this  ;).
Title: Re: Stellaris
Post by: Rayfer on May 16, 2016, 04:30:43 PM
Quote from: Ian C on May 16, 2016, 03:37:51 PM
Speaking of border access...
has anyone got civilian ship access yet? I'm trying to gain access for my science ship to research some planetary stuff for one of those quest things and no matter what I offer the aliens, they won't budge for a 10-year access treaty.

Out of interest, I offered them all my minerals, energy, all systems, all other treaties and the deal meter was still at -1000.
Is this broken?

I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.
Title: Re: Stellaris
Post by: Huw the Poo on May 16, 2016, 06:07:53 PM
Quote from: Rayfer on May 16, 2016, 04:30:43 PM
I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.

That just sounds like the normal colonisation tech to me.  All colony ships are civilian.  The warning probably refers to ethics divergence.

By the way, since it came up in conversation this evening - if you care about achievements at all, they're currently bugged.  Sometimes you can earn them, a lot of the time you can't.  Seems to be random.
Title: Re: Stellaris
Post by: spelk on May 16, 2016, 06:20:15 PM
Quote from: OJsDad on May 16, 2016, 11:07:43 AM
Did the guy not know there is a pause button.

+1

well played, Sir!
Title: Re: Stellaris
Post by: Rayfer on May 16, 2016, 06:28:54 PM
Quote from: Huw the Poo on May 16, 2016, 06:07:53 PM
Quote from: Rayfer on May 16, 2016, 04:30:43 PM
I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.

That just sounds like the normal colonisation tech to me.  All colony ships are civilian.  The warning probably refers to ethics divergence.

By the way, since it came up in conversation this evening - if you care about achievements at all, they're currently bugged.  Sometimes you can earn them, a lot of the time you can't.  Seems to be random.

You could be correct Huw, but I have a feeling it's something more than that.
Title: Re: Stellaris
Post by: Barthheart on May 16, 2016, 06:34:52 PM
Quote from: Rayfer on May 16, 2016, 06:28:54 PM
Quote from: Huw the Poo on May 16, 2016, 06:07:53 PM
Quote from: Rayfer on May 16, 2016, 04:30:43 PM
I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.

That just sounds like the normal colonisation tech to me.  All colony ships are civilian.  The warning probably refers to ethics divergence.

By the way, since it came up in conversation this evening - if you care about achievements at all, they're currently bugged.  Sometimes you can earn them, a lot of the time you can't.  Seems to be random.
It is more than that, I had the same event. It's supposed to let private industry build colony ships separate from you building them. Which means you'll get "free" colony ships occasionally but they will probably have slightly different ethics and beliefs than your government.
Haven't seen a free console ship yet though.....
You could be correct Huw, but I have a feeling it's something more than that.
Title: Re: Stellaris
Post by: jamus34 on May 16, 2016, 06:35:20 PM
Quote from: Rayfer on May 16, 2016, 06:28:54 PM
Quote from: Huw the Poo on May 16, 2016, 06:07:53 PM
Quote from: Rayfer on May 16, 2016, 04:30:43 PM
I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.

That just sounds like the normal colonisation tech to me.  All colony ships are civilian.  The warning probably refers to ethics divergence.

By the way, since it came up in conversation this evening - if you care about achievements at all, they're currently bugged.  Sometimes you can earn them, a lot of the time you can't.  Seems to be random.

You could be correct Huw, but I have a feeling it's something more than that.

Colonization is a level 1 tech - so if this tech is later than start it probably is something different. It does sound like it allows sectors to build colonization ships on their own.

QuoteTech frontier initiatives.png    Frontier Initiatives    New Worlds.png    480    1    

    Feature: Private Colony Ship

   

    Tech colonization 1.png New Worlds Protocol
    Does not have Tech frontier collectives.png Frontier Collectives
    Is Individualist.png Individualist or Fanatic Individualist.png Fanatic Individualist.

   Base: 90
Modifiers
   Managing connections between the private sector and the government, giving subsidies to the right investors, allows for private initiatives into colonization.

Sounds like it's this based on the Wiki...now the real question is...Does it work?
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 07:08:50 PM
I've had Private Colony ships for quite awhile and I never saw a ship build that I didn't build.  With that said, they only cost 250 versus 350 and you don't get the pick the colonist that goes with the ship.
Title: Re: Stellaris
Post by: Barthheart on May 16, 2016, 08:14:29 PM
Ah... so that's how it works.  O0
Title: Re: Stellaris
Post by: OJsDad on May 16, 2016, 08:41:27 PM
Has anyone tried a wormhole game yet. 
Title: Re: Stellaris
Post by: Yskonyn on May 16, 2016, 11:14:03 PM
Me! Its very Dynamic.
It seems a Wormhole generator has a range. So ships can reach new planets within that range.
But if they need to Travel to a system outside of the range of one and inside range of the other, it first needs to jump back to the system with the generator in it and then jump directly to a system with another generator that is within range of the new planet .
So it is two-fold.
Gives a nice Dynamic flow which at times is a bit of a puzzle to figure out max efficiency vs cost to build.
Title: Re: Stellaris
Post by: JudgeDredd on May 17, 2016, 12:35:39 AM
My energy credit issue has gone - I can play again  :2funny:
Title: Re: Stellaris
Post by: Huw the Poo on May 17, 2016, 12:37:43 AM
Quote from: Barthheart on May 16, 2016, 06:34:52 PM
It is more than that, I had the same event. It's supposed to let private industry build colony ships separate from you building them. Which means you'll get "free" colony ships occasionally but they will probably have slightly different ethics and beliefs than your government.

Ah, fair enough.  I guess you could be correct Huw, but I have a feeling it's something more than that.

I have encountered a bug whereby one of the empires I'm allied with will change their name between sessions.  Pretty weird.  It's usually a different ally each time, too.
Title: Re: Stellaris
Post by: Greybriar on May 17, 2016, 02:35:06 AM
Quote from: Rayfer on May 16, 2016, 04:30:43 PM
I just had a tech research become available to build civilian colony ships. Haven't researched it yet so I'm sure how it works. It does warn you that the colonies they set up might not adhere to your empires chosen governing ethics.

According to the Stellaris Wiki (http://www.stellariswiki.com/Ships): "....The Colony Ship (350 minerals), in which the player can choose which species to put on board, and the Private Colony Ship, which while costing less (250 minerals), can have minority groups that you may not want boarded, and thus allowed to spread their ideology on a new planet...."

At least the Private Colony Ship costs 100 minerals less.
Title: Re: Stellaris
Post by: Huw the Poo on May 17, 2016, 05:00:05 AM
100 minerals is nothing though. And if you can't even guarantee what pop will board the ship...hahaha, no.  What a useless tech.
Title: Re: Stellaris
Post by: Nefaro on May 17, 2016, 05:14:18 AM
Quote from: Huw the Poo on May 17, 2016, 05:00:05 AM
100 minerals is nothing though. And if you can't even guarantee what pop will board the ship...hahaha, no.  What a useless tech.

Unless you have taken the stuff that lets you work/starve non-native pops to death.  In that case, you may not have different factions/races in your empire, right?
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 17, 2016, 06:42:34 AM
You still get guys with different ethics popping up for colonization though.
Title: Re: Stellaris
Post by: RedArgo on May 17, 2016, 07:11:10 AM
Quote from: JudgeDredd on May 17, 2016, 12:35:39 AM
My energy credit issue has gone - I can play again  :2funny:

Did your ruler get married?  That solved my money surplus in real life. :)
Title: Re: Stellaris
Post by: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?
Title: Re: Stellaris
Post by: panzerde on May 17, 2016, 07:21:39 AM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?


So that John at RPS wouldn't get confused.
Title: Re: Stellaris
Post by: Barthheart on May 17, 2016, 07:24:34 AM
 :2funny:
O0
Title: Re: Stellaris
Post by: undercovergeek on May 17, 2016, 07:30:37 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FZvmBNra.jpg&hash=ba512af48004803880d78800c0a97f6ce4250b5c)
Title: Re: Stellaris
Post by: Barthheart on May 17, 2016, 07:35:08 AM
Cool!  O0

What's the lonely light bulb on the far right?
Title: Re: Stellaris
Post by: Rayfer on May 17, 2016, 07:41:51 AM
undercovergeek.....where is that chart from? In game?
Title: Re: Stellaris
Post by: Kushan on May 17, 2016, 07:57:11 AM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?

The intergalactic treaty of Proxima, signed in 2203 mandated 30 day months as well as forming a universal way of timekeeping.  :2funny:
Title: Re: Stellaris
Post by: undercovergeek on May 17, 2016, 07:57:38 AM
guy over at Reddit hand made it

Quote from: Barthheart on May 17, 2016, 07:35:08 AM
Cool!  O0

What's the lonely light bulb on the far right?


im going to suspect brainfart or maybe some elusive enlightenment where you become one with the universe and get a job at Paradox
Title: Re: Stellaris
Post by: OJsDad on May 17, 2016, 08:18:16 AM
The beta for hot fix 1.03 is available.
Title: Re: Stellaris
Post by: Nefaro on May 17, 2016, 01:03:25 PM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?


Let me guess... you also demand all games display the exact amount of casualty numbers after every battle, too? 

:P
Title: Re: Stellaris
Post by: Barthheart on May 17, 2016, 01:26:13 PM
Quote from: Nefaro on May 17, 2016, 01:03:25 PM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?


Let me guess... you also demand all games display the exact amount of casualty numbers after every battle, too? 

:P

No, no I don't. But this is the Calendar for cripes sakes! How can you get that wrong.  :P
Title: Re: Stellaris
Post by: Nefaro on May 17, 2016, 01:32:19 PM
Quote from: Barthheart on May 17, 2016, 01:26:13 PM
Quote from: Nefaro on May 17, 2016, 01:03:25 PM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?


Let me guess... you also demand all games display the exact amount of casualty numbers after every battle, too? 

:P

No, no I don't. But this is the Calendar for cripes sakes! How can you get that wrong.  :P

LOL


Well... the calendar is based on solar & lunar cycles on Earth.

So having a standardized system for various alien civilizations, minus all the little Earth idiosyncrasies, may be ideal?


Or maybe I'm trying to rationalize a uniform calendar to an OCD person with a dateline fixation?   ;D
Title: Re: Stellaris
Post by: Barthheart on May 17, 2016, 01:36:18 PM
Quote from: Nefaro on May 17, 2016, 01:32:19 PM
Quote from: Barthheart on May 17, 2016, 01:26:13 PM
Quote from: Nefaro on May 17, 2016, 01:03:25 PM
Quote from: Barthheart on May 17, 2016, 07:19:50 AM
Ok, so this is my OCD leaking out but why oh why did PDox go back to the 30 day month in the calendar?!?  >:(  February 30th! Really? They fixed this long ago for all the other games... :tickedoff:

Also, why does every alien in the galaxy use the same date system invented by hairless monkeys on some backwater little blue rock?


Let me guess... you also demand all games display the exact amount of casualty numbers after every battle, too? 

:P

No, no I don't. But this is the Calendar for cripes sakes! How can you get that wrong.  :P

LOL


Well... the calendar is based on solar & lunar cycles on Earth.

So having a standardized system for various alien civilizations, minus all the little Earth idiosyncrasies, may be ideal?


Or maybe I'm trying to rationalize a uniform calendar to an OCD person with a dateline fixation?   ;D

:knuppel2:
Title: Re: Stellaris
Post by: Huw the Poo on May 17, 2016, 03:07:35 PM
OK here's my biggest problem with the game by far: the war score.  If I'm powerful enough to completely ravage a rival empire, then I should be able to utterly subjugate it.  But no.  Thanks to the way war score currently works, it goes like this: declare war...take two or maybe three planets...wait ten years...declare war...take two or maybe three planets...wait ten years...and so on.  This is really tedious.

Is it supposed to make vasslisation more attractive or something?
Title: Re: Stellaris
Post by: Nefaro on May 17, 2016, 05:33:29 PM
Quote from: Barthheart on May 17, 2016, 01:36:18 PM
Quote from: Nefaro on May 17, 2016, 01:32:19 PM


LOL


Well... the calendar is based on solar & lunar cycles on Earth.

So having a standardized system for various alien civilizations, minus all the little Earth idiosyncrasies, may be ideal?


Or maybe I'm trying to rationalize a uniform calendar to an OCD person with a dateline fixation?   ;D

:knuppel2:



(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi574.photobucket.com%2Falbums%2Fss182%2FArkanzanWheeler%2FSmilies%2F1sm072hornetpoke.gif&hash=7cf37ed8a10d28f4c9b6635b003d8d14c0c864a3)


>:D
Title: Re: Stellaris
Post by: Hofstadter on May 17, 2016, 07:36:33 PM
Im loving stellaris, but the AI isnt aggressive enough. In my game i beelined for an enemies homeworld that was roughly equal in military power, then made them my vassal. I then starte to intergrate and just focused on my worlds. But heres the thing, I never increased my armies power, they eventually got to overwhelming power and never declared war on me before i intergrated. Wtf?
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 12:32:32 AM
Yeah, if a vassal's military exceeds your own there should probably be a strong chance they'd attack.  I guess it defends on the type of empire they are as well, though.  Were they pacifist or something?

Outside of that, though, the other empires declare war all the time in my game now.  I just finished a huge 15 year conflict between another alliance and my own that they started.  It was fun!
Title: Re: Stellaris
Post by: Anguille on May 18, 2016, 06:00:33 AM
I really regret the lack of victory conditions...i am more the scientific/diplomatic kind of player so i miss more options like in MOO and Armada 2526....i hope they add something here.
Title: Re: Stellaris
Post by: OJsDad on May 18, 2016, 08:20:03 AM
Hotfix #3 has been released.  Steam has already pushed it out.

Quote
- Fixed Planet capital modifier being spammed.
- Fixed CTD caused by ground combat side containing invalid armies.
- Fixed issue with disabling everything in Outliner would render it unusable.
- Fixed issue with orbital bombardment of swarm invaders.
- Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
- Performance optimizations caused by huge amounts of resource stations.
- Ship designer: List of designs is sorted according to ship sizes.
- Transport ships are now designable.
Title: Re: Stellaris
Post by: Greybriar on May 18, 2016, 08:42:18 AM
Quote from: OJsDad on May 18, 2016, 08:20:03 AM
Hotfix #3 has been released.  Steam has already pushed it out.

Quote
- Fixed Planet capital modifier being spammed.
- Fixed CTD caused by ground combat side containing invalid armies.
- Fixed issue with disabling everything in Outliner would render it unusable.
- Fixed issue with orbital bombardment of swarm invaders.
- Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
- Performance optimizations caused by huge amounts of resource stations.
- Ship designer: List of designs is sorted according to ship sizes.
- Transport ships are now designable.

Looks like there were a few bugs after all, eh Tuna and Jarhead?
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 08:49:40 AM
^Seriously?

Who said there weren't bugs? The only thing that I suggested is that it wasn't a big riddled disaster like paradox titles of old.
Title: Re: Stellaris
Post by: Greybriar on May 18, 2016, 09:23:05 AM
Quote from: Jarhead0331 on May 18, 2016, 08:49:40 AM
^Seriously?

Who said there weren't bugs? The only thing that I suggested is that it wasn't a big riddled disaster like paradox titles of old.

You and tuna did:

Quote from: Tuna on May 10, 2016, 07:13:27 AM
What bugs? Was only 29 bucks at CDKeys.. not sure if that's still the price.

Quote from: Jarhead0331 on May 10, 2016, 07:20:03 AM
^exactly. What bugs? If you don't feel the urge to have the game now, that's fine, but don't claim it has bugs, is incomplete, or isn't a quality release to justify your decision. I see a lot of people buying a lot of crap, so it surprises me when people pass on a quality release.

Like tuna said, this isn't exactly an expensive game. You can get it easily for under $30.

I agree with you about it not being riddled with bugs like the older Paradox titles were.
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 09:49:50 AM
Quote from: Greybriar on May 18, 2016, 09:23:05 AM
Quote from: Jarhead0331 on May 18, 2016, 08:49:40 AM
^Seriously?

Who said there weren't bugs? The only thing that I suggested is that it wasn't a big riddled disaster like paradox titles of old.

You and tuna did:

Quote from: Tuna on May 10, 2016, 07:13:27 AM
What bugs? Was only 29 bucks at CDKeys.. not sure if that's still the price.

Quote from: Jarhead0331 on May 10, 2016, 07:20:03 AM
^exactly. What bugs? If you don't feel the urge to have the game now, that's fine, but don't claim it has bugs, is incomplete, or isn't a quality release to justify your decision. I see a lot of people buying a lot of crap, so it surprises me when people pass on a quality release.

Like tuna said, this isn't exactly an expensive game. You can get it easily for under $30.

I agree with you about it not being riddled with bugs like the older Paradox titles were.

This is a completely unnecessary conversation and I'm sorry you were so butt hurt over it that you had to go back 20 pages in the thread to bring it up again.

If you think I was suggesting that this game was absolutely 100% bug free, you're off your meds and/or are losing your mind.  I was merely responding to your comment, which to me, was suggesting that the game was full of game stopping bugs, which was typical of the earlier titles released by Paradox. I think they have done a great job over the last few releases to break that trend, so I was only trying to raise that point.

I understand if your hesitation has to do with cash flow. But its crazy to me when I see a lot of people spending their money on a lot of crap, but then holding out on innovative, or solid titles on the basis that they are too buggy, or some how seriously flawed. Not saying you were doing that, but its something I see a lot of in the forums.

Anyway, I've struggled with this title. It took me quite some time to really start enjoying it, and its not without its letdowns. But to me, the bugs are minimal and should not be a source of consternation.
Title: Re: Stellaris
Post by: solops on May 18, 2016, 10:01:34 AM
Quote from: Jarhead0331 on May 18, 2016, 09:49:50 AM

This is a completely unnecessary conversation...

I miss the cat. The whole bunker question keeps me up at night.
Title: Re: Stellaris
Post by: Greybriar on May 18, 2016, 10:09:53 AM
Quote from: Jarhead0331 on May 18, 2016, 09:49:50 AM
This is a completely unnecessary conversation and I'm sorry you were so butt hurt over it that you had to go back 20 pages in the thread to bring it up again.

If you think I was suggesting that this game was absolutely 100% bug free, you're off your meds and/or are losing your mind.  I was merely responding to your comment, which to me, was suggesting that the game was full of game stopping bugs, which was typical of the earlier titles released by Paradox. I think they have done a great job over the last few releases to break that trend, so I was only trying to raise that point.

I understand if your hesitation has to do with cash flow. But its crazy to me when I see a lot of people spending their money on a lot of crap, but then holding out on innovative, or solid titles on the basis that they are too buggy, or some how seriously flawed. Not saying you were doing that, but its something I see a lot of in the forums.

Anyway, I've struggled with this title. It took me quite some time to really start enjoying it, and its not without its letdowns. But to me, the bugs are minimal and should not be a source of consternation.

I think you'd better lighten up, Jarhead. I don't appreciate your crude remarks about me.
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 10:11:43 AM
Quote from: Greybriar on May 18, 2016, 10:09:53 AM
Quote from: Jarhead0331 on May 18, 2016, 09:49:50 AM
This is a completely unnecessary conversation and I'm sorry you were so butt hurt over it that you had to go back 20 pages in the thread to bring it up again.

If you think I was suggesting that this game was absolutely 100% bug free, you're off your meds and/or are losing your mind.  I was merely responding to your comment, which to me, was suggesting that the game was full of game stopping bugs, which was typical of the earlier titles released by Paradox. I think they have done a great job over the last few releases to break that trend, so I was only trying to raise that point.

I understand if your hesitation has to do with cash flow. But its crazy to me when I see a lot of people spending their money on a lot of crap, but then holding out on innovative, or solid titles on the basis that they are too buggy, or some how seriously flawed. Not saying you were doing that, but its something I see a lot of in the forums.

Anyway, I've struggled with this title. It took me quite some time to really start enjoying it, and its not without its letdowns. But to me, the bugs are minimal and should not be a source of consternation.

I think you'd better lighten up, Jarhead. I don't appreciate your crude remarks about me.

I don't appreciate your passive-aggressive shots at me either. Talk about the pot calling the kettle black. You know exactly what you're doing too, so let me give you some advice too. Knock it off.
Title: Re: Stellaris
Post by: Greybriar on May 18, 2016, 10:12:31 AM
Bug off, jerk.
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 10:19:31 AM
Quote from: Greybriar on May 18, 2016, 10:12:31 AM
Bug off, jerk.

Check your mail.
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 10:24:03 AM
Speaking of bugs, here's an odd one.  Every time I load, one of the empires in my alliance (not always the same one, either) has a completely different name.  It's not a huge deal of course and has no impact on the game, but it's kind of jarring.  Has anyone else noticed this?
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 10:55:49 AM
Quote from: Huw the Poo on May 18, 2016, 10:24:03 AM
Speaking of bugs, here's an odd one.  Every time I load, one of the empires in my alliance (not always the same one, either) has a completely different name.  It's not a huge deal of course and has no impact on the game, but it's kind of jarring.  Has anyone else noticed this?

That's an easy one to miss. The names of the empires are so varied and nuanced in this game that they are really hard to keep track of. I have a pretty large federation and don't think I can name a single one of its members...including my own race!!!!  :uglystupid2:
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 11:01:58 AM
Quote from: Jarhead0331 on May 18, 2016, 10:55:49 AM
That's an easy one to miss. The names of the empires are so varied and nuanced in this game that they are really hard to keep track of. I have a pretty large federation and don't think I can name a single one of its members...including my own race!!!!  :uglystupid2:

Haha!  Yeah, now that you mention it, I'm not particularly confident of mine either!  I think it's the United Nations of Earth but I could be wrong, embarrassingly.

I'm struggling with a decision....I'm itching to start a new game for two reasons: playing as something other than boring old Humans, and the benefit of knowing what I'm doing from the start.  However I have 22 hours invested in my first game and I feel like I should finish it.

It's a hard life!
Title: Re: Stellaris
Post by: Tuna on May 18, 2016, 11:04:11 AM
Quote from: Greybriar on May 18, 2016, 08:42:18 AM
Quote from: OJsDad on May 18, 2016, 08:20:03 AM
Hotfix #3 has been released.  Steam has already pushed it out.

Quote
- Fixed Planet capital modifier being spammed.
- Fixed CTD caused by ground combat side containing invalid armies.
- Fixed issue with disabling everything in Outliner would render it unusable.
- Fixed issue with orbital bombardment of swarm invaders.
- Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
- Performance optimizations caused by huge amounts of resource stations.
- Ship designer: List of designs is sorted according to ship sizes.
- Transport ships are now designable.

Looks like there were a few bugs after all, eh Tuna and Jarhead?

None that bummed me out.. didn't notice any of those..
Title: Re: Stellaris
Post by: Jarhead0331 on May 18, 2016, 11:09:56 AM
Quote from: Huw the Poo on May 18, 2016, 11:01:58 AM
Quote from: Jarhead0331 on May 18, 2016, 10:55:49 AM
That's an easy one to miss. The names of the empires are so varied and nuanced in this game that they are really hard to keep track of. I have a pretty large federation and don't think I can name a single one of its members...including my own race!!!!  :uglystupid2:

Haha!  Yeah, now that you mention it, I'm not particularly confident of mine either!  I think it's the United Nations of Earth but I could be wrong, embarrassingly.

I'm struggling with a decision....I'm itching to start a new game for two reasons: playing as something other than boring old Humans, and the benefit of knowing what I'm doing from the start.  However I have 22 hours invested in my first game and I feel like I should finish it.

It's a hard life!

For what its worth, I've had much more fun playing as a non-human species. I feel it gives me some kind of psychological freedom to be more creative in the selection of my starting race attributes and play style. However, it makes ship and planet naming much more difficult! lol
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 11:18:29 AM
Quote from: Jarhead0331 on May 18, 2016, 11:09:56 AM
For what its worth, I've had much more fun playing as a non-human species. I feel it gives me some kind of psychological freedom to be more creative in the selection of my starting race attributes and play style. However, it makes ship and planet naming much more difficult! lol

Yeah, for my first game I just took the default Human race, but this time I'm going to use one of the pre-order races and let my imagination go mad.  It would be nice not to have such...restricting...ethics this time, too.  >:D

Re: name lists, people have been making these already.  I've downloaded a cyberpunk list that looks quite promising.  I expect there's stuff in the workshop by now too.
Title: Re: Stellaris
Post by: Nefaro on May 18, 2016, 01:22:02 PM
Quote from: Jarhead0331 on May 18, 2016, 11:09:56 AM


For what its worth, I've had much more fun playing as a non-human species. I feel it gives me some kind of psychological freedom to be more creative in the selection of my starting race attributes and play style. However, it makes ship and planet naming much more difficult! lol


Their addition of differently flavored sets of names is nice. 

May seem like a small thing, in the bigger view, but adds another extra bit to the race customization.  Also saving some time for those of us who usually don't bother renaming characters or fleets.

I expect modders to add more name packs in the future.
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 02:06:50 PM
Started a new game with that arachnid race and created an empire called the Space Napoleon Star Technocracy.  This time we're using wormholes.  Let me tell you...wormholes are cool.  Even the default range is pretty huge when you're used to nothing but hyperspace.  Apparently the time taken for a wormhole to be generated scales up with fleet size though.

Christ I love this game.
Title: Re: Stellaris
Post by: sandman2575 on May 18, 2016, 02:21:43 PM
Huw, was there a moment or event that made the game 'click' for you? Or did it suck you in, black hole like, from the very beginning?

Have to say, I've surprised myself with how little I feel an urge to play Stellaris. I've made a few attempts now but honestly I feel like my experience isn't a whole lot better than what I got with GalCiv III -- which is to say, I get bored surprisingly quickly.  And I just can't shake the thought that I should just go an play Distant Worlds instead... Just not sure what Stellaris is offering that isn't already done, and done better, in DW, beyond Stellaris's novel random events.

Like X-Files's Agent Mulder:  I want to believe (in Stellaris)!

Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 02:52:56 PM
Quote from: sandman2575 on May 18, 2016, 02:21:43 PM
Huw, was there a moment or event that made the game 'click' for you? Or did it suck you in, black hole like, from the very beginning?

The latter.  For me, it's exactly what I've been looking for for a long time...a PDS game, only in space.  That's precisely what Stellaris is, and that's why I love it.  It feels like a cop out, but I like all of it...there isn't one killer feature.  The only other space 4X that's come close, for me, is Endless Space (not counting Sins of a Solar Empire which I don't really see as a 4X even though it kind of is).

Note that I didn't like Distant Worlds.
Title: Re: Stellaris
Post by: bbmike on May 18, 2016, 04:14:05 PM
Quote from: Huw the Poo on May 18, 2016, 02:52:56 PM
Quote from: sandman2575 on May 18, 2016, 02:21:43 PM
Huw, was there a moment or event that made the game 'click' for you? Or did it suck you in, black hole like, from the very beginning?

The latter.  For me, it's exactly what I've been looking for for a long time...a PDS game, only in space.  That's precisely what Stellaris is, and that's why I love it.  It feels like a cop out, but I like all of it...there isn't one killer feature.  The only other space 4X that's come close, for me, is Endless Space (not counting Sins of a Solar Empire which I don't really see as a 4X even though it kind of is).

Note that I didn't like Distant Worlds.

+1. Which makes me wonder, what does Martok think of Stellaris?   ???
Title: Re: Stellaris
Post by: Dread Rlyeh on May 18, 2016, 04:33:27 PM
I can't decide if I want to get this sooner or later.   For people who have played with the latest patch, how does it address some of the combat concerns (corvette swarm uber alles for example) in this reddit thread?  How far beyond rock/paper/scissors (a complaint I've read) do you think the combat will evolve via either mods (dunno what the limits are here with modules/weapons, tactical AI) or future DLC? 

https://www.reddit.com/r/Stellaris/comments/4j8a41/minmaxing_fleet_to_absurd_levels/
Title: Re: Stellaris
Post by: panzerde on May 18, 2016, 04:52:33 PM
I've kind of parked this until the patch is released. The game as it stands works and was fun as far as I played it, but I think things like the open borders issue will make it a lot more interesting. I'm not motivated to spend a bunch of hours on it until then.

Definitely enjoyable, just not so enjoyable as to pull my away from other current fixations, like WWI.
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 04:56:13 PM
Quote from: Dread Rlyeh on May 18, 2016, 04:33:27 PM
I can't decide if I want to get this sooner or later.   For people who have played with the latest patch, how does it address some of the combat concerns (corvette swarm uber alles for example) in this reddit thread?  How far beyond rock/paper/scissors (a complaint I've read) do you think the combat will evolve via either mods (dunno what the limits are here with modules/weapons, tactical AI) or future DLC? 

https://www.reddit.com/r/Stellaris/comments/4j8a41/minmaxing_fleet_to_absurd_levels/

I'm not sold on the corvette spam strategy to be honest (and since I only play against AI so far it's a moot point for me anyway), but there are counters to it, so I'm really not concerned.  Also, and to address your final point, I'm sure Paradox will gradually add more variety to combat as well.  Give it a month or two and people will be bitching about some other "I win" button instead. ;)

As for rock/paper/scissors, well, this is always going to exist in games like this, isn't it?  Unless everyone uses a single weapon type, you will always need counters for everything.

I honestly just don't concern myself with this sort of thing, it would impair my enjoyment of the game and it just isn't necessary.

One other thing I would add: I don't know why some people complain about their big missile-using ships charging into the fight.  I've literally never seen my BBs do this; they always sit at the back of the fleet, firing salvo after salvo of torpedos.  If anything, the opposite is true - my BBs always carry strike craft which almost never get used since they're never close to enemy ships.
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 05:02:06 PM
Here's why I dislike this kind of discussion.  From the Reddit thread posted a short while ago:

QuoteThe thing about missiles is - who's going to be willing to take the ristk on a research path that is totally countered by point defense? If you choose a bunch of missile researches and then run into a empire that spams point defense, you're done. And at that point, you can't exactly throw some level 1 lasers on your ships to recover.

...yes, and that empire who went heavy on point defense is now vulnerable to every other empire that doesn't go heavy on missiles.  There's no one-strategy-fits-all!

People have been arguing about this kind of thing since the dawn of strategy games.  Pick your game...people have argued over which is the winning strategy.  They always have and apparently always will.  Meanwhile I just play, and enjoy myself.
Title: Re: Stellaris
Post by: Dread Rlyeh on May 18, 2016, 05:11:37 PM
Quote from: Huw the Poo on May 18, 2016, 04:56:13 PM
..snip
As for rock/paper/scissors, well, this is always going to exist in games like this, isn't it?  Unless everyone uses a single weapon type, you will always need counters for everything.
Well I guess it depends if we are talking about hard or soft counters.  I generally prefer metas that force diversity in fleet composition and reward tactics. 

Thanks for the reply btw.  I'm thinking that provided the game allows modders a decent amount of leway wrt ship design, modules, weapons, and individual ship AI, any concerns I have will be addressed one way or another given it's huge popularity.   
Title: Re: Stellaris
Post by: panzerde on May 18, 2016, 05:15:02 PM
Quote from: Huw the Poo on May 18, 2016, 05:02:06 PM
People have been arguing about this kind of thing since the dawn of strategy games.  Pick your game...people have argued over which is the winning strategy.  They always have and apparently always will.  Meanwhile I just play, and enjoy myself.


I find it's the nature of a vocal minority of (general young) gamers to always have something to complain about in any game you care to name. Of course, you can see the exact same behavior out of crusty old napoleonic miniatures gamers, too. I honestly believe that there's a group that enjoys the bitching a lot more than the playing.


I completely agree with your approach. Because I didn't make whatever dark deal Bawb made with the 'stache demons to stay forever youthful, I only have so long to play and enjoy myself. So I'd rather play!

Title: Re: Stellaris
Post by: sandman2575 on May 18, 2016, 05:58:17 PM
Quote from: panzerde on May 18, 2016, 05:15:02 PM
I find it's the nature of a vocal minority of (general young) gamers to always have something to complain about in any game you care to name. Of course, you can see the exact same behavior out of crusty old napoleonic miniatures gamers, too. I honestly believe that there's a group that enjoys the bitching a lot more than the playing.

Ain't this the truth. You should see all the kvetching and hand-wringing over at the Pdox forums about what a 'problem' it is that Pdox is offering 3 different price tiers for HOI4, and how unfair and duplicitous this is -- also it clearly represents Pdox selling its soul in the name of squeezing $$ out of its loyal fans....

FFS... There is NOTHING bad about Pdox offering HOI4 for pre-purchase, at whatever price point(s) they think best.
Title: Re: Stellaris
Post by: Huw the Poo on May 18, 2016, 05:59:18 PM
Quote from: Dread Rlyeh on May 18, 2016, 05:11:37 PM
Thanks for the reply btw.  I'm thinking that provided the game allows modders a decent amount of leway wrt ship design, modules, weapons, and individual ship AI, any concerns I have will be addressed one way or another given it's huge popularity.   

Well, of this we can be pretty certain.  I haven't looked into mods yet myself, but Paradox have always said the game will be easily moddable.

Quote from: panzerde on May 18, 2016, 05:15:02 PM
I honestly believe that there's a group that enjoys the bitching a lot more than the playing.

Hehe, yeah, probably!
Title: Re: Stellaris
Post by: jamus34 on May 18, 2016, 06:02:11 PM
Typically this is why I do not like rock paper scissors unit (or in this case weapon) choices.
I like the total annihilation method of building units for roles. That  missile launcher can attack land units but not very effectively but will chew up most air. While land attack can theoretically attack air units but will miss more than hit.

Yeah, some units will never get used but the choice is up to the player.

As far as it relates to Stellaris I've been trying to build all in one ships but I'm pretty sure that is a mistake. I'll have to test out how dedicated units in a combined arms approach work out
Title: Re: Stellaris
Post by: ghostryder on May 18, 2016, 07:29:01 PM
I've been building all-in -one's too. I haven't run into a problem yet. For missle defense, I'm not sure that's an issue when you have 200 plus missles releasing. It might pick off some-but a lot get through. Instead of missles the shard throwing is cool-as is the electric shock--I just mix and match.
Title: Re: Stellaris
Post by: Huw the Poo on May 21, 2016, 05:20:31 AM
Here is an interesting test someone on Reddit has conducted. (https://www.reddit.com/r/Stellaris/comments/4kc8u7/corvettes_vs_destroyers/)

tl;dr A corvette fleet twice the size of a destroyer fleet equipped with small weapons stands no chance.
Title: Re: Stellaris
Post by: jamus34 on May 21, 2016, 06:15:55 AM
I think it's all about focus fire. If they created a tech that would allow a fleet to focus fire the results probably to possibly might be different. I do not think that many destroyers would survive.

You know what I think would work great for Stellaris, something similar to the fleet combat options from gratuitous space battles. You
Title: Re: Stellaris
Post by: Huw the Poo on May 21, 2016, 07:30:15 AM
I'm just glad that it's more evidence that corvette spam isn't a good strategy - something I've never really believed.  I honestly think a good fleet mix is the best strategy, especially mixing S/M/L weapons on the larger ships.
Title: Re: Stellaris
Post by: Tuna on May 21, 2016, 08:32:04 AM
But at the end, isn't it saying Corvettes with Battleships is better than Corvettes with Destroyers?
Title: Re: Stellaris
Post by: Huw the Poo on May 21, 2016, 09:53:56 AM
Quote from: Tuna on May 21, 2016, 08:32:04 AM
But at the end, isn't it saying Corvettes with Battleships is better than Corvettes with Destroyers?

Why wouldn't it be?  BBs are better than DDs in terms of raw firepower, defenses and so on.

Besides, it only proves my point further - mix your fleets.  Spamming one type of ship is not the way to win.
Title: Re: Stellaris
Post by: Tuna on May 21, 2016, 11:13:32 AM
Quote from: Huw the Poo on May 21, 2016, 09:53:56 AM
Quote from: Tuna on May 21, 2016, 08:32:04 AM
But at the end, isn't it saying Corvettes with Battleships is better than Corvettes with Destroyers?

Why wouldn't it be?  BBs are better than DDs in terms of raw firepower, defenses and so on.

Besides, it only proves my point further - mix your fleets.  Spamming one type of ship is not the way to win.

No I mean he had a fleet with the BBs and DD's and one with BB's and Corvettes.. the latter matchup won I think.
Title: Re: Stellaris
Post by: Huw the Poo on May 21, 2016, 11:54:39 AM
Oh, that.  Yeah that was odd.  I'd want to see that battle in action to see what happened there.
Title: Re: Stellaris
Post by: Ian C on May 22, 2016, 11:57:32 AM
Major bug. Can anyone else confirm this if they have a human empire? It might work with other races.

1. Save your game.
2. Manage factions in your empire and make several sectors or all of them independent.
3. Wait until the map updates with the new independent sectors. They are now non-human completely new alien sectors with new races you've never seen before.

Anyone else?
Title: Re: Stellaris
Post by: Huw the Poo on May 22, 2016, 03:10:39 PM
Sorry, I only play on ironman mode so I can't test this.  However it does sound like it might be related to the empire name-changing bug I spotted.  Hmm.
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 10:01:34 AM
So I have about 18 hours into this and I'm yet to really get into a major war. In fact, I really haven't gotten into any wars, although I did start one last night just for $hits and giggles.

I think I've read someplace that the AI empires tend to be pretty passive. That seems to be the case in my latest game. Almost every race I have come into contact with is democratic, spiritual or focused on luxury, wealth and trade.  They rarely want to fight, which is a good thing because I find it pretty difficult to build and maintain large powerful fleets. I consistently am struggling with balancing energy credits and am lucky if I can maintain a positive balance. I tend to have 4 or 5 fleets, but they are really only good for fighting smaller internal threats...getting a fleet to have more than 2K-3K in strength is a struggle for me. I have a large empire with 9 sectors and dozens of colonized worlds. It should be an economic powerhouse. However, compared to most other races, my offensive power is lacking. I've seen foreign fleets with 23K-30K in strength. Frightening, indeed!

What tips do you guys have for planetary invasion? There is a small independent empire on my eastern fringe that only has two planets colonized. I declared war after they flatly refused to become my vassal. I was able to clear the space of their homeworld and invaded with a 10 unit assault army led by a general. I was unable to get any intel on defensive strength and I did not do any pre-invasion planetary bombardment. My invasion force got their a$$es handed to them, so I now realize that launching a successful invasion may be a very costly process, not unlike the one in Polaris Sector.

Any thoughts on this?
Title: Re: Stellaris
Post by: Tuna on May 23, 2016, 10:22:29 AM
Definitely do full force bombardment before landing the troops. You'll see the planet's fortification go to zero. Keep up the bombardment when you land the troops as well.
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 10:27:09 AM
I'll get to your other points after work Jarhead, but Tuna is right; always, always reduce planetary defenses to zero before invading, otherwise the defenders get an absurd buff.
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 11:00:44 AM
Quote from: Huw the Poo on May 23, 2016, 10:27:09 AM
I'll get to your other points after work Jarhead, but Tuna is right; always, always reduce planetary defenses to zero before invading, otherwise the defenders get an absurd buff.

As they should, I suppose. I didn't bombard because I was trying to be nice about it. LoL. They are a friendly race and I felt guilty for attacking in the first place. Are there any negative effects of planetary bombardment? Any hit on relationships with other races?
Title: Re: Stellaris
Post by: mikeck on May 23, 2016, 12:25:18 PM
I've only played about an hour and colonized one planet...but it seems to me that this game is very very deep in ways that DW isn't. Hard to explain. I guess the best way- same engine- is trying to explain what makes Crusader Kings deep and engaging. It's not just the number of things going on. Hard to put my finger on it but yeah....I'm digging it
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 12:39:54 PM
Quote from: Jarhead0331 on May 23, 2016, 11:00:44 AM
As they should, I suppose. I didn't bombard because I was trying to be nice about it. LoL. They are a friendly race and I felt guilty for attacking in the first place. Are there any negative effects of planetary bombardment? Any hit on relationships with other races?

Yeah, you get a reputation hit even from light bombardment (there are three levels of bombardment, limited by your empire policy).  The hit is greater with heavier bombing.

As for energy, for an empire that size you shouldn't usually be in the red.  There are all sorts of ways you can boost energy production.  Here are some I can think of off the top of my head:

Upgrade energy-producing buildings on all your worlds

Tell your sectors to focus on energy and tax them when they produce a surplus (sectors begin with 75% tax rate but if the planets are recently colonised you should turn that down initially to allow them to grow)

Depending on your government you might have an empire edict

Planetary edicts to boost energy production by 10% for ten years for a relatively modest influence cost

Are you building mining stations wherever possible?

Park your fleets when they're not in use - send them to a planet with a spaceport.  Their status icon in the outliner will switch to a green orbit icon when they're parked

Are you always colonising?  Colonising is expensive, and if you have two or three colonisation missions on the go the cost can stack up fast

Look for empire leaders with energy-boosting traits, support them in elections if necessary

Lots of techs can help.  Along with the power plants, you can also research a planet-unique power hub which boosts planet-wide energy generation by 10%

That's plenty for now, I'll have another think later.  What does the budget panel say, and is there anything glaringly obvious when you hover your mouse over the energy icon at the top of the screen?
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 01:02:59 PM

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Upgrade energy-producing buildings on all your worlds

But can this be done once the worlds are within a sector? I find I am unable to control surface construction once a planet has been added to a sector.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Tell your sectors to focus on energy and tax them when they produce a surplus (sectors begin with 75% tax rate but if the planets are recently colonised you should turn that down initially to allow them to grow)

I recently discovered this. Actually all of my sectors were contributing at 50%. I increased them all to 75% and that did initially have a good impact, but over time, with additional expansion, the energy surplus has continued to decline.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Depending on your government you might have an empire edict

Planetary edicts to boost energy production by 10% for ten years for a relatively modest influence cost

Edicts are something that I have not focused on. I will look into this. However, it still seems like a temporary solution to some underlying problem.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Are you building mining stations wherever possible?

Yes. There is not a single energy source in my empire that has not been mined.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Park your fleets when they're not in use - send them to a planet with a spaceport.  Their status icon in the outliner will switch to a green orbit icon when they're parked

I do keep my fleets stationary when not being used for combat. However, I don't always make sure they are in a system with a spaceport. Good to know.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Are you always colonising?  Colonising is expensive, and if you have two or three colonisation missions on the go the cost can stack up fast

I take a wise approach to colonizing. I am certainly aware of the energy hit the process of colonizing causes. I typically only colonize one or two worlds at a time.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Look for empire leaders with energy-boosting traits, support them in elections if necessary

This is also something I am aware of, but something I usually do not focus on, more due to laziness and the feeling that it won't make a significant difference. I've stopped supporting candidates in elections because of the hit on influence.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
Lots of techs can help.  Along with the power plants, you can also research a planet-unique power hub which boosts planet-wide energy generation by 10%

I have these techs, but again, am confined by the sector limitations on surface construction.

Quote from: Huw the Poo on May 23, 2016, 12:39:54 PM
That's plenty for now, I'll have another think later.  What does the budget panel say, and is there anything glaringly obvious when you hover your mouse over the energy icon at the top of the screen?

Nothing on the budget panel strikes me as out of the ordinary. The cost of stations, fleets, etc. just adds up.
Title: Re: Stellaris
Post by: Kushan on May 23, 2016, 02:11:27 PM
@Jarhead

To go along with everything hue suggested, assuming you have a good mineral income and research is up to par, build power plants, lots and lots of power plants. Don't just build them on tiles that produce energy, build them in every spare slot you can spare. My personal general rule has been that once I have enough food grow the planet to max pop I build mines/power plants.  I've never really had a mineral shortage but I've had credit issues similar to yours. Also remember that as you upgrade your farm tech you can repurpose some tiles away from food production to mineral/credit production in the mid/late game. Once a planet is at max pop having more then 1 food doesn't matter.
Title: Re: Stellaris
Post by: mikeck on May 23, 2016, 02:14:04 PM
 So jarhead, where are you ranking this one with master of Orion 4 and Polaris?
Just curious as we seem to have had similar opinions on Polaris and I agreed with yours on Moo4. Might give me some idea of what I'm looking at here.
Title: Re: Stellaris
Post by: mikeck on May 23, 2016, 03:36:58 PM
Quote from: Kushan on May 23, 2016, 02:11:27 PM
@Jarhead

To go along with everything hue suggested, assuming you have a good mineral income and research is up to par, build power plants, lots and lots of power plants. Don't just build them on tiles that produce energy, build them in every spare slot you can spare. My personal general rule has been that once I have enough food grow the planet to max pop I build mines/power plants.  I've never really had a mineral shortage but I've had credit issues similar to yours. Also remember that as you upgrade your farm tech you can repurpose some tiles away from food production to mineral/credit production in the mid/late game. Once a planet is at max pop having more then 1 food doesn't matter.

If you have max pop, do you tear down farms and build the power plants in their place?
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 03:49:23 PM
Quote from: mikeck on May 23, 2016, 02:14:04 PM
So jarhead, where are you ranking this one with master of Orion 4 and Polaris?
Just curious as we seem to have had similar opinions on Polaris and I agreed with yours on Moo4. Might give me some idea of what I'm looking at here.

That's an interesting question. I prefer it to MOO4, which I liked, but felt was a little too beer & pretzels to satisfy my space 4x urges. In its current form, I feel that Stellaris possesses tremendous potential. Overall, I was initially a little disappointed with it because I did not feel that it was the CKII/EUIV in space that I had always been dreaming of. I felt the economy, diplomacy, empire management and combat systems were too streamlined, and did not possess the unique complexity and depth of prior paradox historical titles. However, the core of the game was extremely solid and my hope was that future DLC would continue to add layers and complexity upon a very strong foundation. Additionally, there were certain aspects that really impressed me right out of the gate, such as the unique race options available and the tremendous flexibility in creating custom species that can really shape the game play experience and permit the player to depart from usual norms and habitual play styles. For instance, until Stellaris, I almost universally played as humans in 4x games. In Stellaris, however, there is incentive to create different races and experiment with strategies that psychologically, I just wouldn't find satisfactory as a human player.

Comparing Stellaris with Polaris Sector is more challenging. Polaris Sector was a surprise sleeper hit for me.  I feel that PS gives the player a truly epic game play experience. It captures the true scale of intergalactic empire management, as well as providing a true appreciation for the vast distances of space and time, like no other 4x game that I can think of. Strategic decisions truly had consequences in PS that could alter the best laid plans, literally for centuries of game time to come. Additionally, I found the research options and technologies to be truly creative and unique in many ways, and when combined with the awesome ship design system, the large array of technologies could permit some truly useful ship designs that were really only limited by the player's imagination.  I can't think of any other game where the player can solve any number of strategic or tactical problems or accomplish objectives by designing a dedicated ship to address the need.

PS is really a great game, but i was put off by the whole AI fuel cheat issue. Although this really didn't seem to have much of an impact on my gaming experience, just knowing it exists really troubled me, and I haven't picked the game back up since news of this AI exploit was revealed. In addition, PS does not have the polish of Stellaris, which looks and sounds much better, in my opinion.  I think Stellaris will continue to mature, and eventually, will surpass PS in a number of additional ways.   
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 03:50:08 PM
You guys keep talking about building power plants and power buildings on planet surfaces, but aren't you restricted from doing this once a planet is added to a sector?
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 04:00:29 PM
Quote from: Jarhead0331 on May 23, 2016, 03:50:08 PM
You guys keep talking about building power plants and power buildings on planet surfaces, but aren't you restricted from doing this once a planet is added to a sector?

You're restricted from doing it yourself, but if you give the sector permission to redevelop, along with telling it to focus on energy, it should do just that.
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 04:07:11 PM
Quote from: Jarhead0331 on May 23, 2016, 01:02:59 PM
Edicts are something that I have not focused on. I will look into this. However, it still seems like a temporary solution to some underlying problem.

True, they are, but will help you stay in the black while you work on more permanent solutions.

QuoteI do keep my fleets stationary when not being used for combat. However, I don't always make sure they are in a system with a spaceport. Good to know.

Just to be clear, they have to actually be docked at a spaceport, not just in the same system as one.  But yeah, this helps massively, because docking reduces ship maintenance by 25%.

QuoteThis is also something I am aware of, but something I usually do not focus on, more due to laziness and the feeling that it won't make a significant difference. I've stopped supporting candidates in elections because of the hit on influence.

Some empire leader traits give 10% energy boost, which is huge.  Remember that's 10% of your total output, not 10% of your surplus.  It can take you from, say, 20 energy in the red to 20 in the black.
Title: Re: Stellaris
Post by: OJsDad on May 23, 2016, 04:15:17 PM
No, I don't think you are kept from building on planets that are part of a sector.  Also, there is an option to allow your sectors to redevelop a tile, so you may want to pick that option.  Finally, make sure you have solar panels on your space stations.  They will produce 3 energy each.
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 04:21:41 PM
Quote from: OJsDad on May 23, 2016, 04:15:17 PM
No, I don't think you are kept from building on planets that are part of a sector.  Also, there is an option to allow your sectors to redevelop a tile, so you may want to pick that option.  Finally, make sure you have solar panels on your space stations.  They will produce 3 energy each.

I'm pretty confident that you cannot directly develop tiles once a planet is on a sector. I think Huw is correct in that you can only influence development at that point.

Yes, adding solar panels onto stations is a priority.
Title: Re: Stellaris
Post by: OJsDad on May 23, 2016, 04:29:47 PM
Unfortunately, I'm not going to be home for a couple of days, and I've not started a game on my laptop yet, so I cannot confirm the sector question. 

One other thing with sectors though, if you have plenty of minerals, give as much as you can to the sectors, especially those with young colonies.  I've seen sectors build space stations.  I've also gone to those space stations and added solar panels.  I don't know if the AI removed them later, but I was able to add them.  But I would think that if the AI is good, it would recognize an energy shortage and add solar panels if there are enough credits.
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 04:49:56 PM
You definitely cannot directly control building on planets in sectors, you can't even move pops around or anything - there's a specific message about it if you try.  However the solar panels suggestion is a good one, I'd forgotten about that.  I think it brings in 3 more energy.

What I do with sectors is this: I colonise a world and, for a time, accept the inefficiency hit while I plan it out.  I queue up all the buildings that I think the planet needs for a good start.  By this time a second pop is usually growing and I move it to a food-producing tile if necessary.  Only then do I hand it over to the sector.  It seems to be a good strategy.  I don't think the sector AI is quite as braindead as some people do, but giving it this little kickstart with a new world probably helps.
Title: Re: Stellaris
Post by: Huw the Poo on May 23, 2016, 04:52:25 PM
By the way, can't remember if I said it before, but my new custom-designed species use wormhole technology, and it's absolutely insane.  I only have about a dozen wormhole stations, and after buffing them with a couple of techs, I can literally traverse about a quarter of the galaxy - in hardly any time, too.  I'm never going back to warp drive!
Title: Re: Stellaris
Post by: OJsDad on May 23, 2016, 04:56:00 PM
Huw, I'm currently using wormholes also.  In fact, I set the game so all races have to use wormholes.  I like them a lot.

Jarhead, one more thought.  I you have no more use for your builder or science ships, you may want to decommission them.  Even when in orbit, they'll still use energy, and if you don't need them, then why pay the upkeep on them.  I wouldn't destroy all, just some.  If you need them again at a later date, they don't cost a lot to build. 
Title: Re: Stellaris
Post by: Tuna on May 23, 2016, 05:37:32 PM
Quote from: Jarhead0331 on May 23, 2016, 04:21:41 PM
Quote from: OJsDad on May 23, 2016, 04:15:17 PM
No, I don't think you are kept from building on planets that are part of a sector.  Also, there is an option to allow your sectors to redevelop a tile, so you may want to pick that option.  Finally, make sure you have solar panels on your space stations.  They will produce 3 energy each.

I'm pretty confident that you cannot directly develop tiles once a planet is on a sector. I think Huw is correct in that you can only influence development at that point.

Yes, adding solar panels onto stations is a priority.

Yep Solar Panels is the number one thing to build!
Title: Re: Stellaris
Post by: Jarhead0331 on May 23, 2016, 08:49:05 PM
Thanks for the energy advice, guys. The problem was my sector management. I simply wasn't doing it. All 9 of my sectors were geared towards a mineral production focus. I was earning over 100 mineral units were period, while being maxed out on mineral storage. I changed every sector to focus on energy production and also changed the setting to permit the AI to modify the surface tiles...within the span of a year or so, I had the most significant energy production ever. Its no longer a concern and I am operating real fleets with energy to spare.

Thanks also for the invasion tips. I dedicated my orbital fleet to ground support and launched a more prepared invasion with each assault army containing attachments. We took the planet relatively quickly and the alien sued for peace agreeing to become my vassal.

A productive evening...
Title: Re: Stellaris
Post by: mikeck on May 23, 2016, 08:59:34 PM
Quote from: Jarhead0331 on May 23, 2016, 03:50:08 PM
You guys keep talking about building power plants and power buildings on planet surfaces, but aren't you restricted from doing this once a planet is added to a sector?

Your waaaaay beyond where I am but just like Oj'sDad
I have a ton of power. I did research a new type of power plant that used a different resource but that's not what really helped. I built "solar panels modules" on my space ports which do nothing but generate energy. Also helped to clear planet tiles and build power plants, shift a pop over from mineral since i can get plenty of those in space. I have only 4 planets right now so I'm not far in but I have a +18 power income on about a 600 storage
Title: Re: Stellaris
Post by: Nefaro on May 23, 2016, 09:39:29 PM
Quote from: Jarhead0331 on May 23, 2016, 11:00:44 AM
Quote from: Huw the Poo on May 23, 2016, 10:27:09 AM
I'll get to your other points after work Jarhead, but Tuna is right; always, always reduce planetary defenses to zero before invading, otherwise the defenders get an absurd buff.

As they should, I suppose. I didn't bombard because I was trying to be nice about it. LoL. They are a friendly race and I felt guilty for attacking in the first place. Are there any negative effects of planetary bombardment? Any hit on relationships with other races?


IIRC, your own Pops may get angry with you, if going all out bombardment.  Depending on your Gov't type.  Happiness drop?

I think the full-on Peacenik type will even get mad if you do the moderate bombardment. 

May be similar relations hits with alien races, also depending upon their society types.
Title: Re: Stellaris
Post by: Huw the Poo on May 24, 2016, 12:29:42 AM
Quote from: Jarhead0331 on May 23, 2016, 08:49:05 PM
Thanks for the energy advice, guys. The problem was my sector management. I simply wasn't doing it. All 9 of my sectors were geared towards a mineral production focus. I was earning over 100 mineral units were period, while being maxed out on mineral storage. I changed every sector to focus on energy production and also changed the setting to permit the AI to modify the surface tiles...within the span of a year or so, I had the most significant energy production ever. Its no longer a concern and I am operating real fleets with energy to spare.

Thanks also for the invasion tips. I dedicated my orbital fleet to ground support and launched a more prepared invasion with each assault army containing attachments. We took the planet relatively quickly and the alien sued for peace agreeing to become my vassal.

A productive evening...

Ah, well done mate! O0
Title: Re: Stellaris
Post by: Jarhead0331 on May 24, 2016, 04:04:36 AM
I'd like to see the diplomatic side of warfare improved. For instance, some government types and racial traits should permit war goals to either be ignored outright, or altered through the expenditure of influence.

I don't like how a war will end automatically, once all war goals are met. There should be circumstances where player input is necessary to end a war that is being won.
Title: Re: Stellaris
Post by: Huw the Poo on May 24, 2016, 05:02:03 AM
What do you mean by a war ending automatically?  All mine have either ended because I forced my enemy to surrender, or because they have offered to surrender and I accepted - there's an option to refuse too.
Title: Re: Stellaris
Post by: Jarhead0331 on May 24, 2016, 05:51:23 AM
I didn't get any option. In my war, I set the war goal as vassalization. I got a message that the enemy agreed to my terms unconditionally and the war just ended. I did not get an option to continue hostilities. Maybe it does have to do with government type?
Title: Re: Stellaris
Post by: Huw the Poo on May 24, 2016, 06:15:19 AM
Oh, I don't know then.  I've always been able to accept or decline a surrender.
Title: Re: Stellaris
Post by: Pete Dero on May 24, 2016, 06:18:15 AM
My war also ended automatically (got my war goals) but in this case I was the defender and I was winning.  Maybe it depends on whether you attack or defend ?
Title: Re: Stellaris
Post by: Jarhead0331 on May 24, 2016, 06:27:58 AM
I was the aggressor.
Title: Re: Stellaris
Post by: OJsDad on May 24, 2016, 08:25:38 AM
Clark patch goes to beta by end if the week. Looks really good.

https://forum.paradoxplaza.com/forum/index.php?threads%2Fstellaris-dev-diary-34-clarke-patch.936898%2F
Title: Re: Stellaris
Post by: Huw the Poo on May 24, 2016, 09:46:11 AM
It's very, very good.  They have addressed so many things that the community were moaning about.  Credit where it's due; Paradox definitely listen.
Title: Re: Stellaris
Post by: Rayfer on May 24, 2016, 10:41:33 AM
Quote from: Huw the Poo on May 24, 2016, 09:46:11 AM
It's very, very good.  They have addressed so many things that the community were moaning about.  Credit where it's due; Paradox definitely listen.

Yes, it does look good. I wonder if it is compatible with existing saves?
Title: Re: Stellaris
Post by: Kushan on May 24, 2016, 02:07:06 PM
Quote from: Rayfer on May 24, 2016, 10:41:33 AM
Yes, it does look good. I wonder if it is compatible with existing saves?

Assuming Stellaris will be like CK2 and EUIV, probably not. Hot fixes are generally save game compatible but major patches tend not to be.

Want I really want to see is either the ability to tell sectors to build ships and have the game choose at what planet or have all of your space ports appear in the outliner.

In one of my on going MP games, we had the inter-dimensional invaders disaster event trigger over the weekend. Was a real pain to have to constantly hunt down all of my individual ports and tel them to keep building ships. Its not a huge deal in most wars but in that war I was constantly building new ships to first bring my fleet strength up to be able to meet the invaders and then to replace losses.
Title: Re: Stellaris
Post by: OJsDad on May 24, 2016, 04:03:32 PM
+1 Kushan.  I've always wanted game designers to allow you to design fleets, assign them to a home port and then let the AI figure out where to build the ships.  DW does this, not always very well, but it does it.

Title: Re: Stellaris
Post by: OJsDad on May 24, 2016, 04:09:46 PM
I got to thinking about the state of Stellaris at release.  I really do think it was a solid release, the grumblings are design decisions or features that didn't always seem to go far enough.  But perhaps Paradox (and other designers) have it right by not releasing a perfect game.  By releasing Stellaris at 50% with a playable game with no major bugs, they're now able to sit back, and listen to the community give feed back on where to go from.  Trying to listen to a community before a game is released is hard, as people cannot see how the different pieces fit together.  Now, people can give more focused and useful feedback that Paradox can use.

I install IT for cardiology departments in hospitals.  There are no 2 hospitals that do things the same way.  Even hospitals that have the same parent company don't.   Customers are always amazed when they ask why we haven't implemented a feature they want, and we tell them no one else has ever asked for it.  Imagine how hard it is with hundreds of thousands users instead of a few hundred or a few thousand.
Title: Re: Stellaris
Post by: Huw the Poo on May 24, 2016, 04:31:57 PM
Good thoughts.  People can argue about the design decisions of the game, but the game itself is absolutely rock solid.  I haven't had a single crash, I haven't seen any visual bugs or anomalies or anything.

In other news - typically, I had a war end today with my enemy's unconditional surrender which I had to accept.  They became my vassal - which had been my war goal...I wonder if that made a difference.
Title: Re: Stellaris
Post by: Wolfe1759 on May 24, 2016, 05:07:30 PM
Bu**er there go my plans for the coming weekend.

The EA4 of New MOO has just come out, a couple of days ago I bought the Mercenaries expansion for GalCivIII, I thought I was all set, now they do this to me with their very good looking Clarke patch  :)

However it is a bank holiday weekend so I might get the chance to play all three.

Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 24, 2016, 05:25:58 PM
Quote from: Huw the Poo on May 24, 2016, 04:31:57 PM
...I haven't seen any visual bugs or anomalies or anything.

I just ran into one today.  I wanted to add a system to one of my AI controlled sectors but it had a neutral (yellow coloured) fleet in it.  The yellow fleet icon covered the check box I needed to click in order to add the system to my sector so I was unable to do it.  I don't know if it'd be possible if I unclicked the detailed map feature but I didn't think to do so at the time.  I just had to wait for the fleet of gas bags to move on.
Title: Re: Stellaris
Post by: OJsDad on May 24, 2016, 05:32:10 PM
SDR, I cannot double check this at this time, but 1. You can zoom in and out to pick.  2.  You don't have to hit the checkbox, you can click on the system icon also.
Title: Re: Stellaris
Post by: Barthheart on May 24, 2016, 05:36:11 PM
Quote from: Silent Disapproval Robot on May 24, 2016, 05:25:58 PM
Quote from: Huw the Poo on May 24, 2016, 04:31:57 PM
...I haven't seen any visual bugs or anomalies or anything.

I just ran into one today.  I wanted to add a system to one of my AI controlled sectors but it had a neutral (yellow coloured) fleet in it.  The yellow fleet icon covered the check box I needed to click in order to add the system to my sector so I was unable to do it.  I don't know if it'd be possible if I unclicked the detailed map feature but I didn't think to do so at the time.  I just had to wait for the fleet of gas bags to move on.

This happened to me too.... just click on the star directly and it gets added... in fact you can do that instead of clicking the ting plus symbols....
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 24, 2016, 06:16:06 PM
Cool.  Thanks.
Title: Re: Stellaris
Post by: Jarhead0331 on May 24, 2016, 06:38:16 PM
I've experienced only two bugs...

1. The sound that plays while on the diplomacy screen got locked up and kept playing until I exited the game.

2. At one point I had a construction ship set to construct a frontier outpost in a fringe star system. Before it could arrive, the expansion of a neutral race's borders locked me out of the system. Even though my construction ship never got there, it still managed to build the frontier outpost!
Title: Re: Stellaris
Post by: Ian C on May 25, 2016, 05:54:57 AM
Quote from: Huw the Poo on May 24, 2016, 04:31:57 PMI haven't seen any visual bugs or anomalies or anything.

There's the sector independence bug. I reported this a few days back. Try making a faction's sector independent and see what happens. The faction vanishes and suddenly it's inhabited by a random alien race you've never seen before.
Title: Re: Stellaris
Post by: mikeck on May 26, 2016, 12:47:19 PM
Just FYI, the "Clarke" patch is out.

https://forum.paradoxplaza.com/forum/index.php?threads/beta-patch-1-1-0-clarke-released-checksum-3613-not-for-problem-reports.937741/
Title: Re: Stellaris
Post by: OJsDad on May 26, 2016, 04:20:12 PM
Hot Damn!  I was out of town on business, and while gone, I was playing Stellaris on my laptop.  I got a really good game going, so I decided to save it to the cloud.  When I got home today and fired up Stellaris on my PC, I went to load game, and the save from my laptop was there!  How cool is that.
Title: Re: Stellaris
Post by: Huw the Poo on May 26, 2016, 04:57:57 PM
Quote from: mikeck on May 26, 2016, 12:47:19 PM
Just FYI, the "Clarke" patch is out.

Only in beta for now.
Title: Re: Stellaris
Post by: Tuna on May 26, 2016, 06:06:20 PM
Quote from: OJsDad on May 26, 2016, 04:20:12 PM
Hot Damn!  I was out of town on business, and while gone, I was playing Stellaris on my laptop.  I got a really good game going, so I decided to save it to the cloud.  When I got home today and fired up Stellaris on my PC, I went to load game, and the save from my laptop was there!  How cool is that.

"The Cloud"  :)
Title: Re: Stellaris
Post by: mikeck on May 26, 2016, 06:47:03 PM
Yes. Beta. But I always opt into big beta patches so I lose the distinction
Title: Re: Stellaris
Post by: OJsDad on May 26, 2016, 08:20:33 PM
Unless something significant is found, I think we'll see it released first part of next week.
Title: Re: Stellaris
Post by: tgb on May 27, 2016, 05:11:41 AM
From what I understand it's the next patch (Heinlein?) that's making the biggest change to content and adding a lot of stuff.  Allegedly out in a month, so I'm waiting for that before diving back in.
Title: Re: Stellaris
Post by: Huw the Poo on May 27, 2016, 06:48:28 AM
Asimov I believe, but yes, you're absolutely right tgb.
Title: Re: Stellaris
Post by: OJsDad on May 27, 2016, 08:23:03 AM
Has anyone used Robots yet.  If so, how are you using them.
Title: Re: Stellaris
Post by: FarAway Sooner on May 27, 2016, 09:07:04 AM
Quote from: tgb on May 27, 2016, 05:11:41 AM
From what I understand it's the next patch (Heinlein?) that's making the biggest change to content and adding a lot of stuff.  Allegedly out in a month, so I'm waiting for that before diving back in.

The Heinlein patch's only content tweak is to make politically conservative societies +40% more productive.

;)
Title: Re: Stellaris
Post by: Huw the Poo on May 27, 2016, 09:20:18 AM
If I recall correctly, robots have good production bonuses and are better than meatbags as ground forces.
Title: Re: Stellaris
Post by: tgb on May 27, 2016, 10:41:20 AM
Quote from: FarAway Sooner on May 27, 2016, 09:07:04 AM

The Heinlein patch's only content tweak is to make politically conservative societies +40% more productive.

;)

I hear that the "Ellison" patch berates you for 15 minutes every time you do something stupid.  Plus every time you conquer an AI empire you get sued.
Title: Re: Stellaris
Post by: mikeck on May 27, 2016, 12:02:17 PM
 I found a continental world very close by but I cannot colonize it because it is currently occupied by a "Bronze Age" species .  This is not a sentient species it is in a category called "Pre-FTL". This means that I'm probably going to have to invade them like I wouldn't enemy. Never done this so how many units of ground troops what I need for something like this? Three tiles were the population
Title: Re: Stellaris
Post by: Huw the Poo on May 27, 2016, 12:17:25 PM
Quote from: mikeck on May 27, 2016, 12:02:17 PM
I found a continental world very close by but I cannot colonize it because it is currently occupied by a "Bronze Age" species .  This is not a sentient species it is in a category called "Pre-FTL". This means that I'm probably going to have to invade them like I wouldn't enemy. Never done this so how many units of ground troops what I need for something like this? Three tiles were the population

I think you need to establish an observation post in its orbit.  I have not been prevented from colonising worlds with primitive lifeforms on; instead I simply had to choose how much room to give them once we'd landed.
Title: Re: Stellaris
Post by: OJsDad on May 27, 2016, 12:42:39 PM
From my experience, I've never tried to colonize or invade a planet with a primitive population.  But I have put an Observation station in orbit of them.  You can stay passive, ie just observing them.  Or you can get active on them helping them become an FTL society.  If they do, you can them make them a vassal. 
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 29, 2016, 04:10:25 PM
I think I've encountered a place holder bug (or the world's laziest ship design).  Instead of corvettes, transports, or construction vessels, the end game bad guys' ships look like this.


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FStellaris%2520bug_zpsvcrj1il9.jpg%7Eoriginal&hash=4e7491ec474ce9b62b7783f1298a66ac6712ac6d)
Title: Re: Stellaris
Post by: Silent Disapproval Robot on May 29, 2016, 04:20:41 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FStellaris%2520bug2_zps3er1tavz.jpg%7Eoriginal&hash=5a33c9e536a3f895bb6cb878bf1ed0e9838c0274)
Title: Re: Stellaris
Post by: Tuna on May 29, 2016, 04:48:38 PM
Scarier than the Borg!!
Title: Re: Stellaris
Post by: Huw the Poo on May 29, 2016, 05:41:39 PM
Haha!  No way that would've got through QA.  I'd guess the game isn't finding the correct assets on disk for some reason.
Title: Re: Stellaris
Post by: Freyland on May 29, 2016, 06:14:47 PM
You should have no trouble winning against them. Just think outside the box!
Title: Re: Stellaris
Post by: tgb on May 29, 2016, 10:41:56 PM
Tetrisites!
Title: Re: Stellaris
Post by: WYBaugh on May 30, 2016, 07:07:52 AM
Q*Bert
Title: Re: Stellaris
Post by: jamus34 on May 30, 2016, 07:29:11 AM
Quote from: WYBaugh on May 30, 2016, 07:07:52 AM
Q*Bert

WYB FTW!
Title: Re: Stellaris
Post by: Ian C on May 30, 2016, 09:31:31 AM
https://steamcommunity.com/sharedfiles/filedetails/?id=681993365


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimages.akamai.steamusercontent.com%2Fugc%2F276220767327242222%2F5A92E87C80EF2FCB337CDD90ABB44ED3FACAD7BC%2F%3Finterpolation%3Dlanczos-none%26amp%3Boutput-format%3Djpeg%26amp%3Boutput-quality%3D95%26amp%3Bfit%3Dinside%257C637%3A358%26amp%3Bcomposite-to%3D%2A%2C%2A%257C637%3A358%26amp%3Bbackground-color%3Dblack&hash=c8577a608aad099020aef55a884487857da1a78d)
Title: Re: Stellaris
Post by: tgb on May 30, 2016, 09:48:28 AM
How is this not some sort of IP infringement?
Title: Re: Stellaris
Post by: Grim.Reaper on May 30, 2016, 10:06:56 AM
Quote from: tgb on May 30, 2016, 09:48:28 AM
How is this not some sort of IP infringement?

I am certainly no lawyer, but is it any different when people create other popular mods for games such as Star Wars, Star Trek, Games of Thrones, etc. ? 
Title: Re: Stellaris
Post by: Jarhead0331 on May 30, 2016, 10:11:37 AM
Quote from: Grim.Reaper on May 30, 2016, 10:06:56 AM
Quote from: tgb on May 30, 2016, 09:48:28 AM
How is this not some sort of IP infringement?

I am certainly no lawyer, but is it any different when people create other popular mods for games such as Star Wars, Star Trek, Games of Thrones, etc. ?

There is no financial benefit, so if the developers of KSP were to actually litigate this, they would be limited to statutory damages.

Its a free mod made by a fan. Could the developers of KSP serve a cease and desist? Sure, but I highly doubt they would do so.  KSP is a game that has encouraged some of the most prolific mods. Why would the developers turn around and attack a fan just for making a mod to a different game? Wouldn't make sense to me and I don't think it would make sense to the court, either.
Title: Re: Stellaris
Post by: Grim.Reaper on May 30, 2016, 10:27:16 AM
Quote from: Jarhead0331 on May 30, 2016, 10:11:37 AM
Quote from: Grim.Reaper on May 30, 2016, 10:06:56 AM
Quote from: tgb on May 30, 2016, 09:48:28 AM
How is this not some sort of IP infringement?

I am certainly no lawyer, but is it any different when people create other popular mods for games such as Star Wars, Star Trek, Games of Thrones, etc. ?

There is no financial benefit, so if the developers of KSP were to actually litigate this, they would be limited to statutory damages.

Its a free mod made by a fan. Could the developers of KSP serve a cease and desist? Sure, but I highly doubt they would do so.  KSP is a game that has encouraged some of the most prolific mods. Why would the developers turn around and attack a fan just for making a mod to a different game? Wouldn't make sense to me and I don't think it would make sense to the court, either.

Thanks for the info, I knew you would be able to provide your experience on it...
Title: Re: Stellaris
Post by: mikeck on May 30, 2016, 08:02:59 PM
They need to add the mechanic that exists in EUIV by which if you are deep in enemy territory when the peace treaty is signed, you have a "grace period" to march you armies out!

I was in the middle of a neighbors territory with 4 fleets of about 1500-1800 power each as well as two assault groups of 10 armies each. I was wrecking this guy and had captured a few planets. Well he surrenders to my terms (liberation of 4 planets and ceding 1 to me) and I have no choice but to accept. I get that...he surrendered.

But once I clicked the button to accept, the war is over and my 4 of my fleets are trapped in in the system i had demanded be ceded. They couldn't get out because they had to travel through the bad guy's space. Of course, the bad guy is hardy in the mood to accept an agreement for open borders:military. So I have 2 giant fleets and 2 transport fleets (they were organizing there) trapped. Makes no sense.

If you have ceded a planet to me, it is implied that I also have a right to travel to and from the planet by way of my own territory. Kind of an (exactly like really) interstellar easement
Title: Re: Stellaris
Post by: Jarhead0331 on May 30, 2016, 08:12:48 PM
The bottom line is ships should be able to travel across borders without a declaration of war, or explicit permission. Fine, if they want to penalize you diplomatically for violating borders, so be it. But ships getting trapped or ships being unable to reach a location because of imaginary borders is really flawed.
Title: Re: Stellaris
Post by: Huw the Poo on June 01, 2016, 10:09:07 AM
Patch 1.1 "Clarke" has rolled out to everyone!

Patch notes (https://forum.paradoxplaza.com/forum/index.php?threads/update-1-1-clarke-released-checksum-ed47-not-for-problem-reports.940049/#post-21307551)
Title: Re: Stellaris
Post by: jamus34 on June 01, 2016, 10:14:44 AM
Was going to ask if the patch hit. Time to get back into it!
Title: Re: Stellaris
Post by: Huw the Poo on June 01, 2016, 10:15:40 AM
Quote from: jamus34 on June 01, 2016, 10:14:44 AM
Was going to ask if the patch hit. Time to get back into it!

Me too, as much as I'm enjoying Saints Row: The Third, it's time to fire up another game of Stellaris.  8)
Title: Re: Stellaris
Post by: Jarhead0331 on June 01, 2016, 10:44:57 AM
Quote from: Huw the Poo on June 01, 2016, 10:15:40 AM
Quote from: jamus34 on June 01, 2016, 10:14:44 AM
Was going to ask if the patch hit. Time to get back into it!

Me too, as much as I'm enjoying Saints Row: The Third, it's time to fire up another game of Stellaris.  8)

Funny you mention that...I recently reinstalled Saints Row: The Third, myself.
Title: Re: Stellaris
Post by: jamus34 on June 01, 2016, 11:09:46 AM
Yeah I think the Third really is the pinnacle of that series so far
Title: Re: Stellaris
Post by: Huw the Poo on June 01, 2016, 11:10:43 AM
Agreed.  It's way better than the previous games and as for the fourth game....I like it, but I could've done without the superhero stuff personally.
Title: Re: Stellaris
Post by: Nefaro on June 01, 2016, 11:23:38 AM
Quote from: Huw the Poo on June 01, 2016, 10:09:07 AM
Patch 1.1 "Clarke" has rolled out to everyone!

Patch notes (https://forum.paradoxplaza.com/forum/index.php?threads/update-1-1-clarke-released-checksum-ed47-not-for-problem-reports.940049/#post-21307551)



Quote from: Paradox

With this update we also decided to provide following contents for free:

  -  Platypus species portrait
  -  Paradox empire symbol
  -  Symbols of Domination


Whips and chains for the S&M race option?  ???


*************
*************





Quote from: Silent Disapproval Robot on May 29, 2016, 04:20:41 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fimg.photobucket.com%2Falbums%2Fv320%2Fbogaty%2FStellaris%2520bug2_zps3er1tavz.jpg%7Eoriginal&hash=5a33c9e536a3f895bb6cb878bf1ed0e9838c0274)


(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fi.ytimg.com%2Fvi%2F38EDhpxzn2g%2Fhqdefault.jpg&hash=c8dca0beae1f5054cfee6edfa7790d64da03454e)

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fatfworld.files.wordpress.com%2F2016%2F03%2F2010-the-year-we-make-contact-2.jpg&hash=56aec31867422067f542032e9c20e43b4a9af020)

Title: Re: Stellaris
Post by: ghostryder on June 01, 2016, 06:31:24 PM
Probably the first thing people will notice with the new patch is how they changed the GUI for constructors. Instead of being consistant with science ships where you can hold shift and right -click to do multiple planets you have to right click to bring up the menu-choose your option--say build defense station, then left click where you want to build it---holding shift will allow you to pick multiple places- then when that's done you right click on the planets to build the mines and research stations. Why this was changed I'm clueless---it seems to me it's best to keep things consistant GUI wise---other than that I've played through the beta and still suffer the ocassional crash-- and generally the real issues with midgame grind and a somewhat choatic war setup not much else i ever noticed. The real meat i think is planned in the next patch.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on June 01, 2016, 06:32:39 PM
Pissing me off that my AI controlled sectors keep adding useless modules to my space stations.
Title: Re: Stellaris
Post by: ghostryder on June 01, 2016, 06:35:29 PM
The sector A.I. is too borked to trust it--I simply mod it out.
Title: Re: Stellaris
Post by: Huw the Poo on June 20, 2016, 04:20:48 PM
More details of the next update "Asimov" (http://steamcommunity.com/games/281990/announcements/detail/939379791734165235)

I think the new war goals is the feature I'm looking forward to the most.  I think war needs to be more flexible in general...currently if you're boxed in it can take a long time to claim any territory, as your only option is to declare war, take two or three worlds, then there's an inflexible truce for ten years before you go at it again.
Title: Re: Stellaris
Post by: mikeck on June 22, 2016, 12:42:39 PM
Asimov Beta is out.

https://forum.paradoxplaza.com/forum/index.php?threads/beta-patch-1-2-0-asimov-released-checksum-50ca-not-for-problem-reports.950932/
Title: Re: Stellaris
Post by: Barthheart on June 22, 2016, 12:42:59 PM
 :D
Title: Re: Stellaris
Post by: jamus34 on June 22, 2016, 12:51:56 PM
I have to admit that is pretty good turnaround for two major patches and a couple of hotfix patches
Title: Re: Stellaris
Post by: Huw the Poo on June 22, 2016, 01:49:19 PM
Quote from: jamus34 on June 22, 2016, 12:51:56 PM
I have to admit that is pretty good turnaround for two major patches and a couple of hotfix patches

Yeah.  I've just clocked 70 hours since launch which, for me, is astonishing; it's already my second most played game on Steam.  Even when it pisses me off I come back to it a day later.  I think it's a fantastic game now, and it's only going to get better and better.  Just imagine what it will look like when it's had the same update cycle that EU4 and CK2 have had.
Title: Re: Stellaris
Post by: bbmike on June 22, 2016, 01:56:19 PM
Quote from: Huw the Poo on June 22, 2016, 01:49:19 PM
Quote from: jamus34 on June 22, 2016, 12:51:56 PM
I have to admit that is pretty good turnaround for two major patches and a couple of hotfix patches

Yeah.  I've just clocked 70 hours since launch which, for me, is astonishing; it's already my second most played game on Steam.  Even when it pisses me off I come back to it a day later.  I think it's a fantastic game now, and it's only going to get better and better.  Just imagine what it will look like when it's had the same update cycle that EU4 and CK2 have had.

Yeah, but by then I'll be engrossed in Victoria 3.  :P
Title: Re: Stellaris
Post by: Huw the Poo on June 22, 2016, 02:22:11 PM
Quote from: bbmike on June 22, 2016, 01:56:19 PM
Quote from: Huw the Poo on June 22, 2016, 01:49:19 PM
Quote from: jamus34 on June 22, 2016, 12:51:56 PM
I have to admit that is pretty good turnaround for two major patches and a couple of hotfix patches

Yeah.  I've just clocked 70 hours since launch which, for me, is astonishing; it's already my second most played game on Steam.  Even when it pisses me off I come back to it a day later.  I think it's a fantastic game now, and it's only going to get better and better.  Just imagine what it will look like when it's had the same update cycle that EU4 and CK2 have had.

Yeah, but by then I'll be engrossed in Victoria 3.  :P

I really, really hope that Victoria 3 is next, because that's the only major PDS series I haven't played.
Title: Re: Stellaris
Post by: sandman2575 on June 22, 2016, 03:15:00 PM
I'm really, really eager for Vicky 3. It has got to be Pdox's next big project, right?

... right?

Title: Re: Stellaris
Post by: KyzBP on June 25, 2016, 09:28:18 AM
I'm getting ready to give this Stellaris thing a whirl (better late than never), what are the must have mods to get before starting?
Title: Re: Stellaris
Post by: tgb on June 25, 2016, 10:46:17 AM
I would guess that VIcky III and CK III are next up to bat.
Title: Re: Stellaris
Post by: Millipede on June 25, 2016, 11:17:02 AM
Quote from: KyzBP on June 25, 2016, 09:28:18 AM
I'm getting ready to give this Stellaris thing a whirl (better late than never), what are the must have mods to get before starting?

Not sure if any of these are "must have's" but there are a many choices. I've been enjoying the "Sol System Expanded" mod myself. Check it out at: http://www.gamewatcher.com/editorials/the-best-stellaris-mods/12561
Title: Re: Stellaris
Post by: ghostryder on June 27, 2016, 04:37:43 PM
Asimov patch is now live! Gee, here I was into a game over 100 years long and now will need to restart concidering all the changes-

# Important
* Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.
* Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.
* Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
* Federations now vote on wars and new members.
* Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.
* Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.
* You can now kick alliance and federation members with a majority vote action.
* Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
* Removed War Economy policy
* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
* All Ship Weapons have had their range doubled
* Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum
* Core Planets is now Core Systems instead. This means you can colonize multiple planets in the same system without it affecting the soft cap.
* Pops receive a -10% happiness penalty while the empire is in an offensive war

# General
* Ship Designs with excess power gain a small bonus to damage, speed and evasion
* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
* Added Visitor Center building and associated technology that is available to Xenophile empires
* Added Symbol of Unity building and associated technology that is available to Spiritualist empires
* Fleet merging has been improved and should prioritize certain fleets better
* Spaceports can now be dismantled
* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
* Taking a Tributary now makes you guarantee their independence for 10 years without cost
* Migration Time was changed into Migration Speed
* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
* Added Regulated Slavery policy option
* Added Regulated Xeno Slavery policy option
* Only Collectivists can now enslave their own species
* Civilian Ship designs are updated with shields and armor technologies
* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
* Strike Craft attack and movement pattern was charged to be more swarm-like
* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted

#New - Traits
* Added Fleeting trait that reduces leader lifespan by -15
* Added Deviants trait that increases ethic divergence by +15%

# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging

# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

# New - Diplomatic Incidents
* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game

# New - Slave Factions
* Removed the old Slave faction
* Added the Docile Slaves faction made up of relatively content slaves
* Docile Slaves faction has fairly mild Support Effects
* Docile Slaves faction demands Regulated Slavery policy
* Added the Malcontent Slaves faction made up of unhappy slaves
* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
* Malcontent Slaves faction demands freedom for all slaves
* Added Emancipation faction for non-slave Pops
* Emancipation faction strengthens the Malcontent Slaves
* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves



A ton more but grogsite only allows 2000 chars-get full list here:

https://forum.paradoxplaza.com/forum/index.php?threads/asimov-update-1-2-released-checksum-2352-not-for-problem-reports.953141/
Title: Re: Stellaris
Post by: bbmike on June 27, 2016, 05:14:43 PM
Quote
# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

You know, Kirk had to deal with space nomads...

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.aarcentral.com%2Fpics%2Fnomad.jpg&hash=59bcc8fcc46c2294fc369e3c713e871f9f45ae9c)
Title: Re: Stellaris
Post by: Sparhawk on June 27, 2016, 10:14:14 PM
Ok, time to start a new game. Current one is in midgame slog anyhow.
Title: Re: Stellaris
Post by: solops on June 28, 2016, 09:41:26 PM
I have not played this in a while. My peeves were the sector system and war goals. With the patch activity, is it worth another try or are my peeves still unaddressed?
Title: Re: Stellaris
Post by: mikeck on June 28, 2016, 09:49:29 PM
There is a mod that adds war goals. Not sure if it's updated
Title: Re: Stellaris
Post by: solops on June 28, 2016, 10:52:56 PM
Don't like war goals/aims. War is chaos. Need to be flexible in our greed.
Title: Re: Stellaris
Post by: Rayfer on June 29, 2016, 07:25:15 AM
Started a new game with the update. Not sure if it was bad luck or the patch but after surveying the Sol system I went to survey the nearest star system and immediately encountered a 150 strength alien craft, an amoeba-like thing, that pursued my science ship back to the Sol system, destroyed it and my weak 4 corvette fleet, it then set about destroying what little I had left. Game over.  :'(   Still, I haven't had this much fun with this 4X space game since Distant Worlds Universe.
Title: Re: Stellaris
Post by: mikeck on June 29, 2016, 12:46:46 PM
Quote from: solops on June 28, 2016, 10:52:56 PM
Don't like war goals/aims. War is chaos. Need to be flexible in our greed.

Ok. I believe you can change the goals as you go. When you look at the war score, there is a tab for "negotiation". You can add and subtract things as you see fit. Recently I started a war with the goal of vassalizing the enemy. Their allies were wearing me down and they only had 1 planet left...I had taken 2 and "nuked" 1 (mod). So I negotiated new terms: cede the two planets I own and I will stop. They took it
Title: Re: Stellaris
Post by: mikeck on June 29, 2016, 12:48:05 PM
Quote from: Rayfer on June 29, 2016, 07:25:15 AM
Started a new game with the update. Not sure if it was bad luck or the patch but after surveying the Sol system I went to survey the nearest star system and immediately encountered a 150 strength alien craft, an amoeba-like thing, that pursued my science ship back to the Sol system, destroyed it and my weak 4 corvette fleet, it then set about destroying what little I had left. Game over.  :'(   Still, I haven't had this much fun with this 4X space game since Distant Worlds Universe.


Hmmm....it's not usual to find them but it is unusual for them to follow you back and wreck crap. I'm playing the new patch so maybe bad luck.
Title: Re: Stellaris
Post by: jamus34 on June 29, 2016, 12:48:15 PM
Quote from: bbmike on June 27, 2016, 05:14:43 PM
Quote
# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

You know, Kirk had to deal with space nomads...

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.aarcentral.com%2Fpics%2Fnomad.jpg&hash=59bcc8fcc46c2294fc369e3c713e871f9f45ae9c)

Yeah but the typically either shot them or slept with them. I don't see option#2 available
Title: Re: Stellaris
Post by: Rayfer on June 29, 2016, 04:17:25 PM
Quote from: mikeck on June 29, 2016, 12:48:05 PM
Quote from: Rayfer on June 29, 2016, 07:25:15 AM
Started a new game with the update. Not sure if it was bad luck or the patch but after surveying the Sol system I went to survey the nearest star system and immediately encountered a 150 strength alien craft, an amoeba-like thing, that pursued my science ship back to the Sol system, destroyed it and my weak 4 corvette fleet, it then set about destroying what little I had left. Game over.  :'(   Still, I haven't had this much fun with this 4X space game since Distant Worlds Universe.


Hmmm....it's not usual to find them but it is unusual for them to follow you back and wreck crap. I'm playing the new patch so maybe bad luck.

Agreed....never had them pursue me back to my home system before. Time to fire up a new campaign and see what happens.
Title: Re: Stellaris
Post by: ghostryder on June 29, 2016, 05:16:19 PM
Starting my new game I also was surrounded with space monsters---I think all types--the strong Omebas--with a strength of like 450, to minor bots at around 125 to crystals at 185. i simply had to run time to build up a fleet strong enough. I'm only about 20 years in so have not run into other civs yet--but overall I'm pretty happy with what I see so far. Like making the planet limit be a systems limit instead--the games really turning around quick from intial release--
Title: Re: Stellaris
Post by: ghostryder on June 30, 2016, 03:43:39 PM
Someone above asked what mods we use so i'll list mine:

First off I do not trust the A.I. handling sectors. So I use this mod---which by the way does work with 1.2 now that it's systems rather than planets--I'll list the name of the mod. Don't know how to link it from the steam workshop--so just use search to find it there:


Flexible Core Planet Cap & Resettlement Cost - I set mine to add 50 which is plenty now that it's systems. I do not use the resettlement part--as I like slow growth-so my race is slow breeders usually.

Auto Improve Buildings ENG/RUS/FRA - needed if you use above mod. buildings will improve or build automatically if there are sufficient resources.

No Clustered Starts - speads out the empires on the map


That's pretty much it game play wise.

Races:

Mass Effect - Races V2

-The Quarian Race (Including Lore Friendly Namelist)
The Volus Race (Including Lore Friendly Namelist)
The Vorcha Race (Including Lore Friendly Namelist)
The Batarian Race (Including Lore Friendly Namelist)
The Prothean Race (Including Lore Friendly Namelist)
The Drell Race (Including Lore Friendly Namelist)
The Hanar Race (Including Lore Friendly Namelist)
The Yahg Race (Including Lore Friendly Namelist)
The Systems Alliance Namelist (Only included a Namelist this was taken from another MOD but added a few extras)
The Asari Race (Only included a Namelist, the actual Mod excluding the Prescripted country is also included but no edits was changed full credit goes to the Modder)
The Geth Race (Only included a Namelist, the actual Mod excluding the Prescripted country is also included but no edits was changed full credit goes to the Modder)
The Salarian Race (Only included a Namelist, the actual Mod excluding the Prescripted country is also included but no edits was changed full credit goes to the Modder)
The Turian Race WIP ** (Only included a Namelist, the actual Mod excluding the Prescripted country is also included but no edits was changed full credit goes to the Modder)
The Krogan Race (Only included a Namelist, the actual Mod excluding the Prescripted country is also included but no edits was changed full credit goes to the Modder)
Animated Eldar Portraits - Warhammer 40K
Space Babes - the single best mod ever created for the game!
Star Trek Races + Uniforms

Music

SpaceAmbient Music -- just to expand on what the game offers. there's lots more music mods to get but I like this as it's subdued.
Title: Re: Stellaris
Post by: mikeck on July 03, 2016, 09:29:14 PM
As for mods. I recommend

1. "Z Beautiful battles": not as necessary after 1.2 but it still adds a better spread for ship formations and smoother movement as well as dramatically increasing the range of all weapons. Battles look more "realistic" ESPECIALLY when used with these 3:

    2.  Scaled down ships: ships are tiny but you can still double click and zoom in as much as you'd like...but the ships are scaled much better in relation to planets.

    3.  Distant world system scale: increases the distance between orbital rings and sun. There is another that increases even more. Both also better scale planets related to their moons.

    4.   Epic Explosions. Makes explosions....epic?

These 4 together really make the tactical battles look better than any other 4x I think. Takes the vanilla battles (somewhat corrected in 1.2) of ships the same size as moons swarming around like flies on crap and makes them into long range duels between spread out ships which can't be seen when zoomed out (except for effects) and gives the battle a more "realistic" feel (as real as science fiction can be)

I play the battles in "slowest" time format and I could spend all day watching my destroyers fire torpedoes with their bright plumes and extended smoke trails.


I also recommend

5. the planet cap mod above which allows control of as many planets as you want
6. Unlimited leaders
7. No influence cost for leaders

The final two correct a pet peeve of mine; that somehow I can't have an admiral leading a fleet, scientists researching or governors running my planets without influence???? Or that I can only have 14? Just use it judiciously since the AI does not use many and veteran admirals can become quite valuable.

8.  "Glassing the planet": allows for something that should have been provided in the vanilla game...nuking a planet and killing the population (which leaves it uninhabitable for a short time). You can also "glass" the planet which -I guess - "super-nukes" it so that it can NEVER be inhabited. I never use the latter.
Title: Re: Stellaris
Post by: CJReich46 on July 04, 2016, 02:27:47 AM
Anyone ever try 2D Galaxy?

I liked Z Beautiful Battles and you're right, Asimov fixed the battles.

I'm looking for a mod that is similar to the settings in DW where you could select the distance between stars- would non clustered start work?

Mod lists look interesting.
Title: Re: Stellaris
Post by: KyzBP on July 04, 2016, 03:46:06 AM
Quote from: mikeck on July 03, 2016, 09:29:14 PM
As for mods. I recommend

1. "Z Beautiful battles": not as necessary after 1.2 but it still adds a better spread for ship formations and smoother movement as well as dramatically increasing the range of all weapons. Battles look more "realistic" ESPECIALLY when used with these 3:

    2.  Scaled down ships: ships are tiny but you can still double click and zoom in as much as you'd like...but the ships are scaled much better in relation to planets.

    3.  Distant world system scale: increases the distance between orbital rings and sun. There is another that increases even more. Both also better scale planets related to their moons.

    4.   Epic Explosions. Makes explosions....epic?

These 4 together really make the tactical battles look better than any other 4x I think. Takes the vanilla battles (somewhat corrected in 1.2) of ships the same size as moons swarming around like flies on crap and makes them into long range duels between spread out ships which can't be seen when zoomed out (except for effects) and gives the battle a more "realistic" feel (as real as science fiction can be)

I play the battles in "slowest" time format and I could spend all day watching my destroyers fire torpedoes with their bright plumes and extended smoke trails.


I also recommend

5. the planet cap mod above which allows control of as many planets as you want
6. Unlimited leaders
7. No influence cost for leaders

The final two correct a pet peeve of mine; that somehow I can't have an admiral leading a fleet, scientists researching or governors running my planets without influence???? Or that I can only have 14? Just use it judiciously since the AI does not use many and veteran admirals can become quite valuable.

8.  "Glassing the planet": allows for something that should have been provided in the vanilla game...nuking a planet and killing the population (which leaves it uninhabitable for a short time). You can also "glass" the planet which -I guess - "super-nukes" it so that it can NEVER be inhabited. I never use the latter.

Thanks Mike.  I'll be looking into those today. O0
Title: Re: Stellaris
Post by: mikeck on July 04, 2016, 02:34:48 PM
Quote from: CJReich46 on July 04, 2016, 02:27:47 AM
Anyone ever try 2D Galaxy?

I liked Z Beautiful Battles and you're right, Asimov fixed the battles.

I'm looking for a mod that is similar to the settings in DW where you could select the distance between stars- would non clustered start work?

Mod lists look interesting.

I still use "Zbeautuful battles" even after Azimov. It extends ranges and the ships turn smoother and slower instead of quick changes of direction. It also spreads the ships out farther. But it's not necessary.

I'm confused about the starting situation. If I choose eight AI empires I somehow end up with like 13 or 14 in the game. I guess it's from rebellions and such starting new ones?  Anyway by the time I get the galaxy explored it's full of empires so I never got the impression that you wind up starting on top of everyone... just that the Galaxy is  pretty packed. I play a 600 star galaxy with 8 empires besides me. I always run into one or two fairly early but never have problems expanding. Right now late game there are 12 empires (besides mine), 2 fallen empires and about 5 primitives. Fairly evenly divided

I did try "no clustered starts "and another similar model but both kept placing me on the fringe of the galaxy where I could only explore in three directions. I like kind of being in the middle.
Title: Re: Stellaris
Post by: mikeck on July 04, 2016, 03:11:09 PM
Here is a good simple and short video that shows how battles look with the beautiful battles mod and the decreased scale for ships mod. Compare this battle with the oversized swarming battles at release...ships bumping into eachother and crap.

This is at "normal" speed. I play battles at "slow" or "slowest" and it really gives it a more epic feel when you zoom in.

https://m.youtube.com/watch?v=ecvLkZLoA-Y

I wish that paradox would revisit the missiles in this game. They don't serve much of a purpose since they are easily countered by point the fence and torpedoes have a far better shield penetration and do far more damage.  I'd like to see a system where missiles evade PD much better than torpedoes do (which move slowly.) But this can be countered with perhaps electronic countermeasures modules that could be added to the ship. Right now missiles have a 100% chance to hit unless shot down by PD. seems kind of  lazy considering the ease of adding ECM  and using that along with evasion to lower the chance to hit
Title: Re: Stellaris
Post by: ghostryder on July 05, 2016, 06:06:46 PM
Over the extended weekend I gave Star Trek New Horizons a try. The .03 beta seemed to crash on me regularly but on Saturday they released the 04. beta--and I've played 50 years without a crash thus far. Lots of great touches thus far in this mod. little things like pulling sound bites from the series "Planet scan complete" to the overall trek map--with .04 you can play now 3 races--Humans, Klingons and Romulans.  They do include ship models but not complete yet across the board. Another great feature of the mod is it's intended to span from "Enterprise" era starting in the year 2150 up to the year 2400 and beyond.--and as a cool feature the uniforms change as the eras pass. .04 added the borg as well. I'm really enjoying it even in this early stage.

Current features:
- Static canon Galaxy
- 26 pre-scripted races with canon starting positions
- 3 playable factions: United Earth, Klingon Empire, Romulan Star Empire
- 3 ENT era ships per faction
- Full civilian shipset
- New Torpedo weapons, shields and special effects
- Proper portraits and uniforms
- Replaced the scourge crisis event with borg
- UI rework
- Sounds and music rework
- New non-playable Borg faction conquering the Delta Quadrant
- Several minor features

Patchnotes 0.4:

-New Portraits and Races: Andorian, Bajoran, Bolian, Borg, Breen, Cardassian, Ferengi, Jem Hadar, Reman, Romulan, Tellarite, Tholian, Trill, Vorta, Voth, Vulcan, several more Federation and Klingon Portraits
-Federation and Romulan Uniforms change with time passed: starting in Enterprise Era, Kelvin Era, TOS, Wrath of Khan, TNG up to First Contact
-Lots of civilian clothing
-Static Galaxy Update: 28 pre-scripted Races with canon starting positions, many many canon systems added, several fixes and rework
-Torpedo, shields and phaser special effects
-Added playable Romulan Star Empire with ships
-Several fixes and new/other ships for Federation and Klingons
-Full set of civilian ships
-No more Stellaris races
-Borg ships added and reworked
-New non-playable Borg faction conquering the Delta Quadrant
Title: Re: Stellaris
Post by: CJReich46 on July 05, 2016, 09:59:57 PM
Quote from: ghostryder on July 05, 2016, 06:06:46 PM
Over the extended weekend I gave Star Trek New Horizons a try. The .03 beta seemed to crash on me regularly but on Saturday they released the 04. beta--and I've played 50 years without a crash thus far. Lots of great touches thus far in this mod. little things like pulling sound bites from the series "Planet scan complete" to the overall trek map--with .04 you can play now 3 races--Humans, Klingons and Romulans.  They do include ship models but not complete yet across the board. Another great feature of the mod is it's intended to span from "Enterprise" era starting in the year 2150 up to the year 2400 and beyond.--and as a cool feature the uniforms change as the eras pass. .04 added the borg as well. I'm really enjoying it even in this early stage.

Current features:
- Static canon Galaxy
- 26 pre-scripted races with canon starting positions
- 3 playable factions: United Earth, Klingon Empire, Romulan Star Empire
- 3 ENT era ships per faction
- Full civilian shipset
- New Torpedo weapons, shields and special effects
- Proper portraits and uniforms
- Replaced the scourge crisis event with borg
- UI rework
- Sounds and music rework
- New non-playable Borg faction conquering the Delta Quadrant
- Several minor features

Patchnotes 0.4:

-New Portraits and Races: Andorian, Bajoran, Bolian, Borg, Breen, Cardassian, Ferengi, Jem Hadar, Reman, Romulan, Tellarite, Tholian, Trill, Vorta, Voth, Vulcan, several more Federation and Klingon Portraits
-Federation and Romulan Uniforms change with time passed: starting in Enterprise Era, Kelvin Era, TOS, Wrath of Khan, TNG up to First Contact
-Lots of civilian clothing
-Static Galaxy Update: 28 pre-scripted Races with canon starting positions, many many canon systems added, several fixes and rework
-Torpedo, shields and phaser special effects
-Added playable Romulan Star Empire with ships
-Several fixes and new/other ships for Federation and Klingons
-Full set of civilian ships
-No more Stellaris races
-Borg ships added and reworked
-New non-playable Borg faction conquering the Delta Quadrant

Fascinating. Must download.
Title: Re: Stellaris
Post by: mikeck on July 07, 2016, 10:24:07 AM
Do any of you guys play on "hard" difficulty? I'm sure some do. Just curious as to how that plays out. I have been playing normal and in the past 2 games I stopped once I was able to steamroll people....both times right when I was getting into the really cool tech. My concern about "hard" mode is that in some games, "hard" difficulty merry involves resource cheats which enable the AI to attack me constantly in the beginning of the game.
Title: Re: Stellaris
Post by: OJsDad on July 14, 2016, 04:17:06 PM
Quote from: mikeck on July 03, 2016, 09:29:14 PM
6. Unlimited leaders

Is the same as Unlimited Potential.  If so, then FYI, it's not working.  When you load the game, the stock races are not available and you cannot customize one as you cannot select an FLT type. 
Title: Re: Stellaris
Post by: OJsDad on August 01, 2016, 02:23:31 PM
Question on research.  I've researched what is supposed to give some bonuses for research, but I cannot find where it's give the bonus.  Also, when researching anomalies not always seeing the bonuses.  Is anyone else seeing the same thing.
Title: Re: Stellaris
Post by: Yskonyn on August 04, 2016, 08:41:25 AM
The Plant-like species have been released, but I am a little amazed at the price: 7 euro's. Not sure I am willing to pay 7 euros for every race they are going to add. 7 euros for a pack of 3, yes, but not per item.
Title: Re: Stellaris
Post by: tgb on August 04, 2016, 11:34:54 AM
That's definitely a bit steep.  I also see a patch being downloaded, but haven't found any notes for it.
Title: Re: Stellaris
Post by: OJsDad on August 04, 2016, 12:38:19 PM
Hotfix 1.2.3

Quote##############################################################
####################### VERSION 1.2.3 ########################
##############################################################

###################
# Features
###################
* Added missing interactions to emancipation faction

###################
# Balance
###################
* Details mapmode is now on by default.

###################
# AI
###################
* AI will no longer repeatedly ask you to join the same war after being declined.
* AI will no longer invite you to war against yourself.
* Sectors should now be more keen to upgrade capital buildings when possible.
* Fixed an issue with AI rebel empires being overly passive in war.

###################
# User Interface
###################
* Added notifications for close/open borders.

###################
# Bugfixes
###################
* Fixed AI crisis disassembling itself
* Now possible to revoke independence support.
* Fixed notifications for votes to start wars.
* Fixed Regulated Xeno Slavery policy option being available before encountering any xenos.
* Fixed Regulated Xeno Slavery policy option not having the correct tech prerequisite

###################
# Graphics
###################
* Randomly generated empires are now able to use DLC portraits
Title: Re: Stellaris
Post by: Anguille on August 04, 2016, 01:38:13 PM
Quote from: Yskonyn on August 04, 2016, 08:41:25 AM
The Plant-like species have been released, but I am a little amazed at the price: 7 euro's. Not sure I am willing to pay 7 euros for every race they are going to add. 7 euros for a pack of 3, yes, but not per item.
Well...actually it's one species with 15 different races ;)....

Don't know if i'll get it.
Title: Re: Stellaris
Post by: Grim.Reaper on August 04, 2016, 08:48:01 PM
wow...seems like paradox getting blasted for the cost on their web site...believe Johan from Paradox retorted back that it is worth $20 and they should have charged that....

I haven't played this game in a while, been letting it mature a bit before I jump back in...so no hurry for this DLC, I am sure in a month will be a few $$$ on sale:)
Title: Re: Stellaris
Post by: Silent Disapproval Robot on August 04, 2016, 09:02:49 PM
I just started playing again 3-4 days ago.  It's still basically the same with a few bits of interface cleaned up, more diplomacy (but still no way to win but via conquest), and a bit more aggressive AI.  Sadly, today's patch invalidated my current campaign with the Space Babes so it's time to start over.

Title: Re: Stellaris
Post by: ghostryder on August 05, 2016, 12:01:43 AM
The DLC, while offering no real gameplay features and mostly a cosmetic race---does add significant code changes that have broken many mods. The main code change that breaks any mod adding races or ships is centered on  "playable = no" -now crashes the game and has to be changed to playable = { always = no }. Anyone on OSX is unable to play as well but I'm not so i did not research the changes causing that. It's perplexing in what is sold as a game offering and focusing on mod support is riddled with broken mods on each and every update and now as well as graphical DLC. It wouldn't be so bad if Paradox gave the modders a heads up- but they just simply make the changes and send users to tech support-which in this case wasn't even up on the changes themselves and in fact was discovered by the modders themselves.

As for the price? Well , you get the race graphics, a new shipset and a city background. I know of several mods offering the same--say Star trek New Horizons--offering up multple races as well as multiple ship sets, sound and GUI changes far more extensively and in about the same time frame -- so the idea Johan thinks it's a $20 DLC at a bargain price of $7 is--quite frankly almost laughable. Given the fact this is a European company that enjoys shorter work weeks and far more vacation time than the U.S. citizen---I suppose one could concider paradox the BMW of software development and justify it--but I will mention although the typical Lexus is no beamer it also doesn't suffer nearly the trips to the mechanic to fix various problems. In fact that pretty much sums up the DLC. A bit pricely suffering from mechanical issues it really has no buisness suffering from.

The plant race really doesn't do much for me--the ship set really is the best part of the DLC for creating custom races--and I'm really looking forward to more significant additions to races that would truely support say, a migration fleet like in Mass effect or the Borg in Star Trek. The game does have a synthetic option but really lacks the scientific ethics to match- and must be substituted with a ethic really more geared to a Alpha Centuri Morgan Industries Ethic.  Sector A.I. is horrendous to the point your better off modding it out. Federation A.I. is as bad ruining the Star trek experience and what the game screams for is not a fluff DLC such as this but a meat DLC Crusader Kings enjoyed---now that would be a $20 DLC.
Title: Re: Stellaris
Post by: jamus34 on August 05, 2016, 07:43:54 AM
One of my biggest gripes with Stellaris is that the various races have no distinction besides visual. As stated that makes these species DLC's dubious at best.

I still like Stellaris, and given that I typically don't value visual upgrades in the form of dlc in my games I can largely ignore this however it is somewhat galling.

That all said if they want to charge for these while making actual content upgrades free for now then have at it.
Title: Re: Stellaris
Post by: mikeck on August 05, 2016, 11:35:30 AM
I just don't understand the problem with the cost of the DLC. It's worth what someone will pay for it. If you think $20 is not worth what you get, don't buy it! People on paradox going apoplectic because the DLC is simply a few graphic additions for $20!!! Yeah? I think that's overpriced too! So I won't buy it. If everyone agrees, then the price gets lowered. Beauty of a free market.

Be upset that a new patch ruins mods at little advancement of the game...but because a DLC sucks? Just don't buy it...
Title: Re: Stellaris
Post by: ghostryder on August 05, 2016, 12:20:06 PM
It's not $20 mikeck. It's $7. The $20 comes from a comment from Johan- saying that it would be worth that. To me $7 is a six pack of bad beer--I don't think it's pricey at all. There's a lot of art there-and i'll note that type of art is a heck of a lot more work than 3d art. A talented artist deserves to be paid well for good art would be my argument justifying the price.
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 01:19:02 PM
Some thoughts on Stellaris vs Distant Worlds.  Not trying to get into which is better, just some thoughts on what I like for different game components;

Combat/Ship Design.

I give a point to DW for ship damage in combat and the loss of weapons and components during combat.  Watching ships in Stellaris get hammered to almost nothing yet they still have all of their weapons is not good.

A point to Stellaris for the ship designer.  While I realize it added flavor in DW, I never under stood why I had to add crew quarters and life support.  It should be factored in.  Not a deal break though.  The worst part by far though is that everything is in one long list.  In Stallaris, weapons are separated from shields, power, and armor and other ship components.

Point for DW in ship design that you can made a ship a large are you want, no matter the class. 

Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.
   I'm an idiot.

Fleet combat.  Huge point to Stellaris.  Nothing I hate more in DW than sending a fleet into combat and have ships get destroyed because they attack almost piecemeal. 

I would love for both to allow formations.  I would also love to see both allow task forces/squadrons to be broken off and tactics used.  Send your very fast direct fire corvetts/frigates to single around the side while your dreadnoughts with heavy shields and armor lead the main force with missile heavy cruisers and battleships with heavy direct fire weapons, and your carriers stand will outside missile range while their strikecraft head in. 
Title: Re: Stellaris
Post by: sandman2575 on August 05, 2016, 01:24:05 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.


Though you can certainly do this as well in DW. Nothing prevents you from having different variants of the same class.
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 01:33:38 PM
Stellaris vs DW

Economy;

A big point to DW for the variety of resources and the need to have them to build various kinds of ships components.  Losing access to those components can cost you the war more than technology and fleet size.  Stellaris is trying to do some of this, just not coming off very well right now.  I think the only strategic resource I really look for right now in Stellaris are Betharian gas for energy and the two for terraforming.

A big point for Stellaris in understanding what's going on with your economy.  I don't know how many times I've been playing DW and watch my economy go from good growth to crashing and having no idea why it's happening.  In Stellaris it's pretty easy to understand what's going on. 

Ten points for Sectors in Stellaris.  I know they're still issues with them, and that not everyone likes them because they want to manage all of their planets, but for those of us that want them, they add a lot of game flavor and take a lot of micro management out of your hands.  I would like it if you could set the amount of energy and minerals that are sent to the empire at different levels, ie 25% minerals and 90% energy.

-1 point to DW for the chaos that is your economy.  In addition to what I said above, it just feels that you either run with exploration and construction ships in auto mode or your micro managing them.  I want to be able to assign construction ship 1 to build mining stations for resources xyz until it cannot build any more or I change it's orders.  I really wish DW had a dual monitor option to put the map on one screen and a multi panel setup on the other. 
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 01:48:42 PM
Quote from: sandman2575 on August 05, 2016, 01:24:05 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.


Though you can certainly do this as well in DW. Nothing prevents you from having different variants of the same class.

Thanks Sandman.  I don't know what I never realized that before.  Was there a time when you could only have one design of each type.  Oh well.  I loaded DW and looked and see where I was missing this feature. 
Title: Re: Stellaris
Post by: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....
Title: Re: Stellaris
Post by: sandman2575 on August 05, 2016, 02:20:31 PM
Quote from: OJsDad on August 05, 2016, 01:48:42 PM
Was there a time when you could only have one design of each type.

It's possible -- I bought DW from Matrix when it came out years ago, and really struggled to get into it. Mostly forgot about it until DW Universe came out on Steam, and I thought, what the hell, why not give it another go. Made a real effort to learn the game and glad I did -- it's to me by far still the best space 4x out there (I have a strange soft-spot for SotS II as well!). 

My love of DW has actually really made it difficult for me to get into Stellaris. Stellaris -- surprisingly enough for a Paradox game -- just seems quite shallow and rigid by comparison to me.
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 02:36:55 PM
Quote from: sandman2575 on August 05, 2016, 02:20:31 PM
Quote from: OJsDad on August 05, 2016, 01:48:42 PM
Was there a time when you could only have one design of each type.

It's possible -- I bought DW from Matrix when it came out years ago, and really struggled to get into it. Mostly forgot about it until DW Universe came out on Steam, and I thought, what the hell, why not give it another go. Made a real effort to learn the game and glad I did -- it's to me by far still the best space 4x out there (I have a strange soft-spot for SotS II as well!). 

My love of DW has actually really made it difficult for me to get into Stellaris. Stellaris -- surprisingly enough for a Paradox game -- just seems quite shallow and rigid by comparison to me.

I like DW also.  My comments weren't meant to put one over the other, just to compare notes.  You pointing out that you can have multi designs of ship classes was something that I had totally missed over the several years.  Should put a whole new look on the game for me.
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable. 
Title: Re: Stellaris
Post by: Barthheart on August 05, 2016, 02:45:10 PM
Quote from: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable.

Yeah that would work.... should be more straight forward though...
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 02:55:29 PM
Quote from: Barthheart on August 05, 2016, 02:45:10 PM
Quote from: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable.

Yeah that would work.... should be more straight forward though...

Actually, it is more straight forward.  I just logged into a later game I have save and created a new Perry class corvett and a Knox class corvett.  I built 3 of each and placed them in the same fleet.  They were the only 6 ships in the fleet.  I then made changes to both designs and the told the fleet to upgrade.  The ships upgraded to their latest designs. 
Title: Re: Stellaris
Post by: Barthheart on August 05, 2016, 03:14:39 PM
Quote from: OJsDad on August 05, 2016, 02:55:29 PM
Quote from: Barthheart on August 05, 2016, 02:45:10 PM
Quote from: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable.

Yeah that would work.... should be more straight forward though...

Actually, it is more straight forward.  I just logged into a later game I have save and created a new Perry class corvett and a Knox class corvett.  I built 3 of each and placed them in the same fleet.  They were the only 6 ships in the fleet.  I then made changes to both designs and the told the fleet to upgrade.  The ships upgraded to their latest designs.

:o Hmmmmm.... I wonder if it was the way I named them.... I tried using DD and DDG as the two types within the class and then went to DD Mk II and DDG MkII and it made everything DDG Mk II....
Maybe the names need to be more different..... OR they have changed this since the last time I tried it...

Thanks for the experiment and heads up.
O0
Title: Re: Stellaris
Post by: OJsDad on August 05, 2016, 03:35:20 PM
Quote from: Barthheart on August 05, 2016, 03:14:39 PM
Quote from: OJsDad on August 05, 2016, 02:55:29 PM
Quote from: Barthheart on August 05, 2016, 02:45:10 PM
Quote from: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable.

Yeah that would work.... should be more straight forward though...

Actually, it is more straight forward.  I just logged into a later game I have save and created a new Perry class corvett and a Knox class corvett.  I built 3 of each and placed them in the same fleet.  They were the only 6 ships in the fleet.  I then made changes to both designs and the told the fleet to upgrade.  The ships upgraded to their latest designs.

:o Hmmmmm.... I wonder if it was the way I named them.... I tried using DD and DDG as the two types within the class and then went to DD Mk II and DDG MkII and it made everything DDG Mk II....
Maybe the names need to be more different..... OR they have changed this since the last time I tried it...

Thanks for the experiment and heads up.
O0

I just tried what you suggested, and when I made the design changes, I added Mk II to the end of each design name.  When I saved them, they were saved as different designs, so I had a Perry and a Perry Mk II.  I could not upgrade the Perry's to the Perry Mk II, as they are different designs. 
Title: Re: Stellaris
Post by: Barthheart on August 05, 2016, 05:27:16 PM
Quote from: OJsDad on August 05, 2016, 03:35:20 PM
Quote from: Barthheart on August 05, 2016, 03:14:39 PM
Quote from: OJsDad on August 05, 2016, 02:55:29 PM
Quote from: Barthheart on August 05, 2016, 02:45:10 PM
Quote from: OJsDad on August 05, 2016, 02:39:00 PM
Quote from: Barthheart on August 05, 2016, 02:00:13 PM
Quote from: OJsDad on August 05, 2016, 01:19:02 PM
Huge point for Stellaris.  Being able to design and use multiple designs of each ship class.  You want a Cruiser with lots of missiles and a second one with Point Defense, you can do it.  Though I haven't seen any Anti-Missile Missiles or general area defenses yet.  The defenses seem to be for just a single ship.  I also really like being able to mix and match the different hull types to design a ship.

Upgrading while do this multi type in one class gets messy though. Say you have a beam setup destroyer and a missile setup destroyer. All types of destroyer will only upgrade the latest type you created. So if you create a new version of the the missile DD then create a new version of the beam DD and then go to upgrade your old missile DDs they will all change to the newest beam type DD.
Not sure how to get around this....

The only way I can think of right now is to

1.  Put your missle DD's in a different fleet than your beam DD's.  Make the design changes to your missile DD's and upgrade the ones in the fleet that need to be.  Then make the design changes to the beam DD's and then upgrade those ships.  Pain in the butt I know, but should be doable.

Yeah that would work.... should be more straight forward though...

Actually, it is more straight forward.  I just logged into a later game I have save and created a new Perry class corvett and a Knox class corvett.  I built 3 of each and placed them in the same fleet.  They were the only 6 ships in the fleet.  I then made changes to both designs and the told the fleet to upgrade.  The ships upgraded to their latest designs.

:o Hmmmmm.... I wonder if it was the way I named them.... I tried using DD and DDG as the two types within the class and then went to DD Mk II and DDG MkII and it made everything DDG Mk II....
Maybe the names need to be more different..... OR they have changed this since the last time I tried it...

Thanks for the experiment and heads up.
O0

I just tried what you suggested, and when I made the design changes, I added Mk II to the end of each design name.  When I saved them, they were saved as different designs, so I had a Perry and a Perry Mk II.  I could not upgrade the Perry's to the Perry Mk II, as they are different designs.

So... when you make upgrades to a design, say better warp drive but leave everything else unchanged, you leave the design name unchanged?

Whenever I make incremental changes to a design I change the "Mk" # and delete the last version.
When I upgrade, all the ships of that class go to the next Mk#. But if I have more than on design in a class they will only ungraded to the last design I made.
Title: Re: Stellaris
Post by: Kushan on August 06, 2016, 12:49:50 AM
Quote from: ghostryder on August 05, 2016, 12:01:43 AM
It's perplexing in what is sold as a game offering and focusing on mod support is riddled with broken mods on each and every update and now as well as graphical DLC. It wouldn't be so bad if Paradox gave the modders a heads up- but they just simply make the changes and send users to tech support-which in this case wasn't even up on the changes themselves and in fact was discovered by the modders

Apparnently you have been around that many modding communities. Speaking from experience, I've never encountered a game where a patch hasn't broken something. I've modded many games including  Elder Scrolls, Total War, Paradox, Flight Sims and every time a patch has come out its broken something. Sometimes it's a minor thing fixed on patch day or within a few days afterward, sometimes it can take a few weeks or months for a mod to update.

As for the price of the update, if you don't like it don't buy it. No ones holding a gun to your head forcing you to get it.
Title: Re: Stellaris
Post by: Yskonyn on August 06, 2016, 07:25:55 AM
Indeed there is no forcing to buy it, but there is no harm in reporting my findings either. Perhaps people weren't tracking the game actively.

I find it a steep price and doubt I am willing to pay this for every race they put out.
I just share my view on a forum designed to conversie and interact with people and everyone is free to think about it what they want.

No need for righteous internet-Paladin stuff. Just making conversation.

P.S. This is not directed at anyone in particular. I am just getting tired of the 'Well if you don't like it, don't buy it' argument. While I generally agree with it, I find it has become a bad opening on a date.
We all know how money works and how we don't have this boogeyman showing up whenever we browse the Steam shop, forcing us to buy anything (let's not talk about the voices in our heads ok? :) ).
But we should be free to post about a feeling we have about a given item.
Title: Re: Stellaris
Post by: mikeck on August 06, 2016, 01:25:07 PM
Quote from: ghostryder on August 05, 2016, 12:20:06 PM
It's not $20 mikeck. It's $7. The $20 comes from a comment from Johan- saying that it would be worth that. To me $7 is a six pack of bad beer--I don't think it's pricey at all. There's a lot of art there-and i'll note that type of art is a heck of a lot more work than 3d art. A talented artist deserves to be paid well for good art would be my argument justifying the price.

Fair enough about actual price
But looking at the paradox forums you would think the developer auto-debited $20 from everyone's bank account
Title: Re: Stellaris
Post by: ghostryder on August 06, 2016, 03:01:30 PM
Apparnently you have been around that many modding communities. Speaking from experience, I've never encountered a game where a patch hasn't broken something. I've modded many games including  Elder Scrolls, Total War, Paradox, Flight Sims and every time a patch has come out its broken something. Sometimes it's a minor thing fixed on patch day or within a few days afterward, sometimes it can take a few weeks or months for a mod to update.

As for the price of the update, if you don't like it don't buy it. No ones holding a gun to your head forcing you to get it.


Me. around modding ? That's frickin' funny. As for you never meeting a game that never breaks mods--I modded for years until I met one one that did. You mention Morrowind. I have many morrowind mods under my belt. Every one still works. There were some difficulties with expansions in some cases, but never with patches and certainly never with cosmetic DLC. I don't mod much now--simply because of the current state of modding- as we are discussing. As the years go by modding has actually been set back tremdously by such examples as Stelleris. Even you current Bethseda game is but a shell now in posabilities that a modder used to be able to do way back in Morrowind days. Third party liciencing like Havoc utterly killed the possabilities in Bethseda games. And their sloppy and dirty coding makes modding attempts frustrating at best and impossible in most cases.

Look what used to be possible in Total War games. After MTW2 modding the map was closed. Stats and GUI are about all one can do now.

There's several things I look at when I decide to mod or not mod a game. Is it good. does it have shelf life? Will modding give it shelf life...like in the case of Morrowind? And most importantly--what's moddable and is it designed modularily so updates don't step on such mods. And in the case of when an expansion does, is the changes communicated or is the community ignored?

My last mod, BTW was a while back. I've moved on from the game-and there's been several updates, DLCs and expansions and you know what? That mod still works although it was a release day mod.

Title: Re: Stellaris
Post by: OJsDad on August 08, 2016, 10:57:13 AM
Latest Dev Diary for the Heinlein patch.

Really disappointed that they chose not to do a fleet designer. 


https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-40-heinlein-patch-part-1.961848/

QuoteHello everyone and welcome to another Stellaris development diary. This is the first in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. As I mentioned in last week's dev diary, Heinlein will be a patch focusing on addressing community feedback, tentatively planned for release sometime in October. As such, you can expect a large number of interface and quality of life improvement, too many for me me to list here precisely what we have planned. However, we do also have some larger changes planned, and this dev diary is here to give you an overview of what to expect.

Auto-Explore
Exploration is an important part of the Stellaris early game, but towards the mid and late game, it can get annoying to have to manage your science ships while also trying to run a sprawling interstellar empire. We've said previously that we don't want the automation fully automated away, so the compromise we've settled on is to introduce a technology that will appear after your empire grows to a certain size that allows science ships to be automated (it will also grant some other bonuses so to be useful to the AI). Though we know that there are are people who want automation options from the very start, we believe that there is always a cost involved in automating core parts of the game experience. You will of course be able to mod the game to permit you to have it enabled from the start, if you so wish.

Rally Points
One of our most requested features since release has been a better way to manage newly built ships. After discussing the various options (such as a fleet designer) we decided to settle on adding Rally Points for your fleets. In Heinlein, you will be able to mark any planet or star in the galaxy as well as any warfleet owned by you as a rally point. When a new warship is built in your empire, instead of remaining at the planet that built it, it will look first for a fleet marked as a rally point. If it finds such a fleet, it will travel to that fleet and automatically merge with it. If something happens to destroy that fleet while the ship is traveling to it, it will abort and return back to its point of origin. If you have no fleet rally points, the ship will instead use the nearest planet rally point, traveling there and merging with any fleet present around that planet. In addition to changing how newly built ships behave, rally points also alter the 'return' order given to ships - instead of returning to the nearest spaceport, they will return to the nearest spaceport marked as a rally point. If no spaceport is marked as a rally point, they go to whichever one is closest, as before.

[​IMG]

Expansion Planner
Another highly requested feature that will be coming in Heinlein is an expansion planner - an interface where you can see planets that are available to colonize or build resource/observation stations at. It is currently planned to be a tab in your empire screen, where you can filter by what you are looking for and easily see the best candidate planet for whatever it is you are looking to do. More details on this will come in a future DD.

Strategic Resource Rework
An area of the game that we feel didn't really work out as planned is strategic resources. They are at once too rare and too common, too varied and too bland. Most of all, we feel that they are far too fiddly to interact with, requiring you to keep track in your head of which spaceports have which particular modules. As such, we currently have the following changes in mind for strategic resources:
- Split strategic resources into strategic (living metal, lythurgic gas, etc) and local (betharian stone, alien pets, etc) resources. Local resource will only be found on colonizeable planets and will allow you to build a specific building (such as a Betharian Power Plant) only on the tile where they are present.
- Add more types of local resources to colonizeable planets, making certain planets more desirable for that powerful special building you'll be able to build on it.
- Have strategic resources have clearly defined civilian OR military use, instead of each being a mix of both.
- Make their bonuses purely global, either via the construction of unique buildings or simply by providing a passive bonus.
- Require you to have only a single unit of a strategic resource to get its full benefits, so the excess can be traded away (terraforming resources will likely be an exception here).

That's all for today. Next week we'll continue talking about the Heinlein patch, specifically about the big rework coming in it: Fleet combat overhaul and dedicated ship roles. Note that as I said, there will be a *lot* of bug fixes, UI improvements and QoL changes coming in Heinlein, so I will not be able to answer every question about which exact ones will and will not make it, but if you have something you feel should be addressed for Heinlein (and it isn't a major feature addition/overhaul), feel free to mention it here.
Title: Re: Stellaris
Post by: W8taminute on August 14, 2016, 09:18:41 AM
Quote from: Yskonyn on August 06, 2016, 07:25:55 AM
...P.S. This is not directed at anyone in particular. I am just getting tired of the 'Well if you don't like it, don't buy it' argument....


I agree with you Yskonyn.  Everyone has a right to complain about something they don't like.  It helps contribute to the caveat emptor concept.  Anyone of the opinion of 'don't buy it then' is a repressive tyrant trying to stamp out free speech. 
Title: Re: Stellaris
Post by: ghostryder on August 14, 2016, 12:41:52 PM
I think people use that as a default argument because they can't argue against you if your point is valid. So they just say...don't buy it. it almost admits your argument is correct.  :idiot2:
Title: Re: Stellaris
Post by: Silent Disapproval Robot on August 14, 2016, 10:25:55 PM
I don't buy your argument.
Title: Re: Stellaris
Post by: FarAway Sooner on August 15, 2016, 02:26:16 AM
SDR, I don't buy your not buying his argument.
Title: Re: Stellaris
Post by: OJsDad on August 15, 2016, 07:47:29 AM
Latest Dev Diary has been posted.  There are screenshots of ship designs on the web page;

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-41-heinlein-patch-part-2.962953/


QuoteHello everyone and welcome to another Stellaris development diary. This is the second in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be focusing on a series of changes made to ship design and fleets that we call the Fleet Combat Overhaul.


Dedicated Roles
One frequent critique of the ship types in Stellaris is that they don't really have roles - besides corvettes being unable to mount large weapons, there is basically no difference in what type of weapons can be mounted on what type of hull, meaning that there is no actual reason to use a proper mix of ship types - often the best strategy is just to find a single effective design (such as all-corvette fleets on release version or the currently popular destroyer tachyon lance fleet). To address this we sat down and thought about what the roles of each type of ship should be, and came out with the following:
•Corvettes are fast, agile ships that excel in taking out capital ships at close range.
•Destroyers are screens for your capital ships that excel in taking down corvettes and countering missiles and strike craft.
•Cruisers are close-range capital ship brawlers that tank enemy fire and engage enemy destroyers and capital ships.
•Battleships are artillery and carrier ships that provide long-range fire support.

Somewhat simplistically, you could say that corvettes are good against cruisers and battleships, destroyers are good against corvettes and strike craft, cruisers are good against destroyers/cruisers/battleships (depending on how they are designed) and battleships are good against cruisers, other battleships and fixed installations. This change should give each ship a clear purpose, while allowing for some flexibility within by purpose through the ship designer (for example, cruisers can either be tough battleship killers or fast attack ships that clear the way for your corvettes depending on design). It's worth noting that designs may not start with a dedicated role like this - at the very start, corvettes not have torpedoes and destroyers will lack the targeting that makes them such effective corvette killers. Their roles instead come fully into play as technology advances and capital ships enter the stage.

In order to make this specialization possible, we have made a few changes to ship design. First of all, we have added three new weapon slot types:
•Torpedo slots mount Torpedo and Energy Torpedo weapons, which are short range extreme damage weapons meant to take down capital ships. They can only be used by corvettes and cruisers.
•Point Defense slots mount point defense cannons, which is the primary defense against missiles, torpedoes and fighter craft. Destroyers can be designed to field large amounts of point defense weapons.
•Extra Large slots mount massive long-range weapons that can only fire in a fixed arc ahead, such as Tachyon Lances, Arc Emitters and Mega Cannons. These can only be mounted on battleships and take up the whole bow section.

We've also tweaked ship modules and retired a couple of modules that we feel did not fit the new design, so that it is no longer possible to make a 'corvette killer' battleship with huge amounts of small weapons, for example. While there realistically is no reason you couldn't mount small weapons on a battleship, going with a realism angle would simply put us right back where we are now, so we chose to sacrifice some realism for what we feel is better gameplay.


Utility Slot Rework
Another area we felt sorely needed some attention is the utility slots - right now there is often little meaningful choice, with the best strategy usually being to stack either armor or shields depending on ship size, enemy weapons and tech level. Most of the special utilities, such as shield capacitors or regenerative hull, are either woefully underpowered or extremely overpowered. To address these issues, we've made the following changes:
•The amount of damage reduction provided by armor now depends on the size of the ship, so a single piece of armor will do more for a corvette than for a battleship. This should make armor useful even for smaller ships.
•The 'special' utilities (crystalline hull plating, shield capacitor, etc) will use their own slot type that is limited by hull size, and so will only have to be balanced against each other instead of having to also be balanced against shields and armor.
•A new utility type, afterburners, provides additional combat speed, allowing you to design ships that can closely quickly with your opponents.


Misc Changes and Notes
•As part of these changes we're looking over the balance of every weapon in the game, especially strike craft, point defense and creature weapons.
•Combat computers will be changed from being universal to being based on ship type, so corvettes have specific corvette computers that focus on boosting evasion, while destroyers have computers that impove targeting, allowing them to keep up with corvette evasion better than other ship types.
•We're changing emergency FTL so that it sets the fleet as MIA, meaning that fleets that successfully escape combat will always be able to flee to friendly space rather than getting stuck and ping-ponged to death. To compensate, we're making it so every ship (no matter how undamaged) has a chance to be lost when you use emergency FTL, so it's always a risky maneuver.
•We're looking into creating a special class of flagships that are limited in number by your fleet size, and are the only ones able to use auras, instead of all-aura battleship fleets.
•We're looking at balancing the different FTL types and making it less hard to catch enemy fleets. Some of our current ideas is having fleet speed depend on how far away you are from friendly space (and thus resupply) and boosting the speed of warp.
•We're looking into fleet formations and some basic orders during combat (priority targeting, etc). At minimum the basic fleet formation will be changed to be more sensible (no more suicide corvette leading the charge).

Note that the changes listed in this DD are not fully done, so some of them may not show up in below screenshots.
Title: Re: Stellaris
Post by: OJsDad on August 16, 2016, 07:20:34 AM
New hot patch released today

Quote##############################################################
####################### VERSION 1.2.5 ########################
##############################################################

###################
# AI
###################
* Fixed another case of wars at 100% warscore not being ended by the AI
* Fixed another case of AI open/close borders spam
* Fixed an issue where sector AI would build research of only one type due to a math error.
* Fixed AI inviting players to wars they should have no interest in.
* AI will no longer prioritize working food tiles on planets with only robots.

###################
# Features
###################
* Added 2 more plantoid namelists.

###################
# Bugfixes
###################
* Fixed bug where multiple special projects were being researched at the same time.
* Special projects with time cost no longer use stored resources.
* Fixed a couple of CTDs.
Title: Re: Stellaris
Post by: OJsDad on August 29, 2016, 10:43:37 AM
Latest on the next patch and new info on the first DLC.  A couple of screen shots on their post, so you may want to check it out;

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-43-the-fallen.965642/

QuoteHello everyone and welcome to another Stellaris development diary. This is the fourth part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. Additionally, from this point on we will also start to cover some features in an upcoming content DLC that will be released alongside Heinlein. This content DLC will not be a full expansion, but rather a smaller pack of events and scripted content focusing on a particular area of the game. Please note that everything mentioned thus far, and everything mentioned from now on that isn't explicitly marked as paid content will be free in the Heinlein patch. Details about the DLC such as name, price and release date will come in a future announcement, and further content will be covered in coming dev diaries. The focus of today's dev diary is Fallen Empires, who are about to receive a number of reworks, changes and additions.

The Fallen
Fallen Empires are my favorite part about the Stellaris setting. The idea of a precursor empire, milennia old, whose borders once stretched across the galaxy, their glory now faded, their great advancements forgotten, but the power of their ancient fleets and technology still far above that of any fledgling empire. Enigmatic actors on the galactic scene, whose morals and ambitions have been warped by ages of self-imposed isolation. For me, it invokes images of the Galactic Empire from the Foundation and the Vorlons and Shadows from Babylon 5. However, the implementation of Fallen Empires never quite matched my visions - originally meant to be completely passive, they were retooled fairly late in the development to give them some basic personality and goals as enforcers of particular taboos. While these goals make for some memorable experiences for new players (I've seen more than a few stories of careless colonization of Holy Worlds) they by necessity require Fallen Empires to behave in a highly predictable manner that, once understood, turns them back into actors of little consequence to the player. For this reason, fleshing out Fallen Empires and adding an element of unpredictability to them has been high on my priority list ever since I became Game Director, and this is what we're aiming to do in the Heinlein patch and accompanying DLC.

Sleepers Awake (Free Feature)
The idea of Fallen Empire 'awakening' was mentioned by Henrik FÃ¥hreaus/doomdark a number of times during development as something we were interested in doing, but ultimately is something that ended up being cut for time. In Heinlein, all Fallen Empires will have a chance to awaken as a result of certain external factors. The exact conditions and chance under which each Fallen Empire will awaken depends on their ethos, but some examples include:
•Endgame Crises threatening them or the galaxy
•Regular empires growing too strong/technologically advanced
•Other Fallen Empires being defeated by regular empires
•Other Fallen Empires awakening first

When a Fallen Empire awakens, their personality, government and country type change. Their previous restriction on building ships, colonizing and conquering is lifted and they become what we call an Awakened Empire. Awakened Empires have one of the following four personalities:
•Militant Isolationists become Jingoistic Reclaimers, and will try to conquer the galaxy
•Holy Guardians become Doctrinal Enforcers, and will try to convert the galaxy to their faith.
•Enigmatic Observers become Benevolent Interventionists, and will try to force all other empires into becoming a signatory to a galactic peace treaty.
•Keepers of Knowledge become Watchful Regulators, and will try to force all other empires to accept their technological primacy.

Awakened Empires will start to rapidly expand, colonizing surrounding systems and conquering those races who will not submit to their demands. In each case, you will be able to avoid their wrath by submitting to them as a subject, with a special subject type for each of the four:
•Jingoistic Reclaimers have Thralls, tributaries who may not colonize but can fight among each other.
•Doctrinal Enforcers have Dominions, tributaries with enforced spiritualist ethics and government.
•Benevolent Interventionists have Signatories, subjects who may not wage war, enslave or purge, but are otherwise independent.
•Watchful Regulators have Satellites, who must pay a share of their research to their overlord and are required to ban all AI.

Once a Fallen Empire awakens, they will not stop until their galactic ambition is achieved or they are defeated by a coalition of lesser races. Only a few events will cause them to change their plans, such as the presence of an endgame crisis or the start of the War in Heaven (more on that below).

Personality Changes (Free Feature)
Among the four Fallen Empire personalities we created for release, two of them didn't really work out: The Keepers of Knowledge and Enigmatic Observers. The Holy Guardians and Militant Isolationists restrict you from a certain part of space - sure, that part may be a deliciously tempting size 20 Gaia World, but ultimately you can always find another place to expand. The Keepers of Knowledge and Enigmatic Observers, however, restrict playstyles - if you get one of the former in your galaxy, you can forget about having sentient robots until you're strong enough to take them on. As there's little you can do about this other than hope for the right type of Fallen Empires to spawn, it's not very fun and ultimately just limits player strategies in a rather arbitrary way. For this reason, we've decided to revamp the Keepers of Knowledge and Enigmatic Observers.

While not awakened, they will not concern themselves with restricting the overall actions of the 'lesser' empires: Instead, they will pursue specific goals and ambitions that sometimes require them to interact with these very empires. These goals and actions take the form of Requests and Demands: If you have established communications with Keepers of Knowledge or Enigmatic Observers, they will sometimes contact you and either give you a task (for example, to hunt down a splinter faction of their species or recover a cache of technology from one of their old worlds) or make a demand (for example, one of your pops for their 'galactic preserve'). Completing their tasks will result in an opinion boost and a reward (such as technology or perhaps even a Fallen Empire ship), while repeatedly rebuffing their demands may result in a declaration of war to put you in your place.

The awakened versions of these two will take on some of the characteristics of the old, non-awakened versions, with Benevolent Interventionists seeking to enforce galactic peace and Watchful Regulators trying to regulate the level of technological advancement in the galaxy. They will also act as the first line of defense against galactical crises, taking it on themselves to unite the lesser races against such existential threats.

New Designs (Free Feature)
A small detail that I felt was lacking in Fallen Empires was the absence of any unique designs. All the Fallen Empires used the same (fairly lacking) Avatars and Eclipses, and ultimately their ships were inferior to what a regular empire that had been around for a century or two could produce. Both of these issues will be addressed in Heinlein, with each Fallen Empire ethos now having their own unique designs to use (and build, if they are awakened). For example, Keepers of Knowledge exclusively utilize energy weapons to strike their enemies at a distance, while Militant Isolationists combine afterburners and projectile weapons to get up close to their foes and tear their ships up at point-blank range. Additionally, a whole new ship class called Titans has been introduced as a (for now) exclusive new weapon in the Fallen Empire arsenal. Titans are enormous ship, the equivalent of several battleships, extremely durable and armed with a vast array of lethal weapons. They will sometimes be found in the starting fleets of Fallen Empires, and Awakened Fallen Empires will be able to build a limited number of them.

The War in Heaven (Paid Feature)
We've talked about what happens when one Fallen Empire awakens, but what happens if there's two of them? For those with the DLC, two empires of opposing ethos (for example, Xenophobe and Xenophile) awakening can result in the War in Heaven event triggering. This event will cause the two Awakened Empires to go to war over the fate of the galaxy, dragging in the lesser species to fight on their side. All empires will be presented with a choice - join one of the two Awakened Empires and bet on their victory, join a league of non-aligned empires and hope you can stand against them both, or stand alone and risk being trampled underfoot when the war comes your way. Unlike a normal war, the War in Heaven is a cataclysmic event that will not end once a few worlds have been captured or a few battles won - it will be a fight to the death that ends only when one Awakened Empire stands victorious or both have been subjugated. If one of the Awakened Empires wins, they will show favor to those who supported them and be merciless to those who opposed them.

That's all for today! Next week we'll be talking about some changes coming to space creatures, how they spawn and how they scale, coming in Heinlein.
Title: Re: Stellaris
Post by: ghostryder on August 30, 2016, 05:34:46 PM
Wow. i think the patch is aimed at a october date and with the DLC just around the corner from there between the two this game should now hit the great spot. The only thing that bugs me is there is so many changes it'll likely kill Star trek horizons mod for a bit while they iron out compatability--and that mod is at .7.5 beta now ---and I've really been enjoying it.
Title: Re: Stellaris
Post by: Kushan on September 15, 2016, 02:03:50 PM
First major expansion DLC got announced today.

Leviathan Story Pack (https://www.paradoxplaza.com/stellaris-leviathan-story-pack)

Quote
In Stellaris: Leviathans, the galaxy will be filled anew with adventure and challenge as your new and naïve space-faring empire comes face-to-face and ship-to-ship with a host of dangers and rewards. Guardians: Stationary societies that have built defenses throughout a system to protect something of great value. Do you dare seize their treasure? Enclaves: Independent outposts of traders or mercenaries who are willing to make a deal. Exchange resources or hire a small fleet to supplement your own. War In Heaven: Where will your fledgling empire lie if two ancient Fallen Empires decide to renew old grievances in a War in Heaven? Will you err on the side of caution and take a side with the stronger power, or will you strike at both whilst they are occupied with their own titanic struggle? Leviathans is the first Story Pack for Stellaris, Paradox Development Studio's best-selling science fiction strategy game. With new events, new encounters and new options, Leviathans adds a lot of new material, including new music and sounds, to one of 2016's biggest strategy hits. Stellaris: Leviathans will be available this Autumn.
Title: Re: Stellaris
Post by: Martok on October 18, 2016, 05:14:36 PM
I will definitely be picking up the Leviathan DLC.  Sounds damn good, and far more worthwhile than that ridiculous Plantoids Species Pack they released back in August. 

Hard to say which DLC has me more excited -- Leviathan (and the much-anticipated Heinlein update) for Stellaris, or The King and The Warlord for Warhammer TW (and they both release in just two days!).  Whoot! 

Title: Re: Stellaris
Post by: Martok on October 18, 2016, 05:16:47 PM
Incidentally, here's the full patch notes for the 1.3 "Heinlein" update (https://forum.paradoxplaza.com/forum/index.php?threads/heinlein-1-3-full-patch-notes.975458/) (Warning! Extremely lengthy!): 

###################
# Leviathans Story Pack
###################

#Important
* NEW: Players can encounter powerful Guardians that guard secrets and treasures
* NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders.
* NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources
* NEW: Artisan Enclaves can construct monuments and hold festivals on your planets
* NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians
* NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war

#Graphics
* NEW: 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid.

#Music
* NEW: 5 new songs by Andreas Waldetoft, including a new main theme that will play if the story pack is installed and enabled.

###################
# Features
###################

#Important
* NEW: "Federation Victory" victory condition* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence
* NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch
* NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value
* Point-Defense is now its own slot size instead of sharing space small slots
* NEW: Torpedo slots have been added to the game
* NEW: Aux utility slots have been added to the game
* NEW: Added 2 new habitable planet classes, Alpine and Savannah
* NEW: Added a new Humanoid species class with 4 new portraits
* NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time
* NEW: Auto-Explore technology available in mid-game allows science ships to automatically survey
* Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost
* Sectors now have settings where the player can toggle certain behaviors on or off
* Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources
* Fleets can toggle whether other AI fleets should follow it or not
* NEW: You can now set planets and fleets to be rally points. Newly built ships will move to the nearest fleet rally point and merge with it, or to nearest planet rally point if there are no fleet rally points. When issuing a return order, your fleet will return to nearest planet rally point if one exists, otherwise nearest starport.

#General
* Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors
* Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf
* Void Clouds now always spawn near the star in their system and guard rich energy deposits
* Crystal Entities now guard a few rewards
* Aura components removed from battleships
* Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports
* It is now possible to resettle pops to and from sector-controlled planets
* Strike Craft now move towards their own kill target instead of their carrier's
* Strike Craft and missiles can now use evasion
* Missiles can now have health, armor and shield
* NEW: Additional Plantoid name list, updated old ones
* Utility Slots of most ship sections have been consolidated
* Battleships and Cruisers have had a couple of sections removed and reworked
* Space Whale weapons are now always small slot weapons
* NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs)
* Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked
* Crystalline weapons are no longer available to players
* Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol
* Droid technology is no longer marked as Rare. Chance to appear is unchanged
* Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged
* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* Policy tooltips now display how pop happiness will be affected
* NEW: Frontier Clinic can be upgraded into Frontier Hospital
* NEW: Frontier Hospital is a new building
* NEW: Terraforming rework - terraforming stations have been removed. Any planet within your borders can be terraformed for a cost
* Terraforming gases and liquids now significantly reduce terraforming cost
* Terraforming is now available earlier in the game
* You can now directly terraform any planet type to any planet type, so long as you have the tech required (it is still not possible to terraform non-habitable worlds, as there is no tech for it)

#Diplomacy
* It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status.

# Technology
* NEW: Vitality Boosters, increases leader lifespan by +10 years
* NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
* NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
* NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
* NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds

#Fallen Empires
* Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
* Each of the four Fallen Empire types now has their own set of ship designs
* Fallen Empires will now sometimes start with Titan-class ships
* Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging
* Materialist Fallen Empires will no longer attack regular empires just for researching AI
* Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed
* Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of
* Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will.
* Fallen Empires now start with multiple levels of each repeatable tech researched
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)

Title: Re: Stellaris
Post by: Martok on October 18, 2016, 05:18:44 PM
###################
# Balance
###################

#Important
* Special projects that do not have a research cost no longer halt your research. Most special projects involving science ships have been changed to not have a research cost.
* In Empire Setup, the planet "climate wheel" has been removed and replaced with three "climate categories" divided by the state of the planet's hydrosphere - Dry, Wet or Frozen.
* Habitability is now based on which climate type the planet belongs to . Base habitability on homeworld type is 80%, planets of same climate 60%, and the other climates 20%
* Certain techs are no longer needed to colonize potentially-habitable worlds
* Significantly reduced the default number of habitable worlds in the galaxy (player-adjustable)
* Ships with hyper drives can now only engage FTL from outside the system's gravity well, as opposed to anywhere in a system
* Ships have had their armor and evasion rebalanced. Small ships have high evasion but low armor, and vice versa for large ships
* Weapons have been rebalanced so that weapons are effective against ships of corresponding sizes. Large weapons are good vs. large ships, but bad vs. small ships. Armor penetration has also been rebalanced in accordance with slot size
* Missiles can now miss and be evaded
* Higher-tier Missiles now have more Evasion and HP. Point Defense and Strike Craft have also been rebalanced in accordance with this new design. Bombers deal significant damage to ships, and Fighters defend against Bombers
* There is now a cap on how many ships can orbitally bombard a planet at the same time, so large planets won't have their defenses fall in a few days to end-game fleets

#General
* Randomly generated starting home planets are now somewhat random in size (16-20 instead of always 16). Earth is always size 16, and Unity is always size 18.
* Admiral skill effect on ship upkeep removed
* Purge time increased from 6 to 30 months
* Protectorate tech discount increased from 50% to 80%, but they can no longer trade research agreements
* Protectorates are now much likely to draw techs that their overlord has researched.
* Collectivists are now allowed to use Xeno Slavery policies
* Hard cap on Naval Capacity increased from 1000 to 9999
* Removed blocker on colonizing stone age planets due to native interference policy. Instead, empires without full interference can only choose to establish enclaves once the planet is colonized
* Can no longer resettle pops to a planet if their habitability would be <40%
* Removed planetary administration requirement to resettle pops to a planet
* The damage reduction gained from armor now scales down with ship size, so a single piece of armor on a corvette has significantly more effect than on a battleship, etc
* Aggressive AI personalities are now more likely to be among the empires assigned Advanced status at game start
* Tile blockers that give adjacency effects can no longer be cleared
* Chance for Scientist leaders to gain traits on level up increased from 7% to 10%
* Chance for non-Scientist leaders to gain traits on level up increased from 10% to 20%
* Ethos spread should now be somewhat more even across Empires at game start, so you are less likely to get an all-Pacifist galaxy
* Transport ships will not be targeted by hostiles if they are escorted by military ships
* Low ship HP no longer results in reduced maintenance cost
* Generating wormholes outside friendly borders now takes 30% more time
* Hyperdrive windup time now scales up with the origin system's distance to friendly territory
* Warp wind-down time now scales up with the destination system's distance to friendly territory

#Diplomacy & War
* There is now an independence wargoal that can be used by multiple subjects rebelling together.
* Reduced opinion effect of relative power of subjects.
* You may now take conquest wargoals on planets whose majority species correspond to the conqueror's founder species, even if your war philosophy normally does not allow conquering
* Threat generation is now reduced when conquering empires that have aggressive personalities, and removed altogether for conquering Fanatic Purifiers and Awakened Fallen Empires
* Wargoals against allies of the main defender are now more expensive to set
* Only Spaceports and Military Stations are now worth warscore when destroyed
* It is no longer possible to directly declare war on subject empires who would call their overlord to war. You have to declare war on the overlord instead
* Removed "Not Diplomatically Relevant" blocker modifier and replaced it with a border range modifier
* "Abandon Planet" wargoal now generates threat and costs the same amount of warscore as "Cede Planet"

#Fallen Empires
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
* Fallen Empire Pops now spawn with additional positive traits and no negative traits

#Encounters & End Game Crises
* Space Monster systems are now slightly less common
* Crystal Entities have been significantly strengthened and are balanced around corvette, destroyer and cruiser sizes
* All end-game crises ships have had their armor and evasion rebalanced
* Mining Drones have been rebalanced and now guard valuable mineral deposits
* Space Amoebas now spawn in larger stacks
* Space Amoebas are now faster, deal more damage and have more HP
* Space Whales now deal more damage and have more HP
* Crystal Entity weapons have been rebalanced so that small, medium and large weapons use a scaling armor penetration
* Upgraded the Nomads' arsenal and ship designs
* Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
* Reduced HP of Nomad ark ships and gave them basic weapons

#Ethics
* NEW: Collectivist empires now have Faction Suppression Cost reduced by 10%/30%
* NEW: Individualist empires now have Policy Happiness Impact reduced by 20%/60%
* NEW: Materialist empires now have Building Cost reduced by 5%/15%
* NEW: Xenophobe empires now get increased border projection
* Xenophobe empires now gain +max rivals instead of +rival influence gain
* Xenophile empires no longer have a penalty to rival influence gain
* Military empires now gain +rival influence gain instead of +max empires
* Pacifist empires no longer gain a penalty to max rivals

#Traits
* Maximum number of species traits increased from 4 to 5
* Trickster trait effect on evasion replaced with +20% combat speed. In addition, effect on emergency FTL damage increased from -25% to -50%.
* Aggressive trait effect on fire rate reduced from +10% to +8%
* Cautious trait effect on evasion replaced with +10% weapon range
* Scout trait now also increased ship speed by +20%

#Governments
Despotic Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 15%
* Now increases border range by 10%

Star Empire
* No longer reduces building cost
* No longer increases slave food and mineral output
* Now reduces Colony Influence Cost by 30%
* Now increases border range by 20%

#Modifiers
* "Opinions Respected" effect on happiness reduced from +25% to +15%
* "Opinions Disrespected" effect on happiness reduced from -40% to -20%

#Events
* Lessened the odds of "Trouble in Paradise" and "A Change of Heart" occurring early in a colony's lifetime. Added a chance for it to occur after 4 years instead, with very low odds
* Changed "Trouble in Paradise" and "A Change of Heart" events so they change ethics in one step towards the empire's opposite, instead of instantly inverting it to the opposite extreme. Also added a check so that the events cannot happen more than once every 5 years
* Tree of Life anomaly is now 66% less likely to occur, but provides slightly better effects
* Interstellar Railroad faction event now always removes 1 pop instead of a random amount

#Components
* Added a new utility component, Afterburners, increasing a ship's combat speed
* Thrusters now provide 0/3/6/9 Chance to Evade instead of a +0%/+10%/+20%/+30% modifier
* Sensors now provide 0/3/6/9 Tracking instead of 0/2/4/6 Chance to Hit
* Jump Drives are now researchable for all FTL types (but still very rare)
* Laser weapons now deal 20% less damage to shields
* Laser weapons' armor penetration changed from 33% to 15/30/60% depending on slot size
* Plasma weapons now deal 20% less damage to shields
* Plasma weapons' armor penetration changed from 75% to 60/80/90% depending on slot size
* Disruptor weapons' shield damage increased from +100% to +200%
* Projectile weapons' shield damage increased from +15% to +33%
* Projectile weapons' armor penetration changed from 0% to 0/15/30% depending on slot size
* Torpedo weapons have been reworked and are now only Torpedo slot size
* Arc Emitters are now extra large weapons
* Particle Lances are now extra large weapons

Shield Capacitor
* Is now an aux slot instead of utility slot component
* Power usage reduced from 50 to 20
* Mineral cost reduced from 50 to 20

Crystal-Infused Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +5%
* Mineral cost reduced from 40 to 25

Crystal-Forged Plating
* Is now an aux slot instead of utility slot component and increases ship HP by +10%
* Mineral cost reduced from 50 to 30

Regenerative Hull Tissue
* Is now an aux slot instead of utility slot component
* Mineral cost reduced from 50 to 30

Flak Battery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50

Flak Artillery
* Is now a medium slot weapon instead of a large slot weapon
* Ranged increased from 40 to 50

Cloud Lightning
* Damage changed from 6-12 to 1-27
* Range increased from 40 to 50
* Accuracy increased from 75% to 100%
* Now deals 25% less damage to shields

Deflectors
* Power usage reduced from 5/10/20 to 2.5/5/10
* Shield HP reduced from 25/50/100 to 20/40/80

Improved Deflectors
* Power usage reduced from 7.5/15/30 to 5/10/20
* Shield HP reduced from 50/100/200 to 30/60/120

Shields
* Power usage reduced from 10/20/40 to 7.5/15/30
* Shield HP reduced from 75/150/300 to 45/90/180

Improved Shields
* Power usage reduced from 12.5/25/50 to 10/20/40
* Shield HP reduced from 100/200/400 to 70/140/280

Advanced Shields
* Power usage reduced from 15/30/60 to 12.5/25/50
* Shield HP reduced from 125/250/500 to 105/210/420

Medium Railgun
* Maximum damage increased from 46 to 49

Large Railgun
* Maximum damage increased from 99 to 100

Kinetic Battery
* Mineral cost reduced from 100 to 50
* Power usage reduced from 100 to 50

Kinetic Artillery
* Mineral cost reduced from 120 to 60
* Power usage reduced from 120 to 60

Small Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 10% armor penetration
* Tracking is set to 35%

Large Autocannons
* Attach cooldown reduced from 3.15 to 2.35
* Now also has 20% armor penetration
* Tracking is set to 10%

Small Ripper Cannons
* Damage changed from 4-17 to 4-16
* Accuracy increased from 82% to 83%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Ripper Cannons
* Damage changed from 8-36 to 8-33
* Accuracy increased from 80% to 81%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%

Large Ripper Cannons
* Damage changed from 21-74 to 21-67
* Accuracy increased from 75% to 76%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%

Small Stormfire Cannons
* Damage changed from 5-19 to 5-17
* Accuracy increased from 82% to 84%
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 65%

Medium Stormfire Cannons
* Damage changed from 11-39 to 10-35
* Accuracy increased from 80% to 82%
* Now also has 10% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 35%

Large Stormfire Cannons
* Damage changed from 25-84 to 26-70
* Accuracy increased from 75% to 77%
* Now also has 20% armor penetration
* Attach cooldown reduced from 3.15 to 2.35
* Tracking is set to 10%

Swarmer Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 18-38 to 8-12
* Attack cooldown reduced from 2.50 to 2.10
* Ranged reduced from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD

Whirlwind Missiles
* Is now a medium slot weapon instead of a large slot weapon
* Damage changed from 21-41 to 10-15
* Attack cooldown reduced from 2.50 to 2.10
* Ranged reduced from 50 to 60
* Missile Evasion is 200%, making them impossible to hit by PD

Sentinel Point-Defense
* Minimum damage increased from 1 to 2
* Maximum damage increased from 2 to 3
* Accuracy increased from 20% to 80%
* Tracking set to 20%

Barrier Point-Defense
* Minimum damage increased from 2 to 3
* Maximum damage increased from 3 to 4
* Accuracy increased from 30% to 80%
* Tracking set to 30%

Guardian Point-Defense
* Minimum damage increased from 3 to 5
* Maximum damage increased from 4 to 6
* Accuracy increased from 40% to 80%
* Tracking set to 40%

Title: Re: Stellaris
Post by: Martok on October 18, 2016, 05:19:31 PM
#Technology
* Amount of technologies required to access a new technology tier increased from 5 to 7
* Tier 1 technology cost increased from 240/360/480/600 to 360/480/600/720
* Tier 2 technology cost increased from 900/1200/1500/1800 to 1000/1400/1800/2200
* Tier 3 technology cost increased from 2320/2840/3360/3880 to 3000/4000/5000/6000
* AI-Controlled Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -25%
* Self-Aware Colony Ships technology effect on colony development speed increased from 25% to 50%. In addition, Colony Ship cost is reduced by -15%
* Self-Aware Colony Ships technology cost reduced from 1800 to 1000
* Sentient AI technology cost reduced from 2840 to 2200
* Synchronized Defenses technology now requires Administrative AI instead of Active Countermeasures and is now more likely to appear
* Advanced Shields technology cost reduced from 2840 to 1800
* Planetary Shield Generator technology cost reduced from 1800 to 720
* Planetary Shield Generator now requires Improved Deflectors instead of Shields
* Shield Harmonics now requires Advanced Shields instead of Improved Deflectors
* Focusing Arrays now requires X-Ray Lasers instead of Blue Lasers
* Gamma Lasers technology cost reduced from 3880 to 3000
* Particle Lances now requires Gamma Lasers and Battleships
* Plasma Cannons technology cost reduced from 3880 to 3000
* Arc Emitters now requires Plasma Cannons and Battleships
* Proton Torpedoes technology cost reduced from 2320 to 1400
* Proton Torpedoes now require Disruptors instead of Ion Disruptors
* Neutron Torpedoes technology cost reduced from 3880 to 3000
* Neural Implants technology cost reduced from 600 to 480
* Xenology no longer requires Biodiversity Studies
* New Worlds Protocol is no longer more expensive than other early technologies
* Frontier Health now also requires Genome Mapping
* Genome Mapping effect on food output and leader lifespan replaced by reduced growth time by -15%
* Cloning research cost reduced from 1500 to 1000
* Cloning now requires Vitality Boosters instead of Epigenetic Triggers
* Gene Banks research cost reduced from 3360 to 1400
* Gene Seed Purification now requires Gene Tailoring instead of Cloning
* Gene Tailoring research cost increased from 1200 to 2200
* Gene Tailoring now requires Cloning instead of Epigenetic Triggers
* Targeted Gene Expression research cost increased from 1800 to 4000
* Selected Lineages now requires Vitality Boosters instead of Epigenetic Triggers
* Selected Lineages research cost increased from 1200 to 2200
* Capacity Boosters research cost increased from 2320 to 5000
* Neural Implants no longer require Genome Mapping
* Cell Revitalization now requires Vitality Boosters instead of Epigenetic Triggers
* Standardized Cruiser Patterns research cost reduced from 1800 to 1000
* Standardized Battleship Patterns research cost reduced from 3360 to 2200
* Carrier Operations research cost reduced from 1500 to 1000
* Improved Strike Craft research cost reduced from 1800 to 1400
* Advanced Strike Craft research cost reduced from 2840 to 2200
* Synapse Interceptors now requires Cruisers instead of Carrier Operations
* Synapse Interceptors effect on strike craft damage increased from +5% to +10%
* Heat Recyclers now requires Cruisers instead of Carrier Operations
* Heat Recyclers effect on strike craft damage increased from +5% to +10%
* Gauss Cannons technology cost reduced from 3880 to 3000
* Autocannons technology now requires Coilguns
* Stormfire Cannons technology cost reduced from 3880 to 3000
* Flak Battery technology cost reduced from 2320 to 1800
* Flak Artillery technology cost reduced from 3880 to 3000
* Marauder Missiles technology cost reduced from 3880 to 3000
* Swarmer Missiles technology cost reduced from 2320 to 1000
* Whirlwind Missiles technology cost reduced from 3880 to 3000
* Space Torpedoes technology cost reduced from 900 to 480
* Space Torpedoes technology now requires Nuclear Missiles
* Armored Torpedoes technology cost reduced from 1800 to 1400
* Devastator Torpedoes technology cost increased from 3880 to 4000
* Adaptive Bureaucracy technology effect on Edict Cost replaced with increased leader pool and leader recruitment cost reduction
* Living State technology now also reduces leader recruitment cost by 10%
* Regulated Slavery policies now contribute significantly less to Neural Implant tech weights than their unregulated counterparts
* Xeno Cavalry now requires Morphogenetic Field Mastery instead of Targeted Gene Expressions

#Units
* Strike Craft engagement range increased from 120 to 130
* Occupied planets will now spawn garrisons when invaded, so they can no longer be sniped back with a single assault army
* Armies are now able to heal in space when not in combat

Spaceport
* Now has higher base firing speed and damage
* HP changed from 2500/4000/5000/6000/7000/8000 to 4000/4500/5000/5500/6000/6500
* Base armor increased from 10/15/20/25/30/35 to 75/80/85/90/95/100
* Now also increases ship build speed by 0/20/40/60/80/100%
* Now also gains 0/2/4/6/8/10 tracking
* Upgrade cost reduced from 300/450/850/1000 to 200/250/300/350/400
* Effect on Naval Capacity changed from 6/7/8/9/10/11 to 2/4/6/9/12/15

Corvette
* Base armor reduced from 3 to 2
* Base evasion increased from 0 to 60

Destroyer
* Base armor reduced from 12 to 6
* Base evasion increased from 0 to 25
* No longer receives a penalty to Chance to Evade

Cruiser
* Base armor increased from 12 to 30
* Base evasion increased from 0 to 10
* No longer receives a penalty to Chance to Evade
* Ship HP increased from 1200 to 1600

Battleship
* Base armor increased from 24 to 80
* Base evasion increased from 0 to 5
* No longer receives a penalty to Chance to Evade

Defense Platform
* Base armor increased from 7 to 15

Defense Station
* Base armor increased from 11 to 30

Fortress
* Base armor increased from 20 to 44

#Buildings
* Clone Vats mineral cost reduced from 350 to 200
* Clone Vats now also has a society output of 4, but also gets a maintenance cost of 2 energy.
* Mineral Silos now increases mineral output on adjacent tiles by +1
* Galactic Stock Market maintenance increased from 2 to 3, but now also has an output of 1 Energy Credit to allow for tile combinations

Power Hubs
* Power Hub 1 no longer costs influence to build
* Power Hub 2 no longer costs influence to build
* Power Hub 2 mineral cost reduced from 250 to 200
* Power Hub 2 effect on energy output increased from +15% to +20%

Mineral Processing Plants
* Mineral Processing Plant 1 no longer costs influence to build
* Mineral Processing Plant 2 no longer costs influence to build
* Mineral Processing Plant 2 mineral cost reduced from 250 to 200
* Mineral Processing Plant 2 mineral output increased from 3 to 4
* Mineral Processing Plant 2 effect on mineral output increased from +15% to +20%

#Spaceport modules
Fleet Academy
* Ship weapon damage bonus removed
* Ship evasion bonus removed
* Maintenance cost increased from 2 to 4
* Mineral cost increased from 300 to 400
* Influence cost increased from 50 to 100
* Ship fire rate now increased by +5%
* Ship tracking now increased by +3

Title: Re: Stellaris
Post by: Martok on October 18, 2016, 05:20:03 PM
###################
# AI
###################

#War
* Lots of tweaks and improvements to AI fleet movement and army handling during war

#Sector
* Sectors will no longer try to race you to build a station around a planet you have an order on
* Fixed an issue where sector AI would build labs of only one field
* Lots of tweaks and improvements to sector AI budgeting and construction

#Diplomacy
* AI subjects that are disloyal will now try and rebel together
* AI will no longer invite the player to wars they should have no interest in
* AI will no longer repeatedly ask you to join the same war after being declined
* Reduced threat generated for empires that you have a non-aggression or defensive pact with
* Fallen Empires will now only send warnings to empires at -90 opinion or lower (changed from -75)
* The AI is now more likely to select war goals against whoever they are declaring war on rather than against their allies
* Lots of tweaks and improvements to AI acceptance and likelyhood to offer various diplomatic actions to make the AI more diplomatically active

#Misc
* AI empires will now genetically engineer their species
* AI empires will now terraform planets
* AI empires can now handle the Cultist Ship event
* AI will no longer colonizes with robot pops if they cannot afford more robots
* AI will now build and use robot pops
* AI will now more frequently build resource-requiring buildings and unique buildings
* AI will now remove building that have no use
* AI will no longer build stations in systems with enemy fleets present
* AI will not repair destroyed buildings during war
* AI will now resettle pops
* AI fleets will not follow friendly fleets that are about to upgrade/repair
* AI will no longer prioritize working food tiles on planets with only robots
* Fixed a bug where AI would not build or use armies if current armies were lacking attachments
* AI should be better at using special buildings

###################
# User Interface
###################
* Ship sections are now clearly named after the role they fulfill
* A drop-down menu has been added to the topbar. Many screens have been split up and moved into the drop-down instead of being tabs in other screens
* Strategic Resources now have their own interface that can be accessed through the drop-down in the top bar
* Expansion Planner has been added and can be accessed through the drop-down in the top bar
* Player receives alert for having obsolete ship designs
* Player can now choose to keep all components up to date by toggling a button in the ship designer
* Buildings can be upgraded to their latest upgrade by shift-clicking the upgrade icon
* Fleets will now have the build queue in mind when prioritizing best planet to upgrade a fleet on
* It is now possible to add orders first in queue by CTRL-SHIFT clicking
* Clicking 'go to' on a fleet will now go to it on the galactic map instead of zooming in on it in the system map, unless the camera is already focused on it
* Fixed so that you get reasons why you cannot accept an incoming diplomatic proposal
* Added tooltip to debris special projects
* Added debris contents to situation log entry
* Fixed so that switching selected planet doesn't close the construction menu in spaceport/armies planet view tab
* Wormhole tooltips now state their progress and remaining time
* Changes so that the winding up activity shows days left instead of completion percentage
* Ruler ships should now be more distinct in the planet view
* Holy World planet modifier icon frame is now properly red
* Damaged Ecology planet modifier icon frame is now properly red
* Added checkbox for filtering ship components by slot size
* Tweaks to positions of various interface objects
* A warning icon is display on incompatible save files
* Various tooltip improvements

###################
# Graphics
###################
* Improved the bloom shaders significantly.
* Color variations for Avians, Arthropoids, Molluscoids, Fungoids and Plantoids polished
* Added missing color variations for some DLC portraits
* Planet city lights are now more detailed and look less blobby
* Arthropoid colony ship glass color now matches the rest of the ship lights
* Large Amoeba no longer has self-illumination on its entire body
* Fixed alpha issues for Plantoid 04 and Plantoid 09 portraits
* Strike craft are now spread out a bit on the height axis
* Adjusted Arthropoid 18 portrait textures and wings
* Fallen empires now have unique ship textures for each ethos
* Fallen empire now have unique cities for each ethos
* Star surface textures now tile properly
* Holy World planet modifier has a new icon
* Added a number of missing modifier icons

###################
# Modding
###################
* research_technologies console command will no longer unlock creature and crisis techs unless "1" is input as an argument
* The pop_add_ethic effect will no longer add ethics to pops that have an explicit ethos set (Robots, some event Pops). Use the pop_force_add_ethic to bypass this
* modify_species effect can now also change the portrait of a species
* Added set_empire_name, set_empire_flag, set_planet_name and set_sector_name effects
* added scaled_spawn_chance as an alternative to spawn_chance in solar system initializers, the set value is multiplied by the number of stars in the galaxy divided by 100; "5" gives a 10% spawn chance in a 200-star galaxy
* It is now possible to differentiate the FTL_WINDUP_ENTITY for different graphical cultures. For example by creating an entity with the name "arthropoid_01_warp_ftl_ship_effect_entity"
* Added on_fleet_enter_orbit on-action hooks
* Added on_join_alliance, on_leave_alliance on-actions
* create_ship effect now supports effect={}
* Added delete_fleet effect (like destroy_fleet but without any death animation)
* Country types that are set to "use_special_buildables = yes" will now build global ship designs marked as special buildable (if allow trigger permits it) instead of building regular designs
* Added console command "mature_galaxy" which will simulate a 100-year old galaxy
* Added is_boss fleet/ship design setting which hides most ship stats and displays a skull instead of military power in-game
* Added custom_military_power ship design setting which overrides the calculated military power with the given value
* Added on_monthly_pulse on-action which fires monthly

###################
# Bugfixes
###################
* Fixed some issues with shared Threat where it would not correctly lead to anti-aggressor alliances forming
* Xenophobic robots no longer hate their builders
* Diplomatic statuses such as defensive pacts are now properly cleared when going to war with a country
* It is no longer possible to leave a Federation while at war
* Rebelling civilian ships are now treated as hostile by stations
* It is no longer possible to declare war on empires you have invited as allies in a war
* Growing pops that no longer have a parent pop to grow from are now removed
* Fixed issue with Nomads building too many new ships
* Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
* Fixed a bug where merging fleets would prioritize the smallest fleet
* Fixed Gaia world spawn chances not being explicitly reduced for inhospitable stars
* Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
* Technological enlightenment progress bar tooltip monthly progress is displayed with decimals because it's often smaller than one
* Fleet view repair order button enqueues the order last if shift is held down while button is pressed
* Fixed a bug where Small and Medium Mining Lasers had their ranges swapped
* Cancel researching project when fleet order is cancelled
* Start screen background text is scrollable
* Allow newlines when reading species bio from empire design
* Fixed Xeno Integration tech weights
* Fixed issue with Nomads building too many new ships
* Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
* Survey fleet order checks if fleet can move to system, so players can no longer reach out-of-reach systems using fleet view survey button
* Fixed issue with living metal in strategic resource tutorial
* Fixed so that the corvette construction tutorial doesn't trigger if a corvette or destroyer already has been constructed
* Update tech alternatives for tech area when research in that area has been halted, previously we waited for research in ALL tech areas to be halted
* Allowing Nomads to settle on one of your planets no longer incurs the "New Contact" opinion modifier, and the "Liberator" opinion modifier has been replaced with "Shade-Giver"
* Fixed Regulated Xeno Slavery policy option being available before encountering any xenos
* Fixed Regulated Xeno Slavery policy option not having the correct tech prerequisite
* Fixed notifications for votes to start wars
* Fixed pops not getting appropriate happiness penalties from other pops being purged
* Species description in Game setup edit overview can be clicked to open corresponding edit window
* Several fixes to the Cultist event chain. Added missing event, increased cult army values, fixed FTL type being set. Added portrait to Cultist leader dialog
* Fixed pop factions being destroyed before their names could be printed in the event window when they become rebel countries
* Fixed progression issue in the Yuht Precursor event chain
* Fixed tech weights for Xeno Integration
* Fixed not being able to enslave primitive civilizations under Regulated Slavery policies
* No longer possible to create duplicate diploaction dialog windows when clicking message notifications
* Fixed a bug where liberate planet wargoal could create a pre-sentient empire
* Fixed some faction-created/rebel countries considering pre-sentients to be a valid dominant species and Synths to be invalid
* Fixed sectors occasionally not respecting slavery becoming outlawed
* Fixed some events erroneously adding ethics to level 1 and 2 robot pops
* Fixed a bug where systems near borders would get wrong pin color
* Scrolling in species appearance list no longer highlights all categories
* Countries with no contact establish communications anyway if there exists an overlord-subject relationship between any of the three countries involved
* Abandoned station no longer seem like they belong to random or unidentified empire
* Ship define MOVE_SHIP_TO_FLEET_MAX_DIST determines the max allowed distance for moving ships between fleets
* Growing pops that no longer have a parent pop to grow from are now removed
* Fixed the set_name effect
* If player has comms with previous owner of abandoned station then station name and type is shown in fleet view
* Fixed so that clicking a leader portrait in democratic elections doesn't block selection
* Fixed bug where you could accept offers promising you systems which the other party couldn't give away
* It is no longer possible to create robot clone armies
* Fixed crash that occurred when closing a diplomatic event
* Generating leaders for democratic elections only use pops that aren't growing
* Fixed a bug where war begun message would count fleets gone Missing in Action as wormhole stations destroyed
* Fixed bug where system pins were sometimes invisible
* Fixed so that required components are added into the debris
* When a subject declares war on someone who is not their overlord, the war will no longer incorrectly be called an independence war
* Fleets can no longer follow fleets Missing in Action
* Liberate Planet now works correctly when multiple empires are all liberating in the same war
* Fixed numerous issues with Federation fleets and Federation ship designer
* Spaceport module strategic resource consumption now included in top bar stats
* Make released from overlord opinion modifier unique to avoid spam exploit
* Don't add new contact opinion modifier if communications are established with a vassal
* Store selected war demands when closing/switching the negotiation screen
* Use proper ordinal numbers for 11, 12 and 13
* Don't allow candidates of another species in democratic elections if the government does not allow it
* Fix some invalid in-game dates being written to save files
* Display modifiers affecting resource production in top bar tooltip
* Check that the fleet owner actually can afford to land armies when it costs resources
* Fix broken strategic resource triggers
* Many more minor bug fixes

###################
# Performance
###################
* Misc. performance improvements

Title: Re: Stellaris
Post by: undercovergeek on October 18, 2016, 05:59:47 PM
As with all things paradox, I played stellaris on release, really enjoyed it and then shelved it until they padded it out - looks like it needs dusting off again
Title: Re: Stellaris
Post by: mikeck on October 18, 2016, 10:26:20 PM
Ah man!....and I JUST started a new ES2 campaign.
Title: Re: Stellaris
Post by: JudgeDredd on October 19, 2016, 12:47:51 AM
Holy shit....2 posts to post the contents of a patch!? Is that a first?
Title: Re: Stellaris
Post by: Anguille on October 19, 2016, 02:32:06 AM
Looks like i will finally start to play Stellaris....well, if my wife lets me use the main desktop, that is...
Title: Re: Stellaris
Post by: MikeGER on October 19, 2016, 03:59:06 AM
Note: The 1.3 patch will not be compatible with 1.2 saves
(from that back and for chatter in the paradox forums link above)   
Title: Re: Stellaris
Post by: tgb on October 19, 2016, 05:53:17 AM
I didn't think it would be, which is why I held off on starting a new game.
Title: Re: Stellaris
Post by: Martok on October 19, 2016, 02:06:20 PM
Quote from: JudgeDredd on October 19, 2016, 12:47:51 AM
Holy shit....2 posts to post the contents of a patch!? Is that a first?
Four posts, actually.  :o  Heinlein is a huge update. 




Quote from: tgb on October 19, 2016, 05:53:17 AM
I didn't think it would be, which is why I held off on starting a new game.
Same.  I've generally had a blast with Stellaris, but have largely made myself stay away the last couple months, as the mid/late game badly needs (among other things) an expansion planner, rally points, and improved sector AI/management tools -- all features that Heinlein provides.  8)  Can't wait to try it out! 

Title: Re: Stellaris
Post by: OJsDad on October 19, 2016, 02:10:49 PM
Tomorrow cannot come fast enough!!
Title: Re: Stellaris
Post by: FarAway Sooner on October 19, 2016, 11:07:13 PM
Good Lord, that is an impressive change log!  I guess I'll be waiting for the Steam Christmas sale, when I'm sure this one will be at least 10% off...     :-[
Title: Re: Stellaris
Post by: OJsDad on October 20, 2016, 09:38:31 AM
Just got the update DL from steam.
Title: Re: Stellaris
Post by: mikeck on October 20, 2016, 12:30:27 PM
Woohoo!! This patch and naval action on the same day...I'm feeling sick. Not sick enough that I can't play a game; just sick enough that I can't go to work tomorrow >:D
Title: Re: Stellaris
Post by: Martok on October 20, 2016, 03:08:29 PM
Dang it!  And I have to go to bed shortly (and then to work when I get up tonight).  :( 
Title: Re: Stellaris
Post by: OJsDad on October 20, 2016, 03:14:09 PM
I like the new expansion planner.  The one thing about it though, is that I don't see how to order a planet to be colonized from it.  You have to go out of it and then to the system. 
Title: Re: Stellaris
Post by: OJsDad on October 20, 2016, 03:15:31 PM
Oh, and monsters are a lot stronger.  I've seen amoeba over 800 combat strength. 
Title: Re: Stellaris
Post by: mikeck on October 20, 2016, 03:49:40 PM
Quote from: OJsDad on October 20, 2016, 03:15:31 PM
Oh, and monsters are a lot stronger.  I've seen amoeba over 800 combat strength.

For the love of God, I don't understand why people put in space monsters! Why? Pirates? Yes, there could be future pirates. Aggressive organizations? Sure...there could be terrorism in the future.  But giant worms  that don't require any kind of gas for their metabolism, can stand temperature variations from 1000° to absolute zero,  can withstand a massive blast of radiation from nearby stars  and eat rocks? Hmmm.... Pretty sure we would've noticed one between Mars and Jupiter.  I'm not overreacting and saying it's an immersion killer not that big of a deal but I don't understand why everyone puts it in their games.
Title: Re: Stellaris
Post by: ghostryder on October 20, 2016, 09:04:23 PM
I've only got about 3 hours into it but my god for a DLC at 10 bucks it adds a ton of stuff noticable even from the start. The new human portraits are awesome--the GUI has been reworked, rally points are easy to understand and use, reworked colinization makes more sense, there's lots more starting options from the number of habital planets (percentage), Fallen empires, cluster starts or not...etc etc. and more music to boot!

Sadly a number of mods won't work or crash the game---I had to view the crash log to determine which ones I use that were causing it---found one that crashed the game during race creation when going to "city type". On the plus side a lot of mods still do work as well dispite the outdated message on the launch screen--but one will have to do a little a bit of fiddling to figure them out.

Things seem to have 'slowed' as far as beginning research, and I'm surrounded by space creatures pretty powerful---one even has a military base which has a strength of 8k----while my starting fleet even when up'd to 14 is a mere 400 strength. I kind of like the varied strengths. Before these were but a nusiance and now they seem to be a challenge...but as mentioned above realistically they make about as much sense as hampsters in space suits. I'm pretty burnt out on every 4x game going the space opera route--when will we ever get hard sci-fi stuff? Star Trek and Starwars might be fun movies but as far as science fiction goes they aren't far from looney Toons cartoons and really really really pull down a 4x game....it's ironic dev's go all out on tech trees, ship building, fleets or whatnot but when it comes to races we get popeye's spinach and canned oysters---hardly worthy of caring wether or not they like me or not or I like them....when I can't wait to mod them out.

When the first mods out of the box are race replacement mods you know beyond a doubt the devs totally failed on race and lore. Luckily Stellaris has about the best modding options of any game in the 4x gendre including distant Worlds so in this regard the title is #1 on my list---now let's see if the A.I. has any balls? Time will tell....but early impressions is this is a must have DLC.
Title: Re: Stellaris
Post by: FarAway Sooner on October 20, 2016, 09:38:55 PM
Ghost, you're not making my Christmas purchases any cheaper!   
Title: Re: Stellaris
Post by: mikeck on October 20, 2016, 10:12:54 PM
wait, you said $10 DLC...aren't we talking about the patch? What DLC?

"route--when will we ever get hard sci-fi stuff?"
Children of a Dead earth is out there. Not a 4x but as hard-sci fi as you can get

Edit: ahh...Leviathan awakes DLC I guess. I like the art but harder space monsters?? Meh
Title: Re: Stellaris
Post by: ghostryder on October 21, 2016, 12:50:11 AM
The DLC is much more than space creatures---this is midgame content--

"The Guardians (Paid Feature)
The Guardians, or Leviathans as they're also known, are space-dwelling beings of immense power. They vary a great deal in biology and composition: Some are enormous space creatures, some are technological remnants of ancient civilizations, and some are something far different altogether. How you find them also varies - some you may encounter in their home systems, jealously guarding their territory, others may be unleashed on the galaxy by exploring the wrong planet or star.

The chance of a particular Guardian being present in your game will depend on the size of your galaxy - a tiny galaxy might only have one or two, while a Huge galaxy might contain nearly all or even all of them if you explore far enough. Defeating them, or in some cases, helping them, will unlock rewards in the form of resources, empire-wide modifiers and unique technologies. Guardians vary in power, but are meant to be a serious challenge for a mid-game empire, so don't expect to be able to bring them down in the first decades of the game."

Full features
Guardians feature
Enclaves feature
War in Heaven feature
5 new portraits ('cuties')
20+ minutes of new music by Andreas Waldetoft

There are three types of Enclaves, each with their own range of interactions:
Traders allow you to exchange minerals for energy and vice versa.
Artists allow you to commission a piece of art that can be placed on one of your planets as a building, or become their patron to support more advanced works.
Curators allow you to purchase star charts, enlist their aid in furthering your research, or purchase information about the different Guardians and their weaknesses.

The war in heaven feature has to do with Fallen Empires. They might 'awaken" and war with each other, or awaken if you too ahead of tech, a crisis event happens...ect. You can join sides or try to stay nuetral etc

Basically a lot of content and play for the middle game---which the game needed badly.

Having gone a couple more hours...still miles away from midgame as I haven't even gotten terraforming tech yet I can't comment on midgame but the early game has certainly been spruced up and is far more interesting. The A.I. seems much more active as well, sending either trade deals for star charts, defensive packs and one thus far has thrown some insults and really hates my created ultra passive science based race I named Krogers...because i was too lazy to think up a good name fore them. Their diplomatic score is right now -258 and hostile but I outmatch them with a whopping 21 corevettes and I just got destroyers.

Prior to this if you were ahead strength wise you just never heard much from the A.I. and never ever was attacked. So early signs seems they've had some tweaks. I've been playing on normal spped so just 21 years in.....I'm not rushing as I like to relax a bit after a hard days work.

Off to bed now. Will post more over the weekend  :uglystupid2:
Title: Re: Stellaris
Post by: Yooper on October 21, 2016, 06:08:37 AM
Would love to hear more about the mid-game. I really enjoyed the opening of Stellaris, the expansion was done well, but once the borders solidified I really lost interest quick.

I'd love to get my inner space dictator vibe going again...
Title: Re: Stellaris
Post by: Ian C on October 21, 2016, 06:11:57 AM
I wish we'd get a patchlog like that for Hearts of Iron 4.
Title: Re: Stellaris
Post by: Freyland on October 21, 2016, 07:27:05 AM
There's giant space amoeba in HOI4? :o

O:-)
Title: Re: Stellaris
Post by: OJsDad on October 21, 2016, 08:22:40 AM
Yes, it's called the USSR!!   ;D
Title: Re: Stellaris
Post by: Labbug on October 21, 2016, 09:41:00 AM
Stellaris is 25% off on Steam this weekend ($29.99).
Title: Re: Stellaris
Post by: jamus34 on October 21, 2016, 09:52:30 AM
See I wish devs would have some fun with causing misfortune to your colonists. Like space herpes.

"Dammit Jim what did a tell you about sleeping with green skinned aliens"

Title: Re: Stellaris
Post by: FarAway Sooner on October 21, 2016, 10:33:39 AM
Not to be confused with Space Harpies...

O0
Title: Re: Stellaris
Post by: Martok on October 21, 2016, 05:20:09 PM
Quote from: Ian C on October 21, 2016, 06:11:57 AM
I wish we'd get a patchlog like that for Hearts of Iron 4.
What's wrong with what I posted here (http://grogheads.com/forums/index.php?topic=14973.msg473942#msg473942)?  :( 

Title: Re: Stellaris
Post by: Martok on October 21, 2016, 05:33:01 PM
Incidentally: 




Title: Re: Stellaris
Post by: Jarhead0331 on October 21, 2016, 10:35:56 PM
Quote from: Martok on October 21, 2016, 05:20:09 PM
Quote from: Ian C on October 21, 2016, 06:11:57 AM
I wish we'd get a patchlog like that for Hearts of Iron 4.
What's wrong with what I posted here (http://grogheads.com/forums/index.php?topic=14973.msg473942#msg473942)?  :(

I think he means that he wishes they would release a monster patch like that for HOI4.
Title: Re: Stellaris
Post by: jamus34 on October 22, 2016, 08:07:45 AM
I think Pdox was always planning on the Heinlein patch to be huge. And I think it took them longer than they were planning.
Title: Re: Stellaris
Post by: ghostryder on October 22, 2016, 10:11:07 AM
Well forty years in. There was this space creature who my science ran across feeding on the sun. The ship was immediately destroyed. No hint as to it's strength when hovering the mouse over--but the overall popup message said the creature was eating the fusion in the sun...causing all the planets in the system (5) to become barren ice age useless ball. I got some information from one of the enclaves that was science based about it--and i even paid for information on how to defeat it--but the message was rather confusing and obtuse--I went overboard and created-using all my starbases--a 250 member fleet (way over my navy capacity but I figured it would be brought down in the fight) and barely defeated it. I re-upgraded so my corvettes and destroyers where torpedo based). Afterwards a message said-Study it--I did--and I had 2 choices--harvest a bunch of cash(energy) or try and research to bring those 5 planets back to usable condition. I choose the later. A somewhat success--they changed to Tundra--at least teraformable- but my science ship was destroyed in the process.

The 5 planets were worth it because my game setup of 800 stars was set on 25% habitable planets so there isn't but 2 others in my borders to go after. So a costly reward--took a decade to get through-but just one example thus far of these new super powerful creatures. It sucks to lose a science ship as leveling up a new scientist take forever- however I can buy a scientist off the enclave that already is ranked 5 stars and has a plus to anomalies risk as well as survey speed.

Also worth noting after a bit I got a chance to research GAIA teraforming. It takes an insane amount of time--14,000 days and costs 10,000 cash-but for 100 % hability (that equals a possible 100 hapiness) it's worth waiting over a decade to colonise them. Also note you do not have to build teraforming stations anymore. Once the tech is rearched and you have the required resources(and the planet is in your borders) you simply go to the planet and pick "Teraform" where all types are available to pick from a list.


edit: corrected spelling...kind of... :o
Title: Re: Stellaris
Post by: OJsDad on October 22, 2016, 02:26:00 PM
Quote from: ghostryder on October 22, 2016, 10:11:07 AM
Also worth noting after a bit I got a chance to research GAIA teraforming. It takes an insane amount of time--14,000 days and costs 10,000 cash-but for 100 % hability (that equals a possible 100 hapiness) it's worth waiting over a decade to colonise them. Also note you do not have to build teraforming stations anymore. Once the tech is rearched and you have the required resources(and the planet is in your borders) you simply go to the planet and pick "Teraform" where all types are available to pick from a list.

With just the patch you don't need terraforming stations anymore.  Not sure if you can get the gaia test without the DLC.  I do know the cost of terraforming has gone up though. 
Title: Re: Stellaris
Post by: mikeck on October 22, 2016, 03:05:48 PM
Haven't had a chance to play. After the new patch, is there an option to "turn off" space monsters?
Title: Re: Stellaris
Post by: OJsDad on October 22, 2016, 03:43:38 PM
Quote from: mikeck on October 22, 2016, 03:05:48 PM
Haven't had a chance to play. After the new patch, is there an option to "turn off" space monsters?

No
Title: Re: Stellaris
Post by: mikeck on October 22, 2016, 08:21:47 PM
Quote from: OJsDad on October 22, 2016, 03:43:38 PM
Quote from: mikeck on October 22, 2016, 03:05:48 PM
Haven't had a chance to play. After the new patch, is there an option to "turn off" space monsters?

No

Whiny voice on: great, I'll be completely immersed in a believable future when the giant planet sized space slug sucks the energy from the 100 million degree star.

Whiny voice off.
Steam forum voice on: well, Im shelving this crap game...space monsters is a game killer and I'm not playing anymore until it's fixed. Thanks paradox!

Steam forum voice off

Yeah, jk...I'll be playing the hell out of it the next week. LOVE huge patches

Title: Re: Stellaris
Post by: Kushan on October 22, 2016, 09:12:04 PM
Quote from: mikeck on October 22, 2016, 08:21:47 PM
Quote from: OJsDad on October 22, 2016, 03:43:38 PM
Quote from: mikeck on October 22, 2016, 03:05:48 PM
Haven't had a chance to play. After the new patch, is there an option to "turn off" space monsters?

No

Whiny voice on: great, I'll be completely immersed in a believable future when the giant planet sized space slug sucks the energy from the 100 million degree star.

Whiny voice off.
Steam forum voice on: well, Im shelving this crap game...space monsters is a game killer and I'm not playing anymore until it's fixed. Thanks paradox!

Steam forum voice off

Yeah, I'll be playing the hell out of it the next week. LOVE huge patches

Steam forum voice on.

There are a few mods that remove them.
Title: Re: Stellaris
Post by: tgb on October 23, 2016, 04:51:39 AM
Quote from: Kushan on October 22, 2016, 09:12:04 PM
Quote from: mikeck on October 22, 2016, 08:21:47 PM
Quote from: OJsDad on October 22, 2016, 03:43:38 PM
Quote from: mikeck on October 22, 2016, 03:05:48 PM
Haven't had a chance to play. After the new patch, is there an option to "turn off" space monsters?

No

Whiny voice on: great, I'll be completely immersed in a believable future when the giant planet sized space slug sucks the energy from the 100 million degree star.

Whiny voice off.
Steam forum voice on: well, Im shelving this crap game...space monsters is a game killer and I'm not playing anymore until it's fixed. Thanks paradox!

Steam forum voice off

Yeah, I'll be playing the hell out of it the next week. LOVE huge patches

Steam forum voice on.

There are a few mods that remove them.

Do they work with 1.3?
Title: Re: Stellaris
Post by: ghostryder on October 23, 2016, 09:47:00 AM
Typed in "space monsters" in the workshop and several came up--this was at the top-

http://steamcommunity.com/sharedfiles/filedetails/?id=685670935

Reading comments on it none related to compatability ---but the mod removes the script to generate monsters-if that hasn't changed should work.
Title: Re: Stellaris
Post by: solops on October 23, 2016, 09:48:21 AM
Thanks very much. I don't much care for them sometimes, either.
Title: Re: Stellaris
Post by: FarAway Sooner on October 24, 2016, 09:49:05 AM
I do agree that the "Space Monsters" theme is a bit worn out after all these games.

I'd love to see somebody implement a "Space Farm" theme.  You could have Star Goats and Space Cows that yielded resources, Stellar Coyotes and the infamous Space Fire Ants to pose a threat, and one of the earlier techs would you a Space Dog that could provide advance warning of the larger threats and chase off the smaller ones (but would be impervious to stop the Space Fire Ants).

;)
Title: Re: Stellaris
Post by: Anguille on October 24, 2016, 10:21:11 AM
Quote from: FarAway Sooner on October 24, 2016, 09:49:05 AM
I do agree that the "Space Monsters" theme is a bit worn out after all these games.

I'd love to see somebody implement a "Space Farm" theme.  You could have Star Goats and Space Cows that yielded resources, Stellar Coyotes and the infamous Space Fire Ants to pose a threat, and one of the earlier techs would you a Space Dog that could provide advance warning of the larger threats and chase off the smaller ones (but would be impervious to stop the Space Fire Ants).

You can have space chicken in Space Colony....
Title: Re: Stellaris
Post by: Freyland on October 24, 2016, 10:25:08 AM
Quote from: FarAway Sooner on October 24, 2016, 09:49:05 AM
I do agree that the "Space Monsters" theme is a bit worn out after all these games.

I'd love to see somebody implement a "Space Farm" theme.  You could have Star Goats and Space Cows that yielded resources, Stellar Coyotes and the infamous Space Fire Ants to pose a threat, and one of the earlier techs would you a Space Dog that could provide advance warning of the larger threats and chase off the smaller ones (but would be impervious to stop the Space Fire Ants).

What'chu talkin' bout, Willis?
Title: Re: Stellaris
Post by: Martok on October 24, 2016, 01:45:21 PM
Man, I forgot just how much I enjoyed this game; definitely has that "just a few more minutes" factor.  (Where did the time go??? :o )  Whatever other people's experiences are, Stellaris is still the most fun I've had with space strategy since Distant Worlds -- and possibly ever.  It's easily in my top five of all time. 

Title: Re: Stellaris
Post by: OJsDad on October 24, 2016, 02:15:22 PM
Martok, did you get the DLC or are  you just playing with the latest patch.
Title: Re: Stellaris
Post by: Martok on October 24, 2016, 02:38:33 PM
Just the Heinlein update for now.  Figure I'll pick up the Leviathans DLC in another couple weeks. 

Title: Re: Stellaris
Post by: Kushan on October 24, 2016, 02:38:48 PM
Quote from: Martok on October 24, 2016, 01:45:21 PM
Man, I forgot just how much I enjoyed this game; definitely has that "just a few more minutes" factor.  (Where did the time go??? :o )  Whatever other people's experiences are, Stellaris is still the most fun I've had with space strategy since Distant Worlds -- and possibly ever.  It's easily in my top five of all time.

I agree. I had a ton of fun playing this weekend. The only thing I think Distant Worlds might do better is the economy and having civilian ships moving around. But managing all the resources can be extremely tedious in Distant Worlds so even Stellaris's simplified economy could be a bonus depending on your mood. For the most part I tend to prefer Stellaris's model these days. Paradox has also said they are interested in maybe adding civilian freighters in the future.
Title: Re: Stellaris
Post by: FarAway Sooner on October 24, 2016, 04:00:05 PM
So, I have a Matrix Games' 38% off coupon I got in the mail today, so maybe I'm buying this game in the next 30 days after all.  I'm having a lot of fun with Polaris Sector (if struggling with the micro a little bit) so wouldn't start playing it for a while, but it sounds like this game is shaping up to be a fine product! 


:smitten:
Title: Re: Stellaris
Post by: OJsDad on October 24, 2016, 04:14:25 PM
Stellaris isn't a Matrix game, so you 38% off won't help. 
Title: Re: Stellaris
Post by: ghostryder on October 25, 2016, 07:43:07 AM
I have 3 fallen empires in my game. One right next to me. There was a GIA planet that had "holy land" in it's factors where you see things like high gravity or whatnot- when I sent my colony ship this empire warned it would stomp me...still weak I dismantled the attempt knowing I'd get wiped out. Well 120 years in this empire awakens. Then another fallen empire who are their rivals awaken. `10 years pass-and in that time the awaken empire has colonized a number of planets in it's border-including this GIA planet-(they are religious fanatics where as I am war+materalist) and create great fleets in the 200k plus range. The two empires go to war.

Strangely I'm an automatic subject -- likely because of my backing down from colonizing that GIA planet decades before--so I'm already sided with this empire--not to mention now half my damn minerals and energy are now gone directed to my new masters. I'm thinking...that's cool. I'll wait until i grow and fight them later for my independance. Well-the whole galaxy is now pulled into this 'War in heaven" plus a large empire also right next to mine decided they ain't taking sides and goes independant with 3 others in thier ranks. Dispite their size my Fallen empire makes quick work of them. completely defeats them in less than 10 years. i helped a little sense they were basically on my level. The opposing Fallen is on the other side of the map--so thus far I've just been swatting thier minor subjects. Things are getting interesting---a great turn around from a boring mid game before this patch.
Title: Re: Stellaris
Post by: Rayfer on October 25, 2016, 07:56:30 AM
GR.....are you playing this with the patch only or is this with the newly released DLC as well?
Title: Re: Stellaris
Post by: FarAway Sooner on October 25, 2016, 09:07:12 AM
Quote from: OJsDad on October 24, 2016, 04:14:25 PM
Stellaris isn't a Matrix game, so you 38% off won't help.

This fine print is really bumming me out!  Matrix... Paradox...  It's that damn letter "x" at the end!!!

:crazy2:
Title: Re: Stellaris
Post by: ghostryder on October 25, 2016, 10:47:19 AM
I have the DLC. I had a fleet totally destroyed when an enemy fallen empire fleet showed up while I was fighting one of their lesser subjects--I quickly rebuilt having about 9 planets. (I mod out sectors with the 100 planet mod) -- and continue to forge forward taking a planet at a time by neighboring lessor enemies. There's no way to flip them until the war in heaven war is settled---you have to occupy them---I built some battle stations--fortress's to quard them--and then move my fleet to the next target. As long as my resources hold up this tactic should work. But supporting those fortress's does drain my plus income to a point I'll go negative in about 2 more invasions. I have'nt figured out what I'll do after that. I do have a few Fallen Empire ships that follow my main fleet around---their called the ? Crusaders---can't remember--but they aren't that many--they mostly pick off straglers.

Title: Re: Stellaris
Post by: mikeck on October 25, 2016, 02:43:52 PM
Love the concept of the "fallen empires". So much more interesting than giant sun sucking space worm
Title: Re: Stellaris
Post by: OJsDad on October 26, 2016, 07:34:34 AM
Has anyone else noticed that not all mods are showing as compatible.  Visiting steam, some of these show that they have been updated, but when I run Stellaris, they're not. 
Title: Re: Stellaris
Post by: OJsDad on October 26, 2016, 08:17:25 AM
Quote from: OJsDad on October 26, 2016, 07:34:34 AM
Has anyone else noticed that not all mods are showing as compatible.  Visiting steam, some of these show that they have been updated, but when I run Stellaris, they're not.

Got it figured out.  I went into Documents\Paradox\Stellaris\Mod and deleted everything there.  When I launched the game, the mods were showing as usable. 
Title: Re: Stellaris
Post by: jamus34 on October 26, 2016, 08:36:21 AM
I haven't be able to spend much qt with the Heinlein patch yet however can someone confirm that they improved the combined arms approach to fleet setup?




Title: Re: Stellaris
Post by: Nefaro on October 26, 2016, 05:48:55 PM
Quote from: Freyland on October 24, 2016, 10:25:08 AM
Quote from: FarAway Sooner on October 24, 2016, 09:49:05 AM
I do agree that the "Space Monsters" theme is a bit worn out after all these games.

I'd love to see somebody implement a "Space Farm" theme.  You could have Star Goats and Space Cows that yielded resources, Stellar Coyotes and the infamous Space Fire Ants to pose a threat, and one of the earlier techs would you a Space Dog that could provide advance warning of the larger threats and chase off the smaller ones (but would be impervious to stop the Space Fire Ants).

What'chu talkin' bout, Willis?


Space Wheat.
Title: Re: Stellaris
Post by: FarAway Sooner on October 26, 2016, 10:02:33 PM
Quote from: Nefaro on October 26, 2016, 05:48:55 PM
Quote from: Freyland on October 24, 2016, 10:25:08 AM
Quote from: FarAway Sooner on October 24, 2016, 09:49:05 AM
I do agree that the "Space Monsters" theme is a bit worn out after all these games.

I'd love to see somebody implement a "Space Farm" theme.  You could have Star Goats and Space Cows that yielded resources, Stellar Coyotes and the infamous Space Fire Ants to pose a threat, and one of the earlier techs would you a Space Dog that could provide advance warning of the larger threats and chase off the smaller ones (but would be impervious to stop the Space Fire Ants).

What'chu talkin' bout, Willis?


Space Wheat.

I like it.  Of course, Space Geese would show up to eat the Space Wheat ocasionally. 

Unless you can keep your Space Goose in your Space Canoe while you're crossing the Space River, then go back with the Space Fox in your boat and pick up the Space Wheat...
Title: Re: Stellaris
Post by: ghostryder on October 26, 2016, 10:33:05 PM
I haven't be able to spend much qt with the Heinlein patch yet however can someone confirm that they improved the combined arms approach to fleet setup?


Yes it's quite different now. Ships have roles now. For example you can't put torpedoes on every one. Corvettes can still carry missles--but in my observation they aren't as effective as they once were--visually examining a battle you can clearly see a lot get intercepted. The larger ships you can choose the hangar bays or torpedoes, etc. Pretty much everything has been reworked, moved as well as some additional techs have been added. No doubt some balancing may be needed but it certainly is far more interesting putting them together now.

I'd also note-now past the war in heaven and having the Bidden crisis just show up-later game performance is improved. I'll still get an occassional stall where the game seems paused (when it's not) for a few seconds then it continues but overall it seems a bit smoothier running...at least on my large Galaxy.  Overall I've been a lot more busy playing the game as opposed to waiting for something to happen. I'm still not strong enough to fight my overlords--that crusader awaken empire-for my independance but perhaps the bidden may weaken them somewhat.  They granted my nothing as far as planets after we won the war in heaven because "I didn't do enough"....I took several planets and occupied them...at least 10...but they were minor nation with none belonging to the opposed awaken empire-and i've read in the forums others being granted a few planets....so maybe it's because I didn't take them head on? that seemed undoble given the strength of their fleets. Right now I own 14 planets and can field up to a 350 point fleet--still far from the 1k cap. Very interesting game and nowhere near winning. Luckily the Bidden is on the other side of the map.
Title: Re: Stellaris
Post by: Martok on October 27, 2016, 01:45:30 PM
I couldn't hold off any longer.  Picked up Leviathans today.  Will have to wait to play it til at least tomorrow, though. 
Title: Re: Stellaris
Post by: OJsDad on October 27, 2016, 01:48:11 PM
Has anyone else noticed that you cannot delete ship designs, at least not the latest.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on October 30, 2016, 02:34:04 PM
The game seems to be cheating now.  I keep getting sandwiched right next to two other empires right off the bat even when I turn clustered start off and they're already colonizing their 3rd planet by the time I've researched a colony ship and I'm playing as science weenies.
Title: Re: Stellaris
Post by: OJsDad on October 30, 2016, 03:35:58 PM
SRD, how many empires are you playing against and how big is your map. 

I had to cut my number of opponents down to keep them from starting on top of me, and that was with a 1000 star map.  Though I may have cut it back to far. 

I'm also still using the no cluster start mod. 
Title: Re: Stellaris
Post by: Silent Disapproval Robot on October 30, 2016, 04:05:02 PM
800 star map, elliptical galaxy, 10 AI empires.
Title: Re: Stellaris
Post by: mikeck on October 30, 2016, 04:24:12 PM
Quote from: Silent Disapproval Robot on October 30, 2016, 02:34:04 PM
The game seems to be cheating now.  I keep getting sandwiched right next to two other empires right off the bat even when I turn clustered start off and they're already colonizing their 3rd planet by the time I've researched a colony ship and I'm playing as science weenies.

Are they checked as advanced empires ?
Title: Re: Stellaris
Post by: Martok on October 30, 2016, 09:25:28 PM
Quote from: Silent Disapproval Robot on October 30, 2016, 02:34:04 PM
The game seems to be cheating now.  I keep getting sandwiched right next to two other empires right off the bat even when I turn clustered start off and they're already colonizing their 3rd planet by the time I've researched a colony ship and I'm playing as science weenies.
I've been suffering from similar ill-luck with my starting position lately.  (Settings:  1000-star elliptical galaxy, 39 AI empires, no advanced starts, max Fallen Empires, unclustered starting positions.)  It's getting a little frustrating. 

In my most recent game (where I started on the galaxy's northern edge), I discovered a normal empire to my southeast after having explored just 8 star systems...and shortly ran into a Fallen Empire immediately to my west.  Just like that, I had nowhere to expand.  :( 

Title: Re: Stellaris
Post by: Barthheart on October 31, 2016, 05:21:08 AM
Well, with 39 empires in 1000 stars, that's only about 50 stars each. No wonder your running into people so early.
Title: Re: Stellaris
Post by: solops on October 31, 2016, 10:07:48 AM
OK. I want to like this game, but the biggest stumbling block is the game's inept handling of Sector management. Increasing the number of core systems to 500+ fixes that problem, sort of, but make large games tedious. The contributors to this thread are obvious Stellaris players, so tell me: How do YOU guys deal with sectors?

I need something to do until Civ6 is fixed. If not this then I guess its back to Polaris Sector, Red Storm and or Barbarossa.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on October 31, 2016, 01:22:45 PM
I micro them.  Once I get to the point where the purple resource (influence?/prestige?) isn't an issue, I'll trade control of sectors so I can build planets up how I like.  Then I hand it back to the AI with orders to respect tile resources/builds.
Title: Re: Stellaris
Post by: Kushan on October 31, 2016, 02:09:47 PM
Quote from: solops on October 31, 2016, 10:07:48 AM
OK. I want to like this game, but the biggest stumbling block is the game's inept handling of Sector management. Increasing the number of core systems to 500+ fixes that problem, sort of, but make large games tedious. The contributors to this thread are obvious Stellaris players, so tell me: How do YOU guys deal with sectors?

I need something to do until Civ6 is fixed. If not this then I guess its back to Polaris Sector, Red Storm and or Barbarossa.

Quote from: Silent Disapproval Robot on October 31, 2016, 01:22:45 PM
I micro them.  Once I get to the point where the purple resource (influence?/prestige?) isn't an issue, I'll trade control of sectors so I can build planets up how I like.  Then I hand it back to the AI with orders to respect tile resources/builds.

I don't see why everyone hates them so much other then they don't seem to actually build anything. I get around that by doing the same thing as SDR. Really looking forward to when Paradox makes sectors matter a little more. Remember hearing about some of their plans for sectors leading up to release and looks like only a small part of it made the initial release.
Title: Re: Stellaris
Post by: mikeck on October 31, 2016, 04:06:11 PM
Quote from: solops on October 31, 2016, 10:07:48 AM
OK. I want to like this game, but the biggest stumbling block is the game's inept handling of Sector management. Increasing the number of core systems to 500+ fixes that problem, sort of, but make large games tedious. The contributors to this thread are obvious Stellaris players, so tell me: How do YOU guys deal with sectors?

I need something to do until Civ6 is fixed. If not this then I guess its back to Polaris Sector, Red Storm and or Barbarossa.


I think the key is to get the planets going on your own and then turn it over at some point with instructions. You can't just newly colonize and then hand it over because the AI  seems to have trouble prioritizing development.

So what to do:
Keep control of  A group of colonies until you build up everything you want to build up on the planet. Once you get a group of planets where everything is built up then create a sector and assign it to a governor. The key thing though is in the "sector creation"  screen you need to check the box that says something like "will not replace buildings with other buildings "..or whatever.  You're basically telling the sector governor "don't destroy anything I've built." You can also set how much energy and how many minerals you were sent from the sector so there's very little discussion for the AI.

So in the end if a planet is fully developed you don't really need to do anything concerning micro.

I have found that even substantially building up and then instructing the sector governor to only build things on the appropriate squares ( Power plant on squares producing electricity in the like) works.  they generally do OK. You have to use those checkboxes to give him some guidance.  As far as resources in the solar system I found the sector AI to be pretty good at building stations with the leftover stuff
Title: Re: Stellaris
Post by: solops on October 31, 2016, 07:51:23 PM
OK, reasonable answers, about what I expected. Thanks. What about recent claims that the Sector AI dismantles "happiness" buildings, leading to unrest. Mikeck, does your methodiology (a lot like methodology, but longer...) prevent that?
Title: Re: Stellaris
Post by: mikeck on November 01, 2016, 01:17:35 PM
Quote from: solops on October 31, 2016, 07:51:23 PM
OK, reasonable answers, about what I expected. Thanks. What about recent claims that the Sector AI dismantles "happiness" buildings, leading to unrest. Mikeck, does your methodiology (a lot like methodology, but longer...) prevent that?

I'm just starting  my first game after the new 1.3 patch so I don't know if it's changed...but last I played, in that sector creation screen, you can check a box that prohibits the AI from destroying ANY buildings.

I agree that in the past the sector governor AI has been bad. So the answer is to not give it much choice. Frankly, after you've built everything, there isn't a whole lot to do anyway but I believe the AI will update buildings for you so that's helpful
Title: Re: Stellaris
Post by: ghostryder on November 01, 2016, 11:33:45 PM
I mod them out. the A.I. is just too horrendous with them. To cut down on micromanaging I use the auto upgrade mod that automatically upgrades buildings. With this mod it's really not an issue after the planet is full of pops.

Title: Re: Stellaris
Post by: solops on November 02, 2016, 12:52:37 AM
Quote from: ghostryder on November 01, 2016, 11:33:45 PM
I mod them out. the A.I. is just too horrendous with them. To cut down on micromanaging I use the auto upgrade mod that automatically upgrades buildings. With this mod it's really not an issue after the planet is full of pops.

This sounds promising, too. I need to find that mod. Do you have a link or the exact name for the Workshop search?
Title: Re: Stellaris
Post by: ghostryder on November 03, 2016, 04:06:24 PM
Sorry for the slow response. been working. :(

http://steamcommunity.com/sharedfiles/filedetails/?id=691008512  ---- The auto build mod --- hasn't been updated for Heinlein but appears to work fine.


Also here's a couple good race mods that are not available on the workshop.

http://www.loverslab.com/topic/64963-stellaris-elves-of-stellaris/    -- Space Elves. Well done.

http://www.loverslab.com/topic/64968-stellaris-drow-of-stellaris/ ---Drow. --- does work with Space Elves

http://www.loverslab.com/topic/66779-stellaris-the-asari-civilisation/   -- This one just appeared on the workshop but it originated here. Asari--- so many variants no pop will look the same.

I generally want humanoid races in my game so any source --even if elves or Drow-is preferrable to talking hamspters to me.



Title: Re: Stellaris
Post by: Martok on December 05, 2016, 02:28:07 PM
So new free DLC, Horizon Signal, is now available: 






Also, the 1.4 "Kennedy" update dropped today.  Patch notes: 

[spoiler]###################
# Leviathans Story Pack
###################
* Added new introduction event for the Artisan Troupe
* Added encounter event for the Enigmatic Fortress

###################
# Features
###################
* Added 33 new achievements
* No longer possible to build robots on planets belonging to sectors
* Added victory event after defeating the Prethoryn Scourge
* Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
* Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.

###################
# Balance
###################

#General
* Evasion is now capped at 90%
* Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
* Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
* Afterburners now use the auxiliary slot
* Regular empires now start with 8 pops
* Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
* Pirate ships have been reworked slightly and buffed in most cases
* Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
* Stone age primitives now generate fewer tile blockers
* Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
* Venerable trait cost reduced from 5 to 4
* Mineral Silos are now restricted to 1 per planet
* Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
* Level 3 mineral silo now only provides +1 mineral per adjacent tile
* Increased protectorate tech discount to 95%
* Protectorates can no longer conduct independent diplomacy
* Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
* Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
* Reduced spawn odds of tomb worlds
* Increased frequency of alien pet deposits
* Reduced warscore costs for planetary and vassalisation wargoals
* Doubled Pre-Sentient Anomaly spawn chances
* Fixed CTD when generating a certain tooltip while the player has no planets
* Pops are no longer upset if an occupier purges Pops on one of your planets

# Components
* Space Torpedo mineral cost reduced from 20 to 10
* Space Torpedo power usage reduced from 20 to 10
* Space Torpedo maximum damage reduced from 260 to 215
* Space Torpedo armor penetration set to 50%
* Armored Torpedo mineral cost reduced from 40 to 15
* Armored Torpedo power usage reduced from 40 to 15
* Armored Torpedo damage reduced from 150-300 to 140-280
* Armored Torpedo armor penetration set to 50%
* Devastator Torpedo mineral cost reduced from 60 to 20
* Devastator Torpedo power usage reduced from 60 to 20
* Devastator Torpedo armor penetration set to 50%
* Devastator Torpedo missile HP reduced from 8 to 6

###################
# AI
###################

#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries

#Sector
* Major work done to sector AI to make it better at budgeting and utilizing resources

#Diplomacy
* AI will now sometimes gift countries that are at war with their rivals and threats
* AI will no longer ask you to become their vassal multiple times in a row
* AI is now less keen to accept a lot of defensive pacts
* Slowed down AI requests for federation membership/association status to prevent message spam

#Misc
* Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
* Fixed a bug where AI was trying to build buildings on tiles that had presentients on them

###################
# User Interface
###################
* Added a setting to disable all auto-unpausing from popups
* Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
* Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
* Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
* 'Closed Borders' and 'Truce' are shown as diplomatic statuses

###################
# Bugfixes
###################
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
* Fixed armor absorbing too much damage if the ship also had shields left
* Fixed very high armor values negating the effects of armor penetration
* Fixed auto generated ship designs getting wrong combat computers
* Swarm units have had their sound volume adjusted
* Spaceport no longer provide Naval Capacity while under construction
* Fleet view shows current fleet activity instead of order description
* Vassals and overlords no longer gives sensor to each other while at war
* Sector AI will spend own resources instead of players resources when upgrading spaceports
* Uplift species button is locked if no species can be found on any owned planet
* Fixed a bug where some leaders could live forever
* Planets with Stone Age Primitives will no longer generate Anomalies
* Tzynn Empire now starts with the proper number of trait points
* Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
* Launcher MOD tab scrollbar appears with correct position and size when content overflows container
* Fixed a rare case of portrait duplication caused by prescripted species templates
* Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
* Situation Log entry list of counters grows up instead of down
* Savannah and Alpine worlds now have proper localization in the start screen
* Fixed typo in Frontier Hospital technology description
* Fixed a bug where upgrade fleet progress could display numbers above 100%
* Fixed some outdated hotkey references in tutorial texts
* Fixed frantic twitching animation in diplomacy window for main species
* Fixed reversed fanatic/militarist bonus to rivalry influence
* Fixed some potential event spam when running on high speeds during War in Heaven
* Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Enclave governments now get a new ruler when the first one dies
* Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
* Fixed some ships getting stuck in a looping death animation
* Fixed CTD when looking at a ship that fired a shot during the same frame as it died
* Fixed CTD that could happen if ground combat was started on a planet without owner
* Garrison from Pops will no longer spawn on planets that have already been occupied
* Fixed CTD that could happen when assigning a new mission to an observation station
* Fixed various issues with Swarm behaviour


###################
# Graphics
###################
* Tweaked humanoid 02 and 05 portraits
* Added updated clothes textures
* Added fixed clothes for humanoid 05
* Arthropoid battleships sections now all line up
* Galaxy view textures have been updated.
* Extradimensionals' death effects have been updated.


###################
# Modding
###################
* Event chain counter max = -1 means max is ignored. Default value is -1
* Added count_countries trigger
* Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
* new trigger won_with_condition = domination_victory
* Added trigger num_strategic_resources


###################
# Performance
###################
* Misc performance improvements[/spoiler]


As expected, this one's a smaller update, focusing more on balancing and bug fixing, although there are the usual various minor features and QOL improvements added as well. 

Title: Re: Stellaris
Post by: Rayfer on December 05, 2016, 06:33:19 PM
Quote from: Martok on December 05, 2016, 02:28:07 PM
So new free DLC, Horizon Signal, is now available: 






Also, the 1.4 "Kennedy" update dropped today.  Patch notes: 

[spoiler]###################
# Leviathans Story Pack
###################
* Added new introduction event for the Artisan Troupe
* Added encounter event for the Enigmatic Fortress

###################
# Features
###################
* Added 33 new achievements
* No longer possible to build robots on planets belonging to sectors
* Added victory event after defeating the Prethoryn Scourge
* Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
* Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.

###################
# Balance
###################

#General
* Evasion is now capped at 90%
* Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
* Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
* Afterburners now use the auxiliary slot
* Regular empires now start with 8 pops
* Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
* Pirate ships have been reworked slightly and buffed in most cases
* Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
* Stone age primitives now generate fewer tile blockers
* Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
* Venerable trait cost reduced from 5 to 4
* Mineral Silos are now restricted to 1 per planet
* Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
* Level 3 mineral silo now only provides +1 mineral per adjacent tile
* Increased protectorate tech discount to 95%
* Protectorates can no longer conduct independent diplomacy
* Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
* Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
* Reduced spawn odds of tomb worlds
* Increased frequency of alien pet deposits
* Reduced warscore costs for planetary and vassalisation wargoals
* Doubled Pre-Sentient Anomaly spawn chances
* Fixed CTD when generating a certain tooltip while the player has no planets
* Pops are no longer upset if an occupier purges Pops on one of your planets

# Components
* Space Torpedo mineral cost reduced from 20 to 10
* Space Torpedo power usage reduced from 20 to 10
* Space Torpedo maximum damage reduced from 260 to 215
* Space Torpedo armor penetration set to 50%
* Armored Torpedo mineral cost reduced from 40 to 15
* Armored Torpedo power usage reduced from 40 to 15
* Armored Torpedo damage reduced from 150-300 to 140-280
* Armored Torpedo armor penetration set to 50%
* Devastator Torpedo mineral cost reduced from 60 to 20
* Devastator Torpedo power usage reduced from 60 to 20
* Devastator Torpedo armor penetration set to 50%
* Devastator Torpedo missile HP reduced from 8 to 6

###################
# AI
###################

#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries

#Sector
* Major work done to sector AI to make it better at budgeting and utilizing resources

#Diplomacy
* AI will now sometimes gift countries that are at war with their rivals and threats
* AI will no longer ask you to become their vassal multiple times in a row
* AI is now less keen to accept a lot of defensive pacts
* Slowed down AI requests for federation membership/association status to prevent message spam

#Misc
* Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
* Fixed a bug where AI was trying to build buildings on tiles that had presentients on them

###################
# User Interface
###################
* Added a setting to disable all auto-unpausing from popups
* Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
* Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
* Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
* 'Closed Borders' and 'Truce' are shown as diplomatic statuses

###################
# Bugfixes
###################
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
* Fixed armor absorbing too much damage if the ship also had shields left
* Fixed very high armor values negating the effects of armor penetration
* Fixed auto generated ship designs getting wrong combat computers
* Swarm units have had their sound volume adjusted
* Spaceport no longer provide Naval Capacity while under construction
* Fleet view shows current fleet activity instead of order description
* Vassals and overlords no longer gives sensor to each other while at war
* Sector AI will spend own resources instead of players resources when upgrading spaceports
* Uplift species button is locked if no species can be found on any owned planet
* Fixed a bug where some leaders could live forever
* Planets with Stone Age Primitives will no longer generate Anomalies
* Tzynn Empire now starts with the proper number of trait points
* Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
* Launcher MOD tab scrollbar appears with correct position and size when content overflows container
* Fixed a rare case of portrait duplication caused by prescripted species templates
* Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
* Situation Log entry list of counters grows up instead of down
* Savannah and Alpine worlds now have proper localization in the start screen
* Fixed typo in Frontier Hospital technology description
* Fixed a bug where upgrade fleet progress could display numbers above 100%
* Fixed some outdated hotkey references in tutorial texts
* Fixed frantic twitching animation in diplomacy window for main species
* Fixed reversed fanatic/militarist bonus to rivalry influence
* Fixed some potential event spam when running on high speeds during War in Heaven
* Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Enclave governments now get a new ruler when the first one dies
* Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
* Fixed some ships getting stuck in a looping death animation
* Fixed CTD when looking at a ship that fired a shot during the same frame as it died
* Fixed CTD that could happen if ground combat was started on a planet without owner
* Garrison from Pops will no longer spawn on planets that have already been occupied
* Fixed CTD that could happen when assigning a new mission to an observation station
* Fixed various issues with Swarm behaviour


###################
# Graphics
###################
* Tweaked humanoid 02 and 05 portraits
* Added updated clothes textures
* Added fixed clothes for humanoid 05
* Arthropoid battleships sections now all line up
* Galaxy view textures have been updated.
* Extradimensionals' death effects have been updated.


###################
# Modding
###################
* Event chain counter max = -1 means max is ignored. Default value is -1
* Added count_countries trigger
* Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
* new trigger won_with_condition = domination_victory
* Added trigger num_strategic_resources


###################
# Performance
###################
* Misc performance improvements[/spoiler]


As expected, this one's a smaller update, focusing more on balancing and bug fixing, although there are the usual various minor features and QOL improvements added as well.

Glad they did it.....but now none of the mods work!   >:(
Title: Re: Stellaris
Post by: Martok on December 08, 2016, 02:17:57 PM
^  Isn't that what usually happens when a new update gets released?  ::) :buck2: 



A new dev diary (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-54-ethics-rework.987286/) talking about the next update ("Banks"), specifically with regards to reworking Ethics, Pops, and Factions is now out.  Hopefully it will make internal politics more interesting -- something long requested by many players. 

Title: Re: Stellaris
Post by: Yskonyn on December 09, 2016, 06:25:46 AM
Darn, so little time! I really need to start a new game in Stellaris.  :nerd:
Title: Re: Stellaris
Post by: bbmike on December 09, 2016, 08:37:09 AM
Every time I go to start a new Stellaris game I see "new patch n.n is coming! It'll be the bomb!" and end up never playing 'cause I'm always waiting. That's actually true for a lot of my games.
Title: Re: Stellaris
Post by: Barthheart on December 09, 2016, 08:55:21 AM
Quote from: bbmike on December 09, 2016, 08:37:09 AM
Every time I go to start a new Stellaris game I see "new patch n.n is coming! It'll be the bomb!" and end up never playing 'cause I'm always waiting. That's actually true for a lot of my games.

Ditto.. so Wednesday night just said "F it" and started anyway.  \m/
Title: Re: Stellaris
Post by: Nefaro on December 09, 2016, 01:59:53 PM
Quote from: Barthheart on December 09, 2016, 08:55:21 AM
Quote from: bbmike on December 09, 2016, 08:37:09 AM
Every time I go to start a new Stellaris game I see "new patch n.n is coming! It'll be the bomb!" and end up never playing 'cause I'm always waiting. That's actually true for a lot of my games.

Ditto.. so Wednesday night just said "F it" and started anyway.  \m/

Yes indeed!


Then there are those occasional games in which you have struggled like mad, for hours, but getting further than you ever have before.   And then a big update comes out, auto-updates, and makes your save game obsolete.   Then you have to start all over again despite not technically having lost yet.   :knuppel2:

Therefore, when I even suspect a new update may show up in the next couple weeks then I get wary of starting a new one.

This has happened to me a couple times in TOME.  Steam auto-updates... love/hate. 
Title: Re: Stellaris
Post by: OJsDad on December 09, 2016, 02:03:28 PM
I think you can turn auto updates off.
Title: Re: Stellaris
Post by: Nefaro on December 09, 2016, 02:04:20 PM
Quote from: OJsDad on December 09, 2016, 02:03:28 PM
I think you can turn auto updates off.

For Steam?

Yes, you can.  Even by game....

Until one of the Steam client updates resets it.  Which has happened to me more than once in the past.
Title: Re: Stellaris
Post by: Sparhawk on December 09, 2016, 09:58:02 PM
Quote from: Nefaro on December 09, 2016, 02:04:20 PM
Quote from: OJsDad on December 09, 2016, 02:03:28 PM
I think you can turn auto updates off.



Yes, you can.  Even by game....

Until one of the Steam client updates resets it.

OOhh, that's how those buggers reset auto. Sometimes just easier to uninstall if you won't be playing for awhile.
Title: Re: Stellaris
Post by: Martok on December 09, 2016, 11:11:45 PM
Quote from: bbmike on December 09, 2016, 08:37:09 AM
Every time I go to start a new Stellaris game I see "new patch n.n is coming! It'll be the bomb!" and end up never playing 'cause I'm always waiting. That's actually true for a lot of my games.
Same here.  ::) 

Although FWIW, it sounds like it's going to be a little while before the Banks update comes out, and now that the hotfix for Kennedy was released (earlier today), I'd say now is as good a time as any to fire up a new Stellaris campaign.  Which is what I did.  8) 

Title: Re: Stellaris
Post by: DicedT on January 04, 2017, 08:26:13 PM
No manual?

I don't want Wikis or videos that I have to sort through to find what I'm looking for, assuming it's even covered. I rarely find that fan-written manuals are complete.

That practically ruins a game of this complexity.
Title: Re: Stellaris
Post by: mikeck on January 04, 2017, 08:50:53 PM
More and more games are coming out without manuals...look at Hearts of Iron 4. It really doesn't ruin the game...just takes a bit longer to learn
Title: Re: Stellaris
Post by: Ian C on January 05, 2017, 06:36:50 AM
Quote from: mikeck on January 04, 2017, 08:50:53 PM
More and more games are coming out without manuals..

My ambition is to open a restaurant and invite game companies.

There will be no menu. They will have to guess.
The main meals, once traditionally complete, will be split into smaller parts and available as 'DLC' - Delicious Lovely Content - to be purchased separately.

The meals will also arrive half-cooked, with the promise of further updates.

Title: Re: Stellaris
Post by: undercovergeek on January 05, 2017, 06:47:36 AM
I work in a town with 3 restaurants without menus - you're asked what you like and don't like and are presented with a 6 course meal cooked ad hoc
Title: Re: Stellaris
Post by: HoodedHorseJoe on January 05, 2017, 07:02:14 AM
Quote from: undercovergeek on January 05, 2017, 06:47:36 AM
I work in a town with 3 restaurants without menus - you're asked what you like and don't like and are presented with a 6 course meal cooked ad hoc

This actually sounds pretty legit. Wouldn't mind trying something like that.
Title: Re: Stellaris
Post by: Tpek on January 05, 2017, 07:14:26 AM
Quote from: Ian C on January 05, 2017, 06:36:50 AM
Quote from: mikeck on January 04, 2017, 08:50:53 PM
More and more games are coming out without manuals..

My ambition is to open a restaurant and invite game companies.

There will be no menu. They will have to guess.
The main meals, once traditionally complete, will be split into smaller parts and available as 'DLC' - Delicious Lovely Content - to be purchased separately.

The meals will also arrive half-cooked, with the promise of further updates.

I've been to such restaurants.
Title: Re: Stellaris
Post by: Nefaro on January 05, 2017, 08:26:20 AM
Quote from: Ian C on January 05, 2017, 06:36:50 AM
Quote from: mikeck on January 04, 2017, 08:50:53 PM
More and more games are coming out without manuals..

My ambition is to open a restaurant and invite game companies.

There will be no menu. They will have to guess.
The main meals, once traditionally complete, will be split into smaller parts and available as 'DLC' - Delicious Lovely Content - to be purchased separately.

The meals will also arrive half-cooked, with the promise of further updates.


I approve this message.
Title: Re: Stellaris
Post by: bbmike on January 05, 2017, 08:35:53 AM
Quote from: Ian C on January 05, 2017, 06:36:50 AM
Quote from: mikeck on January 04, 2017, 08:50:53 PM
More and more games are coming out without manuals..

My ambition is to open a restaurant and invite game companies.

There will be no menu. They will have to guess.
The main meals, once traditionally complete, will be split into smaller parts and available as 'DLC' - Delicious Lovely Content - to be purchased separately.

The meals will also arrive half-cooked, with the promise of further updates.

Remember to let customers show up at the restaurant hours before it opens if they wish. Serve them bites of food that will most certainly not be in the main meals. No plates, cups or utensils as those will be added when the restaurant actually opens. Of course, charge them more if they choose to do this.
Title: Re: Stellaris
Post by: jamus34 on January 05, 2017, 08:42:00 AM
Make sure you only invite publishers.

For developers you would have them show up at the publicly announced opening and then make them wait 6 months for the meal to be "ready"

And if it is Peter Molyneux then you have a menu, take the order and then come out with a complete different dish and state this is what he really wanted in the first place.
Title: Re: Stellaris
Post by: Nefaro on January 05, 2017, 11:12:10 AM
Keep the customers' leftovers and serve it to them again the next time they visit, adding a small side dish, and charge full price again.

:-"
Title: Re: Stellaris
Post by: Freyland on January 05, 2017, 11:25:50 AM
Put a fly in the soup and call it a feature.
Title: Re: Stellaris
Post by: Tpek on January 05, 2017, 12:41:22 PM
Get angry at them when they complain they've been sitting for 3 hours and want to know when the dishes will finally come out,
and tell them "It'll be done when it's done".
Title: Re: Stellaris
Post by: FarAway Sooner on January 05, 2017, 03:21:19 PM
I'd recommend serving them the first course, then hold off on serving any further dishes for two hours while you upgrade your serving dishes.
Title: Re: Stellaris
Post by: CptHowdy on January 10, 2017, 01:13:59 AM
dastactic doing a lets play using the star wars:a galaxy divided mod +plus some other recommended mods. i do not own this game yet but the star trek and star wars mods make it very tempting.

https://youtu.be/4-X5dlMVXVg
Title: Re: Stellaris
Post by: Martok on January 26, 2017, 03:50:09 PM
Has anyone else been following the dev diaries? 


If you haven't been, don't.  You'll either be disappointed, or maddened by the fact that it's going to be at least another month before we see any of these cool new features added.  ::) 
Title: Re: Stellaris
Post by: bbmike on January 26, 2017, 05:12:24 PM
I started playing the Star Trek Horizon mod so I'm not too disappointed.  :P
Title: Re: Stellaris
Post by: Martok on January 27, 2017, 12:59:23 AM
Quote from: bbmike on January 26, 2017, 05:12:24 PM
I started playing the Star Trek Horizon mod so I'm not too disappointed.  :P
How is that coming along, by the way?  I know you'd said you were doing more work on it, but I can't remember what progress you'd made thus far. 

Title: Re: Stellaris
Post by: MikeGER on January 27, 2017, 01:43:04 AM
Quote from: CptHowdy on January 10, 2017, 01:13:59 AM
dastactic doing a lets play using the star wars:a galaxy divided mod +plus some other recommended mods. i do not own this game yet but the star trek and star wars mods make it very tempting.

https://youtu.be/4-X5dlMVXVg
+1

i am following his Let's Play and it really gives me appetite to start a new game playing 'that galaxy' O0

but the length of the mod list is quite scary .... i hope it will be all just a number of 'subscribe' checkmarks at Steam Workshop ?
Title: Re: Stellaris
Post by: bbmike on January 27, 2017, 07:42:09 AM
Quote from: Martok on January 27, 2017, 12:59:23 AM
Quote from: bbmike on January 26, 2017, 05:12:24 PM
I started playing the Star Trek Horizon mod so I'm not too disappointed.  :P
How is that coming along, by the way?  I know you'd said you were doing more work on it, but I can't remember what progress you'd made thus far.

Oops, I meant the Stellaris mod Star Trek New Horizons.
My Horizon Star Trek mod is nearing the first stage of completion. I finished the Tholians and Cardassians and was going to release them but decided to finish up the Lyrans as well.
Title: Re: Stellaris
Post by: Rayfer on February 02, 2017, 01:15:09 PM
Some interesting Stellaris DLC news from the RPS site.  https://www.rockpapershotgun.com/2017/02/02/stellaris-utopia-expansion-banks-update/#more-426939
Title: Re: Stellaris
Post by: OJsDad on February 02, 2017, 08:34:49 PM
Stellaris is also on sale right now.  33% off I believe. 
Title: Re: Stellaris
Post by: Yskonyn on February 03, 2017, 02:15:35 PM
Indeed interesting, but it causes the pitfall for me that I am sure the game isnt fun until those dlc have dropped, hehe. Seem like definite wants! :D
Title: Re: Stellaris
Post by: Martok on February 03, 2017, 04:52:34 PM
Quote from: Rayfer on February 02, 2017, 01:15:09 PM
Some interesting Stellaris DLC news from the RPS site.  https://www.rockpapershotgun.com/2017/02/02/stellaris-utopia-expansion-banks-update/#more-426939
Internal politics, Ringworlds, and Dyson's Spheres, oh my!  :D  Sounds tasty! 




Quote from: Yskonyn on February 03, 2017, 02:15:35 PM
Indeed interesting, but it causes the pitfall for me that I am sure the game isnt fun until those dlc have dropped, hehe. Seem like definite wants! :D
FWIW, I've enjoyed Stellaris since Day One, minus DLC.  My personal Game of the Year for 2016. 

Title: Re: Stellaris
Post by: RedArgo on August 03, 2017, 08:10:28 PM
Synthetic Dawn dlc and new patch - coming soon.

http://www.paradoxplaza.com/stellaris-synthetic-dawn/STST01DSK0000008.html (http://www.paradoxplaza.com/stellaris-synthetic-dawn/STST01DSK0000008.html)
Title: Re: Stellaris
Post by: Martok on August 04, 2017, 12:56:19 AM
The DLC (they're touting it as another "story pack" like Leviathans was) sounds cool, and I'll undoubtedly get it, but honestly I'm more excited about the 1.8 update. 


Been the playing the heck out Stelllaris the last few days, incidentally.  Whatever its flaws, this game continues to amaze me. 
Title: Re: Stellaris
Post by: Yskonyn on August 04, 2017, 06:44:29 AM
 :bd:

I am feeling lazy today; any links to the 1.8 patchnotes?
Title: Re: Stellaris
Post by: glen55 on August 04, 2017, 11:35:56 AM
Quote from: Yskonyn on August 04, 2017, 06:44:29 AM
:bd:

I am feeling lazy today; any links to the 1.8 patchnotes?

I don't think there are any yet, or a detailed designer diary saying what it will be. At least I didn't see either in a few minutes of looking last night.

(I could be wrong.  :uglystupid2:)
Title: Re: Stellaris
Post by: Silent Disapproval Robot on August 04, 2017, 11:40:44 AM
Ever since the Leviathans release, Stellaris kicks my ass.  I get deep into it and then some Big Evil shows up (I seem to get the Unbidden most often) and wrecks me.  If I somehow do manage to survive it (usually only because I save/reload until they spawn in someone else's sector and an ascendant race fights them off), I get pummeled by a rival.  I don't know how they always manage to get fleets 3-4 times the size of mine in such a short period of time when I have my prodcution maxed and am constantly churning out battleships and carriers to make ready for the next wave of attacks.
Title: Re: Stellaris
Post by: OJsDad on August 04, 2017, 11:46:43 AM
Quote from: Yskonyn on August 04, 2017, 06:44:29 AM
:bd:

I am feeling lazy today; any links to the 1.8 patchnotes?

I looked but couldnt find any
Title: Re: Stellaris
Post by: OJsDad on August 04, 2017, 11:47:14 AM
Quote from: Martok on August 04, 2017, 12:56:19 AM
The DLC (they're touting it as another "story pack" like Leviathans was) sounds cool, and I'll undoubtedly get it, but honestly I'm more excited about the 1.8 update. 


Been the playing the heck out Stelllaris the last few days, incidentally.  Whatever its flaws, this game continues to amaze me.

Martok, are you using any mods.
Title: Re: Stellaris
Post by: Martok on August 04, 2017, 02:25:12 PM
Quote from: Yskonyn on August 04, 2017, 06:44:29 AM
:bd:

I am feeling lazy today; any links to the 1.8 patchnotes?
The update isn't out yet.  Sorry, should've clarified that.  :-[ 




Quote from: OJsDad on August 04, 2017, 11:47:14 AM
Quote from: Martok on August 04, 2017, 12:56:19 AM
The DLC (they're touting it as another "story pack" like Leviathans was) sounds cool, and I'll undoubtedly get it, but honestly I'm more excited about the 1.8 update. 


Been the playing the heck out Stelllaris the last few days, incidentally.  Whatever its flaws, this game continues to amaze me.

Martok, are you using any mods.
Am occasionally playing Star Trek: New Horizons.  Otherwise just vanilla so far. 

Title: Re: Stellaris
Post by: OJsDad on September 06, 2017, 10:15:40 AM
https://twitter.com/StellarisGame/status/905416624299286529
Title: Re: Stellaris
Post by: Jarhead0331 on November 02, 2017, 06:44:51 PM
Boy is this going to raise a $hitstorm...

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-92-ftl-rework-and-galactic-terrain.1052958/ (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-92-ftl-rework-and-galactic-terrain.1052958/)
Title: Re: Stellaris
Post by: bbmike on November 02, 2017, 07:11:47 PM
^It seems to explain why so many space 4x games choose hyperlanes over other methods of travel.
Title: Re: Stellaris
Post by: Sparhawk on November 02, 2017, 07:28:55 PM

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-92-ftl-rework-and-galactic-terrain.1052958/

Hmm, I'll roll with it.
Title: Re: Stellaris
Post by: Jarhead0331 on November 02, 2017, 07:42:26 PM
^ummmm...what am I missing?
Title: Re: Stellaris
Post by: ghostryder on November 02, 2017, 08:17:02 PM
These choices have been in the setup options all along. You can choose any of the three--and forbid the other two or include one or both. Each brings a different experience. But I suppose if they are aiming to improve combat they need reworked. We're have to wait for what comes next--but I'm more than a little pleased they are aiming towards combat---as that isn't a strength the game enjoys.
Title: Re: Stellaris
Post by: Jarhead0331 on November 02, 2017, 08:35:00 PM
Quote from: ghostryder on November 02, 2017, 08:17:02 PM
These choices have been in the setup options all along. You can choose any of the three--and forbid the other two or include one or both. Each brings a different experience. But I suppose if they are aiming to improve combat they need reworked. We're have to wait for what comes next--but I'm more than a little pleased they are aiming towards combat---as that isn't a strength the game enjoys.

The whole point is they are removing the choices. Is something in the air tonight?
Title: Re: Stellaris
Post by: FarAway Sooner on November 02, 2017, 11:32:11 PM
Quote from: ghostryder on November 02, 2017, 08:17:02 PM
These choices have been in the setup options all along. You can choose any of the three--and forbid the other two or include one or both. Each brings a different experience. But I suppose if they are aiming to improve combat they need reworked. We're have to wait for what comes next--but I'm more than a little pleased they are aiming towards combat---as that isn't a strength the game enjoys.
+1
Title: Re: Stellaris
Post by: Yskonyn on November 03, 2017, 01:02:01 AM
Reading through the diary I understand the problems and I actually think the new plan will indeed make the game more interesting.
Besides its commendable that a developer even does such extensive maintenance on a game that has already been out for a while. Paradox surely does fully support their games a long time.
Title: Re: Stellaris
Post by: HoodedHorseJoe on November 03, 2017, 05:15:13 AM
Yeah, I could really feel the pain almost as they made the decision to keep it to just hyper-lanes. I can certainly appreciate the challenge they've had to deal with, and I am looking forward to seeing how the game evolves from here.

But hyperlanes and the idea of 'terrain' in a space game is such a ... terrestrial concept. Kind of boring as well from a conceptual angle - I do think it will make for a fun game (EUIV in space indeed) but for a space-based science fiction experience, I would have liked something a bit more revolutionary maybe.

Now all they need to do is fix Hearts of Iron IV and we'll be golden.
Title: Re: Stellaris
Post by: bbmike on November 03, 2017, 05:18:23 AM
Quote from: Jarhead0331 on November 02, 2017, 08:35:00 PM
Quote from: ghostryder on November 02, 2017, 08:17:02 PM
These choices have been in the setup options all along. You can choose any of the three--and forbid the other two or include one or both. Each brings a different experience. But I suppose if they are aiming to improve combat they need reworked. We're have to wait for what comes next--but I'm more than a little pleased they are aiming towards combat---as that isn't a strength the game enjoys.

The whole point is they are removing the choices. Is something in the air tonight?

That's the way I read it. No choices, only hyperlanes now.
Title: Re: Stellaris
Post by: OJsDad on November 03, 2017, 05:42:38 AM
I think JH is surprised at the lack of outrage.

I personnally perfer hyperlanes and setup my games so all races have the same ftl tech.

As for the lack of outrage, I think in a large part that Paradox seems to have thought about this a lot and gave a good explanation why they've made this decision. I believe that most people are looking at this as a step back to get a big jump forward with other features down the road.
Title: Re: Stellaris
Post by: HoodedHorseJoe on November 03, 2017, 06:01:18 AM
Also yeah I tend to always use hyper-lanes these days.

I started with Warp, and I dabbled in Wormholes, but I remember watching a Stellaris multiplayer stream once and one of the devs mentioned that while warping allows you to go anywhere, the way the FTL's were balanced (at the time anyway), you're likely to just be able to hyperlane around quicker than they can warp around, given the cool-down time.
Title: Re: Stellaris
Post by: Yskonyn on November 03, 2017, 07:01:02 AM
As I understand is only the initial choice will be FTL and the other options will be a techtree technology in some altered form you will need to unlock.
Jump drives and Wormholes will still be in the game, just functioning differently.

In that respect the hex movement system of GalCiv 3 works wonders. No FTL troubles, just movement factors.
Title: Re: Stellaris
Post by: joram on November 03, 2017, 07:03:34 AM
I don't do multiplayer so that was never an issue.  Personally I liked the asymetrical nature of the different options.    I feel like it's a bit of a cop out to do what they are doing however I would be willing to set aside my skepticism if it does increase the 'fun factor'.  It's hard not to feel a sense of loss though at the uniqueness the original design introduced.
Title: Re: Stellaris
Post by: joram on November 03, 2017, 07:04:39 AM
Quote from: Yskonyn on November 03, 2017, 07:01:02 AM
As I understand is only the initial choice will be FTL and the other options will be a techtree technology you will need to unlock.

I read it as all the other options are gate based variations.  They are not truly restoring it the way it was.
Title: Re: Stellaris
Post by: Yskonyn on November 03, 2017, 07:05:23 AM
Quote from: joram on November 03, 2017, 07:04:39 AM
Quote from: Yskonyn on November 03, 2017, 07:01:02 AM
As I understand is only the initial choice will be FTL and the other options will be a techtree technology you will need to unlock.

I read it as all the other options are gate based variations.  They are not truly restoring it the way it was.

True, I was still editing. :)
Title: Re: Stellaris
Post by: FarAway Sooner on November 03, 2017, 09:43:43 AM
Yeah.  It's regrettable that they couldn't figure out a way to make that unique movement system work better.  I think it says a lot about how straight-jacketed our modern gaming conventions are that nobody's been able to figure out a good work-around to challenges like this.

But I'll be danged if I can come up with any better alternative to what they've laid out.  That said, it feels like this pushes players back to HAVING to have a Stack of Doom to beat somebody. 

Per the other thread Cheimison started here a few days ago, I enjoy games where commerce raiding works.  I think range limitations on top of movement limitations could probably have done the trick.  The problems they lay out never really seemed to be a problem in Distant Worlds: Universe, but then, any time you have a "living universe" where ships take actions on their own, that solves the sort of "deep raider" problem the Stellaris devs were struggling with.

Of course, if your AI isn't good enough, you've introduced a whole different set of problems in your "living universe".  Nothing was more maddening than having my battlecruiser with medium-range beam weapons chase a pirate destroyer with long-range plasma torpedoes around the system for a year or longer, only to get pounded into oblivion by same destroyer.
Title: Re: Stellaris
Post by: OJsDad on November 03, 2017, 10:34:25 AM
The paradox thread on this is at 110 pages already.

The last person to post had this to say;

QuoteYeah well I am not delusional enough to expect a refund, and hell I love this game I normally love paradox you can see how much of the paradox stuff I own. These changes however are making me rethink that stance and any future patronage.

I look at games like CKII and EUIV and paradox has evolved this over time.  They're not the same game as when they were released.  I understand not being happy with the decision, but at the same time, we're not on the development team and don't know all of the challenges that they are having with the current implementation. 
Title: Re: Stellaris
Post by: Jarhead0331 on November 03, 2017, 10:39:52 AM
^I think its pretty silly that someone who has received so much admitted enjoyment and value out of paradox games would reevaluate their opinion of the games and the developer over this single decision that doesn't appear to have been made lightly. This is the immature rage reaction I was expecting.
Title: Re: Stellaris
Post by: Anguille on November 03, 2017, 11:21:05 AM
I overall prefer free travel in space games (with fuel range limits) but it seems that many don't have a Problem with it. So, yeah, i am not very happy with the decision but maybe they will be able to improve other aspects.
Title: Re: Stellaris
Post by: solops on November 03, 2017, 01:20:40 PM
Quote from: Jarhead0331 on November 03, 2017, 10:39:52 AM
^I think its pretty silly that someone who has received so much admitted enjoyment and value out of paradox games would reevaluate their opinion of the games and the developer over this single decision that doesn't appear to have been made lightly. This is the immature rage reaction I was expecting.

I am preparing an enraged and juvenile response. Please, Please be patient.
Thank you.
It might even be livid. Cross, perhaps, as well.
Title: Re: Stellaris
Post by: Kushan on November 03, 2017, 05:26:06 PM
If you don't like Paradox evolving their games, then you should probably go play something else. I'm ok with this. Normally I like open movement,but I've used it maybe one or twice in Stellaris. Other then that I've limited the game to hyperlanes only. I appreciate them trying to have different movement types, but I had a feeling from the start balancing them was going to be a pain in the ass for the devs.

I especially like the change to hyperlanes that forces fleets to move from entry to exit points. Now I'm really looking forward to seeing if they also can follow through with the hinted death of the doom stack.
Title: Re: Stellaris
Post by: Sparhawk on November 03, 2017, 10:10:43 PM
I'm disappointed that we will only have lanes to travel but the devs gave a reasonable explanation. I have only played Stellaris as a custom race using warp and enjoy the freedom of direction (Distant Worlds). I'm the kind of gamer who enjoys being able to get off the road, you know, like Elder Scrolls or Gothic. I've also spent hundreds of hours playing Polaris Sector with all those lanes, and Sword of the Stars as Humans with all those lanes, and others. You get the point, many games only offer lanes. Stellaris is a good game and I'm banking on it still being a good game after the changes they make. Maybe they'll even improve it.
Title: Re: Stellaris
Post by: CJReich46 on November 03, 2017, 11:10:08 PM
I'm kind of on the fence about starlanes. I don't mind them. But I do like what they intend to do with Jump Drives and wormholes, not a bad idea.

I do like what they plan for stations, which is nice.  Plus if they can find a way to make the pirates part of the "ecosystem" in Stellaris instead of a passive roadblock that would be great. Make them like DW or even in Sins where you can influence them to raid your adversaries etc.

But as mentioned they plan to work on those doomstacks and I'm cautiously optimistic.



Title: Re: Stellaris
Post by: ghostryder on November 04, 2017, 06:23:29 AM
Since your likely be able to mod in the other types of travel restricting it to hyperlanes ala Space Empires it's going to be less of an issue for me---it's too early to say if the move is bad or good as we've yet seen the pudding in combat. I'm more than willing to accept the trade off-- hyper lanes equals choke points--no longer will  a player have to turn down the difficulty to avoid being steamrolled. It's a huge problem in games like Gal Civ-  it basically limits the strategy to a tech race. It should also make it easier to keep a bead on your combat front and where to park your fleets. As it is now threats pop up ala wack a mole anywhere and it's confusing and tedious.

I too would have liked something new a revolutionary but keep in mind this is Paradox. Have they ever made a game where combat is a strength? Even 4 versions of WWII HOI remain wonky and abstract. Stellaris is their only title where one even can think about combat being interesting and fun. Lore Wise it's also a strength and adds to the difficulty of taking over planets. It's one of the things I like about the game and that seperates it from the other 4x games. It ain't so easy to take planets and paint the map with your flag--
Title: Re: Stellaris
Post by: undercovergeek on November 04, 2017, 06:46:52 AM
One day I'd like a fully workable spy/saboteur system in place too - it would be great to get sneak peeks in at other races, especially the ships/weapons and shields they use, steal tech, steal ships even something as simple as the stealth tech in Polaris that allows you to pass through a system unseen
Title: Re: Stellaris
Post by: jamus34 on November 04, 2017, 11:14:53 AM
Yeah I imagined making choke points in space to be hard. Probably the only realistic way to make it happen is to have warp interdictors in every system so an enemy, while still can move to any system rather than following the star lane would still need to take a systematic approach rather warping into the capital planet.

I mean how do you realistically create a true choke point in space? 

Only other option would be to make defensive structures cheaper but less capable at least at early techs and also allow overlapping coverage fields.

Title: Re: Stellaris
Post by: ghostryder on November 04, 2017, 04:32:18 PM
Depends on the Lore of the game in question but I'd Imagine if your going to jump to system to system and it's not gonna take light years the only way to do it is a system where you surpass the speed of light---ala a hyperlane......which would have an entry / exit point---thus your choke point where you'd build that Starbase. It effectively is a way of terrain common in wargame--especially when you can add in atmospheric effects that limit scanning, start up time for movement---the game does have cooldown for this-- anomily interference...etc. and a host of techs that deal with each issue--there's lots of ways to make space mirror a combat map---which if you want tactics and strategy to be possible-you really have to include them. And Paradox is well known to micro down into things like this to make them as deep as possible. All in all it could be a very good outcome.
Title: Re: Stellaris
Post by: jamus34 on November 05, 2017, 07:48:44 AM
I will admit the game I played recently I managed to bait a superior force to a system I actually built a star fortress on. I might have won without it but with it I stomped em flat.

Again though if they had wormhole tech if they really wanted to they could have bypassed the system.
Title: Re: Stellaris
Post by: Jack Brown on November 05, 2017, 03:05:37 PM
As long as you can turn the bloody pirates and spies off, I'm good.

Okay, that and the mod that lets me have one sector that I can run all of still works...
Title: Re: Stellaris
Post by: Nefaro on November 05, 2017, 10:50:07 PM
Quote from: bbmike on November 02, 2017, 07:11:47 PM
^It seems to explain why so many space 4x games choose hyperlanes over other methods of travel.

A combination of AI unable to perform well when given too many options, and the designers not keeping the open FTL jump ranges synced well with map layouts, as the game progresses, in order to keep the travel options fairly limited.  ;)
Title: Re: Stellaris
Post by: FarAway Sooner on November 06, 2017, 01:51:07 AM
Quote from: jamus34 on November 04, 2017, 11:14:53 AM
I mean how do you realistically create a true choke point in space? 

Only other option would be to make defensive structures cheaper but less capable at least at early techs and also allow overlapping coverage fields.

Distant Worlds: Universe managed this fairly nicely by having reasonable Fuel Ranges (and having ships burn Fuel more quickly when they did energy-intensive stuff like fighting or flying at top speed) and steeper trade-offs in ship design if you wanted more fuel.  Of course, DWU also had good (but far from great) patrol AI, so you could set up a fleet to warp to a nearby system fairly quickly if enemy or pirate ships warped into a nearby system.

I only found the AI in DWU to really struggle with tactical combat.  It was just too easy for your Flagship Battleship to single-handed chase an enemy Frigate into range of 4 Starbases protecting an enemy homeworld rather than standing off at bombardment distance.  Given how attached you got to some of your ships, that was frustrating for me.

What really made the raiding work in DWU was how effectively their commerce mechanism worked, with non-player controlled (i.e., private sector) ships and resource-specific mining platforms playing a key role in keeping your economy running.  Nothing cut off an attack faster than losing a fueling station that had been supporting an attacking navy nearby!
Title: Re: Stellaris
Post by: Yskonyn on November 06, 2017, 01:21:09 PM
Oh please DW2 give us a sign of life!
Title: Re: Stellaris
Post by: OJsDad on November 06, 2017, 02:43:33 PM
Quote from: Yskonyn on November 06, 2017, 01:21:09 PM
Oh please DW2 give us a sign of life!

As long as they give us a better combat model, then a huge +1
Title: Re: Stellaris
Post by: Jack Brown on November 06, 2017, 02:54:26 PM
Quote from: Kushan on November 03, 2017, 05:26:06 PM
Other then that I've limited the game to hyperlanes only.

How do you do this? I'm starting up a new game and want to limit all races to hyper lanes, but can't find a setting for that.

Thanks.
Title: Re: Stellaris
Post by: Jack Brown on November 06, 2017, 02:59:20 PM
Never mind. Found it. Hadn't gone far enough into the new game setup...
Title: Re: Stellaris
Post by: undercovergeek on November 09, 2017, 05:53:55 PM
Reading the latest Dev diary they're heading very much in a eu4 in space direction - there will be border claims, planet claims and cassus bellis - can't wait
Title: Re: Stellaris
Post by: bbmike on November 09, 2017, 06:04:29 PM
Quote from: undercovergeek on November 09, 2017, 05:53:55 PM
Reading the latest Dev diary they're heading very much in a eu4 in space direction - there will be border claims, planet claims and cassus bellis - can't wait

+1
Title: Re: Stellaris
Post by: solops on November 09, 2017, 06:35:58 PM
-1. After the FTL debacle, this would be another nail in the coffin (re: cassus belli, especially). I am really tired of clumsy artificial restraints on gameplay. As much as I like CK2, I do not see this as a plus for Stellaris. The AI simply is not up to it.
Title: Re: Stellaris
Post by: HoodedHorseJoe on November 10, 2017, 05:17:07 AM
Crusader Kings II isn't that good a 'game' though - It's got some great character & family management/narrative stuff, but the actual strategy layer always kind of sucked, IMO.

EUIV in space isn't the worst direction they could go in, since EUIV is a pretty awesome game, but it lacks imagination for a galaxy-spanning space 4X for sure. Reading what they're saying in the dev diaries, it sounds like they're struggling with being able to exercise any kind of creativity and still have a balanced and fun experience to engage in. Maybe they just designed the game wrong from the start or maybe they'd rather take the path of least resistance, but this isn't the worse thing they could be doing.

And who knows, if they stabilise all of the core systems, they could then try and revisit them later and make them more imaginative again. There's been more than one 'War' update for EUIV, for example, that's been beneficial.
Title: Re: Stellaris
Post by: undercovergeek on November 10, 2017, 10:11:36 AM
Quote from: solops on November 09, 2017, 06:35:58 PM
-1. After the FTL debacle, this would be another nail in the coffin (re: cassus belli, especially). I am really tired of clumsy artificial restraints on gameplay. As much as I like CK2, I do not see this as a plus for Stellaris. The AI simply is not up to it.

Have to disagree - there's so much more strategy and depth involved instead of 'ooo a distant empire I'd like to take'

But I can see there's different ways of playing the game - I personally appreciate any opportunity to RP a game of this sort but I know there are those completionists who like to play on fastest and play it like an arcade game
Title: Re: Stellaris
Post by: Yskonyn on November 10, 2017, 10:16:29 AM
I am with UG on this. I applaud the casus belli way that comes to Stellaris.
We always moan about how diplomacy is just trading tech and putting an AI faction on hold, but not much more.
Title: Re: Stellaris
Post by: OJsDad on November 11, 2017, 09:49:23 AM
+1 to UCG and Yskonyn
Title: Re: Stellaris
Post by: Jack Brown on November 11, 2017, 01:09:51 PM
For those who haven't played other Paradox games, what is "causus belli"? Yes, I know what the words mean, just not in the context of the discussion. :)
Title: Re: Stellaris
Post by: Tuna on November 11, 2017, 01:35:04 PM
You have to have a 'reason' to declare war, and they usually offer you a few different choices.
Title: Re: Stellaris
Post by: Jack Brown on November 11, 2017, 06:19:35 PM
Quote from: Tuna on November 11, 2017, 01:35:04 PM
You have to have a 'reason' to declare war, and they usually offer you a few different choices.

Thanks. It's things like this, and sectors, that keep Stellaris from being my perfect 4X space game. It's pretty close, but, dang it, I AM THE BLOODY EMPEROR. If I want to go to war, the only reason I need is "because".  :knuppel2:

At least, I found a mod that lets me have a giant number of systems before sectors are required.  <:-)
Title: Re: Stellaris
Post by: ghostryder on November 14, 2017, 03:31:40 PM
Quote from: solops on November 09, 2017, 06:35:58 PM
-1. After the FTL debacle, this would be another nail in the coffin (re: cassus belli, especially). I am really tired of clumsy artificial restraints on gameplay. As much as I like CK2, I do not see this as a plus for Stellaris. The AI simply is not up to it.

I do not think causus belli in a 4x space game is an artifical restraint. Lore matters here in the debate of course, but even Klingons needed a 'reason' to wage war in Star Trek. The Borg bypass it but alas since most 4x games are represented by government types it makes all the since in the world to include it.

Conquering the whole galaxy should not be a quick affair--in fact given the expanse of the universes conquering even a handful of sectors should take centuries.

The A.I. criticisms I agree with however. I ALWAYS mod sectors out of my games. The A.I. just can't handle them correctly.

The Next DLC better be meaty because I think they really dropped the ball on the last one. In fact it felt like more of a patch for Utopia than anything else since machine races really became playable then. and to not include a ship set and city scene was really half assed. It's nice they fleshed out a race some but what they really need to do is flesh out the game a lot more. It needs a lot more for mid and end game and I know i'm dreaming for A.I. attention but yeah...that too.
Title: Re: Stellaris
Post by: Martok on November 14, 2017, 04:10:21 PM
I'm manifestly unhappy with the FTL changes; I've always hated star/hyperlanes, and I always will.  If Wiz and the dev team were going to go with just one type of FTL travel, I'd have vastly preferred they'd have gone with a warp-only model and limited fuel range (as in Distant Worlds).  They still could've accomplished pretty much all the same goals they're looking to achieve with warp that they can with lanes (grrr). 

That being said...  I do like the sound of the rest of the changes being worked on.  War & diplomacy are the final two areas where Stellaris has needed major improvement, and I think the Cherryh update will go a long way towards that goal. 
Title: Re: Stellaris
Post by: ghostryder on November 14, 2017, 06:51:53 PM
I pretty much agree Martok. It's going to be a major issue for the Star trek horizons mod. What the hell can they do to simulate warp?
Title: Re: Stellaris
Post by: Martok on November 14, 2017, 08:58:36 PM
Quote from: ghostryder on November 14, 2017, 06:51:53 PM
It's going to be a major issue for the Star trek horizons mod. What the hell can they do to simulate warp?
Beats me, but the mod team seems to think they'll be able to get around the problem (and has been supportive of the proposed changes in general).  Keeping fingers crossed... 
Title: Re: Stellaris
Post by: undercovergeek on November 28, 2017, 09:15:44 AM
Dwarves are coming to stellaris - and if they don't have a mining bonus I'll be making an official complaint
Title: Re: Stellaris
Post by: bob48 on November 28, 2017, 09:19:03 AM
I noticed that you have been playing it a lot just recently.
Title: Re: Stellaris
Post by: Martok on November 29, 2017, 12:09:35 AM
Quote from: undercovergeek on November 28, 2017, 09:15:44 AM
Dwarves are coming to stellaris - and if they don't have a mining bonus I'll be making an official complaint
Looks like elves and orcs are getting in on the party as well.  Part of me wants to roll my eyes, part of me can't wait to try them out!  :-[  Mostly, though, I'm interested in the Humanoids DLC for the new music and voicework. 



Quote from: bob48 on November 28, 2017, 09:19:03 AM
I noticed that you have been playing it a lot just recently.
There's a reason for that.  ;)  I know Paradox games aren't your thing, but Stellaris is really something else. 
Title: Re: Stellaris
Post by: ghostryder on November 29, 2017, 12:31:14 AM
Elves of stellaris is really well done. The shipsets and stations are great- and the variety of elf races.....like Drow...etc  with their own starting system is well done. There's even a nude patch...not on the workshop but i have the link to it if your interested---as the modder really mods on the adult site--which has adult mods for CK2 and stellaris.

http://steamcommunity.com/sharedfiles/filedetails/?id=915432220
Title: Re: Stellaris
Post by: undercovergeek on November 29, 2017, 01:45:39 AM
With orcs and dwarf sets I can see a demand for a lot of 40k mods

GR - no one wants nude mods for the game, there's pornhub with 'real' people for that
Title: Re: Stellaris
Post by: ghostryder on November 29, 2017, 06:34:36 AM
I don't know. ever since morrowind and better bodies they are the most downloaded. Heck, all mods in morrowind use better bodies as a base.  O0
Title: Re: Stellaris
Post by: Kushan on November 30, 2017, 09:16:06 AM
New dev diary is out focusing on combat rebalance in the upcoming v2.0 patch. https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-96-doomstacks-and-ship-design.1058152/ (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-96-doomstacks-and-ship-design.1058152/)
Title: Re: Stellaris
Post by: HoodedHorseJoe on November 30, 2017, 11:56:55 AM
Generally happy with what I read, two things that I'm worried about but willing to give the benefit of the doubt:

* The mis-matched power bonus to the weaker side... I don't know. Seems a bit too artificial and gamey for the sake of a balance that may not even be needed.

* While I'm all for fleet limits, I worry that without a Fleet-per-System limit as well, we might just get a stack-by-proxy setup. It really depends what the incentives are to spread your fleets out because if they're not there you're going to want to keep your fleets together in case they keep THEIR fleet together.

But yeah, I'm generally positive about Stellaris.
Title: Re: Stellaris
Post by: ghostryder on November 30, 2017, 02:38:20 PM
My main problem with this is the assumption of doomstacks being a bad thing. This was taughted in Civ games forever--so along came hexes and stack limits---or one unit per hex, to win then you had to combine arms. Sounds good on paper---but the end reality was the A.I. can't combine arms. Therefore any win you could ever hope for by the A.I. was via an abstract victory condition where the A.I. can be buffed to cheat a win. like a Science victory. but turn down win options to just conquest and suddenly there's no reason to play a civ game because the game cannot put forth a challenge. The other option is to allow the other victory conditions so the A.I. can cheat to a win--but even that boils down to a boring singular tech race then.

as bad as people think Doom stacks are--you have to go back to Civ4 and it's doom stacks to actually enjoy a single player game where the A.I. can challenge you. And concidering the fact Paradox is generally even worse than Faraxis when it comes to A.I. I fear Stellaris is going to be doomed to the same fate Civ5 and Civ 6 suffered. a strategy game that cannot offer up a decent single player experience.

Doom stacks also make late game crisis's much more challenging. are we to believe Paradox is going to incorporate an A.I. that will manage fleets in a way these changes indicate? It can't even get Sector vassals to correctly build things after how many DLC and patches? These changes require an A.I. on a level we will never see---it'll be like the HOI3 release but worse.
Title: Re: Stellaris
Post by: undercovergeek on December 02, 2017, 12:52:23 PM
Quote from: bob48 on November 28, 2017, 09:19:03 AM
I noticed that you have been playing it a lot just recently.

I've been trying the one planet challenge but without much success - my fault not the games so am trying a few tall planets then I'll go back to the one
Title: Re: Stellaris
Post by: solops on December 03, 2017, 11:02:19 PM
Quote from: ghostryder on November 30, 2017, 02:38:20 PM
My main problem with this is the assumption of doomstacks being a bad thing. This was taughted in Civ games forever--so along came hexes and stack limits---or one unit per hex, to win then you had to combine arms. Sounds good on paper---but the end reality was the A.I. can't combine arms. Therefore any win you could ever hope for by the A.I. was via an abstract victory condition where the A.I. can be buffed to cheat a win. like a Science victory. but turn down win options to just conquest and suddenly there's no reason to play a civ game because the game cannot put forth a challenge. The other option is to allow the other victory conditions so the A.I. can cheat to a win--but even that boils down to a boring singular tech race then.

as bad as people think Doom stacks are--you have to go back to Civ4 and it's doom stacks to actually enjoy a single player game where the A.I. can challenge you. And concidering the fact Paradox is generally even worse than Faraxis when it comes to A.I. I fear Stellaris is going to be doomed to the same fate Civ5 and Civ 6 suffered. a strategy game that cannot offer up a decent single player experience.

Doom stacks also make late game crisis's much more challenging. are we to believe Paradox is going to incorporate an A.I. that will manage fleets in a way these changes indicate? It can't even get Sector vassals to correctly build things after how many DLC and patches? These changes require an A.I. on a level we will never see---it'll be like the HOI3 release but worse.

Well said. I agree. I doubt if I will update Stellaris any more. I think it's current defective state is far superior to the game after the planned 2.0 changes.
Title: Re: Stellaris
Post by: ghostryder on December 07, 2017, 03:12:36 PM
Speaking of updates a minor one released with the human DLC-- not a lot in the update itself and should not effect save games. I bought the DLC. It's basically Orcs, dwarves, what could be gnomes or hobbits, and a cyclopes. It doesn't compare to the Elves of Stellaris mod mentioned above---which included 4 great ship sets, several elf races along with 9 animated phenotypes each-- whereas this DLC has but one, 204 total hairstyles, this DLC has a handful, 271 total outfits and these have again but a handful. But the 3 added voice sets are well done as is the new human shipsets. Since I play a lot of this game I forked over the $8.
Title: Re: Stellaris
Post by: Martok on December 09, 2017, 01:39:46 PM
^  Thanks for the mini-review, GR.  For a cosmetic DLC, the Humanoids pack has been getting positive feedback thus far.  I was intending to get it just for the new music and voice-work alone. 



The next Dev Diary (https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-97-tech-progression-in-cherryh.1059317/) is up, and covers tech progression. 

[spoiler]
Technological Progression
In the 2.0 'Cherryh' update, we have made a number of changes to progression when it comes to technology. First of all, we have expanded on the number of technologies that empires start with. Rather than only starting with one type of weapon and no defensive or auxiliary utilities, all empires now start with basic Red Lasers, Mass Drivers, Nuclear Missiles, Deflectors and Armor, as well as a basic aux slot component in the form of Reactor Boosters that was covered in last week's dev diary. The reasoning for this is that we wanted to eliminate false choices and have some depth to ship design and counter-design available immediately on game start, rather than having to unlock several basic technologies before you could even start to vary your designs. With missiles moving to a dedicated torpedo slot (also covered in Dev Diary #96, this also means that the Torpedo/Missile Boat corvette layout is also immediately available.

Secondly, we have decided to increase the number of tech tiers in the game to make technological progression a more consistent experience. For those that do not know, each technology currently belongs to a tier between 1-4, with a certain number of tier 1 technologies being required before you can research tier 2 technologies in the same field, and so on. However, because the 4th tier is only used for end-game technologies like Mega-Engineering, this means that technologies with more than 3 steps such as reactors, shields and armor are spread haphazardly over the tiers, and it's not uncommon to have Cold Fusion research come up as available immediately after researching Fusion, for example. To better fit the tiers to the technologies we have, we have decided to increase the number of tiers to 5, with the tiers looking roughly like this:

    Tier 1: Basic Early Game Tech (Fusion, Automated Exploration, Robotic Workers, etc)
    Tier 2: Advanced Early Game Tech (Cold Fusion, Destroyers, Planetary Capital, etc)
    Tier 3: Basic Mid Game Tech (Antimatter, Cruisers, Wormholes, etc)
    Tier 4: Advanced Mid Game Tech (Zero Point Power, Battleships, Empire Capital, etc)
    Tier 5: Late-Game Tech (Mega-Engineering, Ascension Theory, Repeatables, etc)

We have also added a large number of new technologies to the game, both in the form of techs that handle new features (like Wormhole Stabilization and Space Trading) and to improve on existing ones, like a line of techs for each ship hull (Corvette, Destroyer, etc) that improves hull points and construction speed. Additionally, we have changed the general progression of ship components so that each upgrade is now more significant. For example, blue lasers now offer approximately 30% higher damage than red lasers, rather than a mere 10-15% as in the current live build. This should mean that focusing on technology is now an actual valid alternative to simply massing ships, though we still want to avoid the tech-as-only-viable-path-to-victory problem that many 4x games suffer from. Finally, we've also added some new highly advanced 'tier 6' technologies to Fallen Empires that cannot be researched normally and are only attainable by scavenging the wrecks of their ships.

Another thing that is changing in 2.0 'Cherryh' is tech costs and the tech penalty. Because of the new Starbase system and the fact that planets are no longer needed to control space, we felt that the old tech penalty based entirely on planets and pops was overly punitive and strongly encouraged having as few planets as possible and relying on space-based resources instead. For this reason, we have changed the Tech and Unity penalties to no longer be based on pops, but rather purely on the number of owned planets and systems, with each owned system and colonized planet adding to your tech and unity costs, and planets overall having less on an impact on tech costs than before. We have also raised the base cost of techs, particularly high tier techs, to compensate for the lowered penalties and slow down late-game tech progression so an empire doesn't have all technologies unlocked within the first century. This should not be taken as playing 'tall' now being unfeasible, just that it is no longer strictly about keeping few planets, but rather limiting the number of systems you expand to in order to benefit from lower tech/unity penalties and the ability to maintain a high ratio of upgraded starbases.

That's all for today! Next week's dev diary will also be about the Cherryh update, talking about a little usability feature that we call the Fleet Manager. See you then!
[/spoiler]



I'm definitely liking most of what's being proposed here.  This part in particular is my favorite: 

QuoteThis should mean that focusing on technology is now an actual valid alternative to simply massing ships, though we still want to avoid the tech-as-only-viable-path-to-victory problem that many 4x games suffer from. Finally, we've also added some new highly advanced 'tier 6' technologies to Fallen Empires that cannot be researched normally and are only attainable by scavenging the wrecks of their ships.


I do have some concerns that it will be even more difficult to build "tall" empires than before, but we shall see. 
Title: Re: Stellaris
Post by: OJsDad on December 14, 2017, 12:57:56 PM
This is great news

https://twitter.com/StellarisGame/status/941347757423497216
Title: Re: Stellaris
Post by: bbmike on December 14, 2017, 02:13:19 PM
When is the free 2.0 update?
Title: Re: Stellaris
Post by: OJsDad on December 14, 2017, 03:24:19 PM
Not sure when 2.0 will release
Title: Re: Stellaris
Post by: ghostryder on December 14, 2017, 08:59:52 PM
hopefully not for a while. I'm playing with hyperlanes only now and have changed all my created empires to use it. I even use a mod to lower the number to make even more focused choke points. right now with doom stacks it can challenging. When the patch comes with the command limits we're know if the A.I. can combine fleets as it'll have to to put up a fight.

They released another update. the only bug I noticed in my games was when I was moving pops from planet to planet---many times you couldn't see any at all or you'd see just the top of their heads---seems that was fixed.

1.9.1 beta has been out for a few days now and looks good. It hasn't introduced any new critical issues and contains a number of desirable bug fixes, so I've rolled it out live as the official version now. Make sure you're opted out of any beta versions, and you'll get the update automatically. You may need to restart Steam to force it to check for updates.

Here's a list of the fixes:

- fixed broken tile graphics in colonization and resettlement screens
- fixed issue where the humanoid frontier outpost model was incorrectly swapped with the mammalian one
- reverted a previous GUI fix that caused anomaly windows to display blank or cut off
- fixed issue with human preset and custom empires not spawning at all, as well as the Space Platypus, because that's a travesty
- fixed off-center turret positions on military stations
- fixed the Technocrat VO name not displaying properly in the voice selection screen in Spanish and Russian
- fixed some low-repro possible crashes
- fixed the Plantoids Species Pack being rendered with remarkable brevity in the launcher as simply "Plantoid"
- fixed a crash that happened when you shift-select a fleet and a spaceport, then try to click on the spaceport in the list of selected items

We'll be taking a bit of a break for the holidays and to continue work on the future stuff mentioned in our dev diaries. Stellaris has made great strides in 2017, and we're just getting started: 2018 is going to be massive. Stay tuned.

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Title: Re: Stellaris
Post by: Martok on December 15, 2017, 04:04:25 AM
Dev Diary #98 is out, discussing the Fleet Manager screen.  It looks to be a massive quality-of-life improvement, and will be included in the Cherrayh (2.0) update. 


https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-98-fleet-manager.1060624/


Fleet design/templates, streamlined reinforcement mechanics, and Home Bases.  Yes please! 
Title: Re: Stellaris
Post by: OJsDad on December 15, 2017, 09:46:25 AM
(https://i.pinimg.com/736x/16/8f/c2/168fc228b82500f528b4dbf6209a4ff8.jpg)
Title: Re: Stellaris
Post by: Kushan on December 21, 2017, 11:03:27 PM
The Ground Combat Rework (https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-99-ground-combat-army-rework.1061707/) dev diary is out.

Personally I was hoping they would just patch ground combat out. Can't say I feel strongly one way or the other with these changes.
Title: Re: Stellaris
Post by: Jarhead0331 on December 22, 2017, 07:00:09 AM
^cut completely? That's just crazy talk. One of the elements that makes a good 4x standout in my view is having a fully featured ground combat element. Planetary invasion is and should be a major part of the game with only minimal abstraction. It's one of the things that makes MOO3 such a classic. A really well developed and robust treatment of army creation, logistics, tactics, etc.

Don't mind most of these changes, but not thrilled to see that assault armies will automatically be deployed from planet to space. This makes them unnecessarily vulnerable and exposed and may impose energy costs for fleet maintenance. This is a foolish illogical decision. Players should be able to keep armies on the ground until they are ready to be deployed and organized.
Title: Re: Stellaris
Post by: ghostryder on December 22, 2017, 08:24:44 AM
I agree with JH that ground combat should be a big part but sadly in Stellaris it's just icons and abstract....miles away from MOO and galaxies away from Emperor of the Fading Suns. So they're changing how the icons get there and work...uh....wohooo?  Not for me. I was hoping for a bit more.
Title: Re: Stellaris
Post by: bboyer66 on December 22, 2017, 08:43:52 AM
Think I am finally going to pull the trigger on buying Stellaris, just for this mod.

Title: Re: Stellaris
Post by: ghostryder on December 22, 2017, 11:32:23 AM
I play the mod often and can say it's immense. Features in it such as the races changing unions as the eras pass go to show the mod's depth. However on the downside being an alpha newcomers will have some difficulty as there is little in game help and no context help when hovering over things at all. For example your see different buildings added....say you have your default science building and then your see several others...and your read the discription and it'll say something like...."these new highrises represent a better living condition"....and your like..."uh okay. do i build just one? Or do i replace all the default ones with this?" you don't know and nowhere in any help window will you find out. you may even have to search the rather Looooong single FAQ in hopes of enlightenment or you may just give up looking and be left clueless.

I never did find the answer myself--and that just illustrates the frustration of playing the mod...there's so many add ons and changes and so little nothing to explain it all that learning the mod, which is about to evolve yet again with the hyperlanes changes inbound...is a big mountain to climb.

Having said that the vid above is quite old and the mod has progressed a lot since then. for example the Borg are now playable. Also 'Q' will pop up as an ingame tutorial...and he's fully voiced. But as mentioned, there's an awful lot he fails to explain and it can be frustrating trying to find answers.
Title: Re: Stellaris
Post by: Martok on December 23, 2017, 01:41:51 PM
I was underwhelmed and disappointed by the most recent dev diary.  I was really hoping for more. 

Either streamline things better (having separate armies for defense and invasion drives me crazy), and/or give us more meaningful options for ground combat & army organization.  I find the changes they're making are half-assed measures that will satisfy no one. 



Quote from: Jarhead0331 on December 22, 2017, 07:00:09 AM
Don't mind most of these changes, but not thrilled to see that assault armies will automatically be deployed from planet to space. This makes them unnecessarily vulnerable and exposed and may impose energy costs for fleet maintenance. This is a foolish illogical decision. Players should be able to keep armies on the ground until they are ready to be deployed and organized.
Entirely agree, Jarhead.  Not a fan of this decision. 




Quote from: bboyer66 on December 22, 2017, 08:43:52 AM
Think I am finally going to pull the trigger on buying Stellaris, just for this mod.


I'm super-excited about the New Horizons mod as well, although I've been forcing myself to hold off on playing it til it's more mature. 


The mod team just released a major update "Victory is Life".  As one can guess, it focuses heavily on The Dominion, although it includes numerous other additions/improvements as well. 

Title: Re: Stellaris
Post by: OJsDad on January 08, 2018, 12:00:06 PM
Odin Gaming posted his personal top 10 mods for Stellaris.  he also provides a matrix for which are compatible with each other.

https://www.odingaming.com/2018/01/08/top-10-stellaris-mods-2017/
Title: Re: Stellaris
Post by: Jarhead0331 on January 08, 2018, 12:33:32 PM
I played a lot of Stellaris this weekend.

Has anyone determined whether the AI cheats? Its hard for me to believe that the AI empires can expand so rapidly AND maintain fleets that are overwhelming in power to mine, without cheating. I just cannot manage to do both. There is never enough energy or minerals, no matter what I do. Eventually, I always end up bumping up against an empire that controls substantial territory with large fleets in operation. They get pissed about my expansion and because my fleets are so weak, almost always end up declaring war. At that point, I pretty much have to bend over and just take it like a Vulcan.
Title: Re: Stellaris
Post by: OJsDad on January 08, 2018, 12:42:03 PM
Hmm, I think your the only one with that problem JH.

J/K, I've run into that problem at times. I'm pretty aggressive on expanding, so I'm not sure if that what helps me at times or not. 
Title: Re: Stellaris
Post by: undercovergeek on January 08, 2018, 12:42:36 PM
Quote from: Jarhead0331 on January 08, 2018, 12:33:32 PM
I played a lot of Stellaris this weekend.

Has anyone determined whether the AI cheats? Its hard for me to believe that the AI empires can expand so rapidly AND maintain fleets that are overwhelming in power to mine, without cheating. I just cannot manage to do both. There is never enough energy or minerals, no matter what I do. Eventually, I always end up bumping up against an empire that controls substantial territory with large fleets in operation. They get pissed about my expansion and because my fleets are so weak, almost always end up declaring war. At that point, I pretty much have to bend over and just take it like a Vulcan.

Are you not making friends with the locals?
Title: Re: Stellaris
Post by: jamus34 on January 08, 2018, 01:01:48 PM
Are you playing with advanced AI starts?

I'm not sure if it's cheating but the RNG gods might place a hyper expansive race on its own where it grows like an algae bloom in a Mississippi summer.
Title: Re: Stellaris
Post by: Jarhead0331 on January 08, 2018, 01:59:19 PM
I am specifically not playing with advanced AI starts.

I have a very aggressive expansion policy, as well. However, there is simply no way I can afford to continue buying colony ships and frontier outposts while also building and maintaining a strong navy. Many of the AI empires do not seem to have this problem.
Title: Re: Stellaris
Post by: OJsDad on January 08, 2018, 02:13:56 PM
What level of difficulty are you playing
Title: Re: Stellaris
Post by: Martok on January 08, 2018, 02:19:15 PM
Just so I'm not assuming, is this on Normal difficulty, Jarhead?  (The Stellaris team has repeatedly stated the AI receives no bonuses on Normal, but it does on higher difficulty levels.) 


Otherwise, I'm not sure what the problem could be.  For whatever reason, I generally don't have that issue.  I mean sure, I do occasionally suffer from bad RNG luck where I end up next to a neighbor who apparently has the right combination of ethics/traits that they're somehow able to grab large swaths of territory while still building up a strong military, but (at least for me) that's the exception to the rule.  Generally speaking, I'm able to keep pace with my neighbors. 
Title: Re: Stellaris
Post by: OJsDad on January 11, 2018, 03:25:19 PM
New Dev Diary up.  And their announcing the Apocalypse expansion!!



https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-100-titans-and-planet-destroyers.1064560/

QuotePlanet Destroyers (Apocalypse Feature)
As mentioned all the way back in Dev Diary #50 and again in Dev Diary #69, Planet Destroyers have been on our wish list for quite some time, but wasn't something we could make work with restrictive nature of the old warscore system. Now that this is no longer a concern thanks to the new war system we talked about in Dev Diary #93, we finally have our chance to implement this beloved sci-fi staple.

Planet Destroyers come in the form of a new ship class called a Colossus. Though nominally a military ship, the Colossus has no actual fleet combat capability, but is instead a single massive weapon solely dedicated to the purpose of laying waste to enemy planets. To build a Colossus, you must first already know how to build Titans (more on those below) and then take the Colossus Project Ascension Perk, which unlocks a special project to research and design your first Colossus. Each Colossus mounts a single World Devastator-class weapon, and during the course of the project you will be given the option to choose which such weapon you want to focus on, with five potential options to choose from:

World Cracker: Shatters a planet, leaving behind a broken debris field that can be mined for resources. Available to non-Pacifists.

Global Pacifier: Encases the planet in an impenetrable shield, permanently cutting it off from the rest of the galaxy. A research station can be built to study the planet afterwards.

Neutron Sweep: Destroys most higher forms of life on the planet but leaves the infrastructure intact for colonization. Available to non-Spiritualist, non-Pacifist empires.

God Ray: Converts all organic Pops on the planet to spiritualist and destroys all machine/synthetic pops, as well as massively increasing spiritualist ethics attraction on the planet for a time. Available to Spiritualist empires.

Nanobot Dispersal: Assimilates all Pops on the planet, causing it to defect to your empire with its newly cyborgized population. Only available to Driven Assimilators (and thus requires Synthetic Dawn as well).

Additional types of World Devastator weapons that are potentially available to your empire can be researched as rare technologies after finishing the Colossus project. Once the project is complete, you will be able to build a Colossus at any Starbase with a shipyard where you have the Colossus Assembly Yards building built. Once built, the Colossus functions similar to a civilian ship, in that it is own fleet, and cannot be merged with other fleets. Each empire can only have a single Colossus active at the same time, but can build a new one if their active one is destroyed.

Colossi have no conventional armaments (though we are discussing a few medium/PD turrets to them), and their real purpose is to target enemy planets. When a Colossus is ordered to target a planet, it will travel straight towards it, ignoring enemy ships entirely even if they fire on it. The Colossus will travel to the planet, take up position and begin charging its weapon. The weapon takes quite some time to charge, giving enemy fleets a chance to try and destroy the Colossus to stop it from firing (though Colossi naturally can take a great deal of punishment, they are not invincible). Once the weapons is fully charged, it will fire, executing its effects (as described above) on the hapless planet. The Colossus is then free to continue on to the next planet if you so wish. Most Colossi weapons can only target planets owned by empires you are at war with, though some of them can target primitive worlds and the World Cracker can be used on uncolonized rock-type worlds (but will not always generate a mineral deposit in that case).


The system for creating World Devastator weapons is fully scriptable, and modders will be able to create their own planet-destroying/changing effects.

Titans (Apocalypse Feature)

Titans are another new ship class available in the Apocalypse expansion, but unlike the Colossus they are much more like conventional warships. Titans are researched through a regular tier 5 technology, and can be built in any Starbase with a shipyard and the Titan Assembly Yards building. Titans are massive flagships that come equipped with an array of heavy long-ranged weaponry and layer upon layer of shields and armor. Their front section has a single Titanic-size slot that can fit weapons even stronger than XL weapons, such as the immensely powerful Perdition Beam that can fire across a whole system and potentially destroy a battleship in a single shot. Titans also have an aura slot that can fit a single offensive or defensive aura that can buff friendly ships in the same fleet or debuff nearby enemy ships. Titans are intended to be the flagships of your fleets, and as such are limited in number: You can always field at least one Titan, plus an additional amount dependent on your overall naval capacity.


Ion Cannons (Apocalypse Feature)

Finally, there is one last Apocalype feature to talk about for today: Ion Cannons. Ion Cannons are stations that can be built as part of the defense platform fleet of a Starbase. Each Ion Cannon is essentially a single massive gun emplacement that mounts a single Titanic weapon, allowing the Starbase to engage enemy fleets at massive ranges and greatly improving the Starbase's ability to deal with enemy Battleships and Titans.


That's all for today! Next week we'll continue talking about Cherryh and Apocalypse expansion, on the topic of Marauders, Pirates and the Great Khan.
Title: Re: Stellaris
Post by: Gusington on January 11, 2018, 03:53:33 PM
This announcement is the catalyst to get me to purchase!
Title: Re: Stellaris
Post by: Jarhead0331 on January 11, 2018, 04:07:28 PM
Now world destroying weapons is what i call loin moistening. In fact, they should just call this the loin moistening DLC.
Title: Re: Stellaris
Post by: CJReich46 on January 11, 2018, 04:21:06 PM
 :o

Yeah...I'll probably get it too. ::)





















dammit.
Title: Re: Stellaris
Post by: Nefaro on January 11, 2018, 07:59:25 PM
Quote from: Jarhead0331 on January 11, 2018, 04:07:28 PM
In fact, they should just call this the loin moistening DLC.

Time for a Jerry Blank flashback:
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fcdn.worldofwonder.net%2Fwp-content%2Fuploads%2F2013%2F08%2Ftumblr_mastwkKFSS1qbtsvoo3_250.gif&hash=0c13e7467d94d92f12d296d01fe5d540ae8c2eb0)

:DD
Title: Re: Stellaris
Post by: Gusington on January 11, 2018, 08:37:44 PM
 :notworthy:
Title: Re: Stellaris
Post by: OJsDad on January 12, 2018, 01:17:13 PM
This just keeps getting better

https://twitter.com/Lambert2191/status/951673503064915968
Title: Re: Stellaris
Post by: Pete Dero on January 13, 2018, 07:59:33 AM
Title: Re: Stellaris
Post by: Rayfer on January 13, 2018, 11:00:44 AM
Nice find PD....I'm looking forward to this expansion.
Title: Re: Stellaris
Post by: Pete Dero on January 13, 2018, 11:06:18 AM
Quote from: Rayfer on January 13, 2018, 11:00:44 AM
Nice find PD....I'm looking forward to this expansion.

Not that hard to find : Paradox Grand Strategy youtube channel

https://www.youtube.com/channel/UCjzOFLm1ZqQBOf_MMb4UJ2Q/videos


But for some reason not mentioned on :

Paradox Interactive youtube channel : https://www.youtube.com/user/Paradoxplaza/videos

or

Paradox Extra youtube channel : https://www.youtube.com/user/ParadoxExtra/videos
Title: Re: Stellaris
Post by: OJsDad on January 15, 2018, 10:43:13 AM
https://twitter.com/StellarisGame/status/952928837528104962
Title: Re: Stellaris
Post by: CJReich46 on January 15, 2018, 06:24:53 PM
Quote from: OJsDad on January 15, 2018, 10:43:13 AM
https://twitter.com/StellarisGame/status/952928837528104962


Now this I like, I get odd performance hits when I use the hyperlanes. I have a mod that hides them until you find them which is nice.

Title: Re: Stellaris
Post by: OJsDad on January 18, 2018, 08:10:41 AM
Marauders, Pirates and The Horde!!

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-101-marauders-pirates-and-the-horde.1065594/

Title: Re: Stellaris
Post by: Jarhead0331 on January 18, 2018, 10:29:15 AM
Is there a release date for Apocalypse?
Title: Re: Stellaris
Post by: Martok on January 18, 2018, 02:15:28 PM
Quote from: OJsDad on January 18, 2018, 08:10:41 AM
Marauders, Pirates and The Horde!!

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-101-marauders-pirates-and-the-horde.1065594/


Thus far, this is the only Apocalypse feature that even remotely sparks my interest.  Titans and planet-destroyers do nothing for me. 

As it stands currently, I honestly think I might end up giving this DLC a pass.  Or (at the very least) waiting til next year when it goes on sale for super-cheap. 

Title: Re: Stellaris
Post by: Gusington on January 18, 2018, 02:22:05 PM
Titans and planet destroyers do nothing for you??

WHAT
Title: Re: Stellaris
Post by: Jarhead0331 on January 18, 2018, 02:32:29 PM
Quote from: Gusington on January 18, 2018, 02:22:05 PM
Titans and planet destroyers do nothing for you??

WHAT

Seriously. Grounds for removal of forum membership!
Title: Re: Stellaris
Post by: Gusington on January 18, 2018, 02:36:45 PM
Maybe we're just old and out of touch.
Title: Re: Stellaris
Post by: jamus34 on January 18, 2018, 02:39:38 PM
This is a must buy for me. 
Title: Re: Stellaris
Post by: Jarhead0331 on January 18, 2018, 02:45:48 PM
Quote from: Gusington on January 18, 2018, 02:36:45 PM
Maybe we're just old and out of touch.

Kids these days...
Title: Re: Stellaris
Post by: mirth on January 18, 2018, 02:49:44 PM
This guy didn't much care for planet-killers either.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2F4.bp.blogspot.com%2F-RPBywXi8d2k%2FUMlR1cobmQI%2FAAAAAAAAA10%2FUd0A0r6zIik%2Fs1600%2Fmatt%252Bdecker%252B1.jpg&hash=a639a7f2a3334a8f0abf92da2ce5c0f64ea68ce5)
Title: Re: Stellaris
Post by: OJsDad on January 18, 2018, 05:17:33 PM
https://twitter.com/StellarisGame/status/953937892962897920
Title: Re: Stellaris
Post by: bbmike on January 18, 2018, 06:23:36 PM
Quote from: mirth on January 18, 2018, 02:49:44 PM
This guy didn't much care for planet-killers either.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2F4.bp.blogspot.com%2F-RPBywXi8d2k%2FUMlR1cobmQI%2FAAAAAAAAA10%2FUd0A0r6zIik%2Fs1600%2Fmatt%252Bdecker%252B1.jpg&hash=a639a7f2a3334a8f0abf92da2ce5c0f64ea68ce5)

^But his son did love bald chicks!
Title: Re: Stellaris
Post by: Kushan on January 18, 2018, 08:40:13 PM
Quote from: Gusington on January 18, 2018, 02:22:05 PM
Titans and planet destroyers do nothing for you??

WHAT

I'm glad I'm not the only one who feels like that. Everything else in this patch I'm eagerly looking forward to. Planet destroyers and Titan just seem like their catering to the "WE MUST HAVE BIGGER SHIPS" crowd. First thing I'll do is probably mod them out.
Title: Re: Stellaris
Post by: Gusington on January 18, 2018, 08:44:22 PM
...
Title: Re: Stellaris
Post by: OJsDad on January 18, 2018, 08:56:23 PM
I like the Titans, but the planet destroyers don't do anything for me.  Though it will be fun defending my planets against them

Title: Re: Stellaris
Post by: FarAway Sooner on January 19, 2018, 12:14:47 AM
Quote from: bbmike on January 18, 2018, 06:23:36 PM
Quote from: mirth on January 18, 2018, 02:49:44 PM
This guy didn't much care for planet-killers either.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2F4.bp.blogspot.com%2F-RPBywXi8d2k%2FUMlR1cobmQI%2FAAAAAAAAA10%2FUd0A0r6zIik%2Fs1600%2Fmatt%252Bdecker%252B1.jpg&hash=a639a7f2a3334a8f0abf92da2ce5c0f64ea68ce5)

^But his son did love bald chicks!
You guys leave poor Matt Decker out of this!   ;D

It's funny to think how much Shatner could have overacted that role, if he'd just had a chance?
Title: Re: Stellaris
Post by: MikeGER on January 19, 2018, 03:02:19 AM
 Planet destroyers and Titan will also further enhance Star Wars mods  O0
Title: Re: Stellaris
Post by: Gusington on January 19, 2018, 09:07:06 AM
There...there are Stellaris Star Wars mods??
Title: Re: Stellaris
Post by: mirth on January 19, 2018, 09:11:42 AM
Quote from: Gusington on January 19, 2018, 09:07:06 AM
There...there are Stellaris Star Wars mods??

'Welcome to the party pal' - John McClane
Title: Re: Stellaris
Post by: Gusington on January 19, 2018, 09:26:37 AM
I recognize that from somewhere.
Title: Re: Stellaris
Post by: mirth on January 19, 2018, 09:33:37 AM
I only imitate the great ones.
Title: Re: Stellaris
Post by: undercovergeek on January 19, 2018, 09:57:05 AM
And trek
Title: Re: Stellaris
Post by: Gusington on January 19, 2018, 10:07:49 AM
Such flattery!
Title: Re: Stellaris
Post by: OJsDad on January 19, 2018, 02:14:40 PM
https://twitter.com/StellarisGame/status/954400768852922368
Title: Re: Stellaris
Post by: OJsDad on January 22, 2018, 12:57:11 PM
 :DD

https://twitter.com/longgameshort/status/955496965160296448
Title: Re: Stellaris
Post by: OJsDad on January 24, 2018, 11:41:48 AM
https://twitter.com/Martin_Anward/status/956202154435411969
Title: Re: Stellaris
Post by: Jarhead0331 on January 25, 2018, 10:02:13 AM
Release date announced: February 22nd. Disappointed its not in the more immediate future.  :-[
Title: Re: Stellaris
Post by: bbmike on January 25, 2018, 10:04:09 AM
Quote from: Jarhead0331 on January 25, 2018, 10:02:13 AM
Release date announced: February 22nd. Disappointed its not in the more immediate future.  :-[

It gives you time to play the new DLC for Endless Space 2 that comes out today!
Title: Re: Stellaris
Post by: Jarhead0331 on January 25, 2018, 10:13:12 AM
Quote from: bbmike on January 25, 2018, 10:04:09 AM
Quote from: Jarhead0331 on January 25, 2018, 10:02:13 AM
Release date announced: February 22nd. Disappointed its not in the more immediate future.  :-[

It gives you time to play the new DLC for Endless Space 2 that comes out today!

I like the way you think.
   
Title: Re: Stellaris
Post by: OJsDad on February 15, 2018, 08:25:29 AM
One week until release.  Here are the release notes for the 2.0 release.  Do to the length, I'm not able to post them here.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-105-2-0-cherryh-patch-notes.1069794/

Title: Re: Stellaris
Post by: Barthheart on February 15, 2018, 08:38:38 AM
That's some overhaul!  :o Will be like a new game......
Title: Re: Stellaris
Post by: Jarhead0331 on February 15, 2018, 09:45:50 AM
i really like the sound of this:

Quote
# FTL Rework
* Every empire now starts with the Hyperdrive FTL.
* Wormhole Travel and Warp Travel are no longer available FTL types at the start of the game, and have been changed into additional (and very different from before) modes of travel detailed below.
* Pairs of Natural Wormholes can now be found scattered across the galaxy, connecting two star systems across vast distances. It is possible to pass through them for near-instantaneous travel, with the correct technology.
* Gateways are ancient megastructures connected in a network. Like the Wormholes, they allow instant travel across the galaxy. Gateways need to be activated before they can be used, and you are able to construct new Gateways once you have the technology to do so. Gateways do not require Utopia to restore or build.
* FTL Inhibitors prevent hostile fleets from advancing, they can only leave by the hyperlane they came from while any FTL Inhibitors in the system remain active. Starbases and planets get access to FTL Inhibitors if you have researched the associated technology.
* Jump Drives now allow fleets to make near-instantaneous point-to-point jumps that ignore hyperlanes. However, jumping has a long cooldown and significantly debuffs the fleet while the cooldown is in effect.

and this...

Quote
# Unit Experience
* Armies and Ships will now gain experience from combat and rank up. Higher rank armies/ships are more effective in battle

and this...

Quote
# Fleet Manager
* We have added a new interface that lets you manage your fleets. You can manage templates, retrofit designs and reinforce all fleets.

..also very interested in the new starbase system. I think it could be great, or perhaps frustrating...we'll see.

Overall, I like the direction this patch is taking the game in...much more EUIV-ish...
Title: Re: Stellaris
Post by: Geezer on February 15, 2018, 04:17:43 PM
I see Stellaris is 60% off on Steam right now.  Without reading through 77 pages here, I assume the general consensus is that you guys would give it a thumbs up now?  What about the Utopia expansion as that is half off now too?  That is getting mixed reviews on Steam.  Thanks.
Title: Re: Stellaris
Post by: Jarhead0331 on February 15, 2018, 04:20:07 PM
Buy it.
Title: Re: Stellaris
Post by: OJsDad on February 15, 2018, 05:13:19 PM
Yes, buy!
Title: Re: Stellaris
Post by: Geezer on February 15, 2018, 05:37:53 PM
OK, thanks.
Title: Re: Stellaris
Post by: jamus34 on February 15, 2018, 05:55:17 PM
BUY, BUY, BUY
Title: Re: Stellaris
Post by: Geezer on February 15, 2018, 07:00:36 PM
It sounds like there will be so many changes in 2.0 that it's probably not worth starting a new game until that releases.  Anyone know if there will be new tutorials?
Title: Re: Stellaris
Post by: Emir Agic on February 20, 2018, 12:51:26 AM
Good overview of new and changed features in upcoming 2.0 update:



Also, there is an overview of new things in Apocalypse DLC:

Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 09:00:24 AM
The 2.0 Cherryh patch has been released, 499.1 MB.  That does not include the Apocalypse DLC, which I haven't purchased yet. 
Title: Re: Stellaris
Post by: bbmike on February 22, 2018, 09:05:36 AM
^According to Steam, it does include the Apocalypse DLC if you bought it.
Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 09:26:01 AM
Ok, I took a few minutes to load a game. 

When you launch Stellaris there is a pop up after the initial load outlining the major changes.  It also provides a link on how to continue playing games prior to 2.0.

The game setup screen has a lot more options, including when mid and late game crisis starts and the cost of tech.  For fun, I ran tech up to 5x, and started a game.  The cheapest starting tech that I had to choose from was 2500!

Cannot wait until I can get a chance to really sit down with this. 
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 09:40:05 AM
I can't wait either...I'm so upset I'm going away this weekend for my anniversary with the Mrs. You guys think she may agree to change plans so I can stay home and play?  :uglystupid2:
Title: Re: Stellaris
Post by: mirth on February 22, 2018, 09:42:59 AM
Quote from: Jarhead0331 on February 22, 2018, 09:40:05 AM
I can't wait either...I'm so upset I'm going away this weekend for my anniversary with the Mrs. You guys think she may agree to change plans so I can stay home and play?  :uglystupid2:

Are you a divorce attorney?
Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 09:43:59 AM
Quote from: Jarhead0331 on February 22, 2018, 09:40:05 AM
I can't wait either...I'm so upset I'm going away this weekend for my anniversary with the Mrs. You guys think she may agree to change plans so I can stay home and play?  :uglystupid2:

What's the limit on your credit card?
Title: Re: Stellaris
Post by: Rayfer on February 22, 2018, 11:31:30 AM
I want the new dlc but the $20.00 cost is disappointing. I'm not saying it isn't fair, it's just that my game-funds are limited. Will probably wait for the next round of sales.
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 11:36:54 AM
Quote from: Rayfer on February 22, 2018, 11:31:30 AM
I want the new dlc but the $20.00 cost is disappointing. I'm not saying it isn't fair, it's just that my game-funds are limited. Will probably wait for the next round of sales.

My first reaction was also that the price may be a little high. $14.99 would probably have been the sweet spot.
Title: Re: Stellaris
Post by: Pete Dero on February 22, 2018, 11:45:35 AM
Quote from: Jarhead0331 on February 22, 2018, 11:36:54 AM
Quote from: Rayfer on February 22, 2018, 11:31:30 AM
I want the new dlc but the $20.00 cost is disappointing. I'm not saying it isn't fair, it's just that my game-funds are limited. Will probably wait for the next round of sales.

My first reaction was also that the price may be a little high. $14.99 would probably have been the sweet spot.

https://www.fanatical.com/en/dlc/stellaris-apocalypse?aff_track=CJ

15% off and an extra 8% with the code LUNAR8 should get you around $15.
Title: Re: Stellaris
Post by: FarAway Sooner on February 22, 2018, 01:36:31 PM
I like most of the changes and am not as upset as some by the FTL change.

I've definitely enjoyed the game a lot.  I only have one gripe, and I'm hoping it's being addressed at some point:  Is the P vs E element of this game getting any love?  When I played, pirates were basically just a stack of Barbarians guarding Galactic Treasure Huts and nothing more.

Have they reworked anything in the game so that fledgling empires have to worry about anything besides expanding at maximum speed?  One of the things that really set Distant Worlds Universe apart from other games was the love given to pirates and their strong influence in the early game.  I loved fighting star fleet battles when all I had was 2 Destroyers and 5 Frigates, and I was going up against an opposing force of 3 pirate Destroyers representing the backbone of a pirate faction that had pushed me too far. 

It didn't match the epic stacks of doom I'd build later, but when it represented my entire fleet, it made for tense and satisfying early-game combat.  I'd love something similiar in Stellaris.
Title: Re: Stellaris
Post by: Geezer on February 22, 2018, 01:42:29 PM
Just started my first game using 2.0 and having fun with it.  I just got the game and did not have much time with the previous version so it's all new to me.  Maybe someone will put up a 2.0 tutorial on Youtube soon, although I'm doing OK with the guidance the game provides.
Title: Re: Stellaris
Post by: Gusington on February 22, 2018, 01:43:23 PM
Which is more complex and difficult to learn...Stellaris or Endless Space 2? I have dabbled in Endless Space 2 but have no clue what I am doing. But it looks to be a fantastic game. Is Stellaris similar?
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 01:44:07 PM
Quote from: Gusington on February 22, 2018, 01:43:23 PM
Which is more complex and difficult to learn...Stellaris or Endless Space 2? I have dabbled in Endless Space 2 but have no clue what I am doing. But it looks to be a fantastic game. Is Stellaris similar?

I think Stellaris is the deeper game overall, but it also has a more traditional and intuitive UI. Both games are noteworthy, but I think Stellaris is easier to get into.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on February 22, 2018, 01:45:40 PM
Time to get carpal tunnel syndrome again.
Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 01:47:20 PM
JH,

   Don't listen to these guys.  It absolutely sucks.  Just go enjoy your anniversary with your wife.  Maybe by the time you get back, they'll have it patched. 
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 01:48:18 PM
Quote from: OJsDad on February 22, 2018, 01:47:20 PM
JH,

   Don't listen to these guys.  It absolutely sucks.  Just go enjoy your anniversary with your wife.  Maybe by the time you get back, they'll have it patched.

:2funny: :notworthy:
Title: Re: Stellaris
Post by: Gusington on February 22, 2018, 01:48:59 PM
Thank you JH. I am cursed with a great variety of scifi games lately. Cursed!

BTW the correct answer to your dilemma is to bring your gaming laptop. Where and when you operate said laptop...well, that is only limited by your imagination/perversion.
Title: Re: Stellaris
Post by: PanzersEast on February 22, 2018, 01:56:13 PM
Quote from: Gusington on February 22, 2018, 01:43:23 PM
Which is more complex and difficult to learn...Stellaris or Endless Space 2? I have dabbled in Endless Space 2 but have no clue what I am doing. But it looks to be a fantastic game. Is Stellaris similar?

Stellaris and it really is not close.  I have played both, and you will get a lot more milage out of Stellaris.  Highly customizable races, governments, and civics, which create some pretty interesting games.  Perfect time to jump in as the new update has totally changed the way you play (for the better).  I mean you can unleash nano bots on a planet using my Borg style machine empire... assimilation or extermination!

I recommend the DLC as well....

Title: Re: Stellaris
Post by: Silent Disapproval Robot on February 22, 2018, 01:58:08 PM
But does the Space Babe Union mod still work?
Title: Re: Stellaris
Post by: Gusington on February 22, 2018, 02:27:58 PM
You had me at Machine Empire PE.
Title: Re: Stellaris
Post by: PanzersEast on February 22, 2018, 02:33:02 PM
Quote from: Gusington on February 22, 2018, 02:27:58 PM
You had me at Machine Empire PE.

;D

They are in the Synthetic Dawn DLC..... I know this is the paradox way, but thus far each DLC has been a good edition, unlike *cough *cough some other of their games.

You, Robot:
Play Stellaris as a customized robotic civilization, complete a series of robotic portraits for science robots, worker robots, and more

AI, eh? Aye!:
Follow new event chains and story features to lead your robot race to greatness as an intergalactic AI empire; pursue mechanical perfection in the stars

Rise of the Machines:
Oppressed synths may rebel against their masters and form new empires -- or you may even discover a fallen synthetic civilization deep in space
Title: Re: Stellaris
Post by: bbmike on February 22, 2018, 02:36:27 PM
Do you have to use Sectors in this game? I never really figured them out.
Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 02:38:41 PM
There are mods to turn them off.
Title: Re: Stellaris
Post by: Gusington on February 22, 2018, 02:49:03 PM
Really speaking my language PE. Is Stellaris EU in space or better?
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 02:52:25 PM
Quote from: Gusington on February 22, 2018, 02:49:03 PM
Really speaking my language PE. Is Stellaris EU in space or better?

In my opinion, its not quite EU in space. I was hoping it would be, but it fell far short of that. However, the DLCs have slowly been working toward that.

At this point, its definitely an outstanding game in its own right.
Title: Re: Stellaris
Post by: mirth on February 22, 2018, 02:53:30 PM
I really gotta stop reading these threads.
Title: Re: Stellaris
Post by: PanzersEast on February 22, 2018, 02:57:33 PM
Quote from: bbmike on February 22, 2018, 02:36:27 PM
Do you have to use Sectors in this game? I never really figured them out.

Yes, you can still only directly control a certain amount of colonized systems if you go over you take a hit on influence and energy.  Sectors are are basically a AI governed area of space where you have limited say.... really the AI manages the planets for you.  If you have planets that are pretty much developed the way you like you can begin to put them in sectors.....  From there you can assign a sector governor and then some basic guidelines on how they should develop the sector but no real drill down specific development.

You will need to see how much they are developing and you may need to give them some energy and minerals to get over the hump.
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 03:01:32 PM
I think a nice idea for a racial trait would be no sectors. Sort of like one giant hive or collective.
Title: Re: Stellaris
Post by: PanzersEast on February 22, 2018, 03:06:36 PM
Quote from: Jarhead0331 on February 22, 2018, 02:52:25 PM
Quote from: Gusington on February 22, 2018, 02:49:03 PM
Really speaking my language PE. Is Stellaris EU in space or better?

In my opinion, its not quite EU in space. I was hoping it would be, but it fell far short of that. However, the DLCs have slowly been working toward that.

At this point, its definitely an outstanding game in its own right.

2nd.... the new update has helped catapult it in that name sake.  The real focus was on the middle to late game, and dealing with some design flaws that did not work out.  For example eliminating the availability of creating monster killer hunter fleets.... you can no longer have those just roving around.... a better balance to the game overall.  Now with some more DLCs, that continue to build it will quickly get to EU status and already has much of the foundation there, just the EU has had a head start  ;)
Title: Re: Stellaris
Post by: solops on February 22, 2018, 05:33:16 PM
Playing Stellaris with Starlanes is way down on my list of things to do, well behind playing more Polaris Sector. But when I do I imagine the new fleet caps will be a potential issue as "doomstacking" is a viable strategy in real life as well as in some game situations. If I find it to be an issue, I got a solution which I share below, in case it is a problem for others:

steamapps\common\Stellaris\common\defines\00_defines.txt

lines 870+871:
COMMAND_LIMIT_MAX = 200 # Max value of Command Limit
COMMAND_LIMIT_BASE = 20 # Base value of Command Limit
Title: Re: Stellaris
Post by: Jarhead0331 on February 22, 2018, 08:28:59 PM
Wow. Its different.
Title: Re: Stellaris
Post by: OJsDad on February 22, 2018, 09:10:34 PM
Yea, with the smaller borders, and the coast to expand, I'm thinking that raising the cost of tech and expanding out the timeframe for the crisis events, may be needed, if you want to have a larger empire. 
Title: Re: Stellaris
Post by: mikeck on February 22, 2018, 09:20:11 PM
Quote from: solops on February 22, 2018, 05:33:16 PM
Playing Stellaris with Starlanes is way down on my list of things to do, well behind playing more Polaris Sector. But when I do I imagine the new fleet caps will be a potential issue as "doomstacking" is a viable strategy in real life as well as in some game situations. If I find it to be an issue, I got a solution which I share below, in case it is a problem for others:

steamapps\common\Stellaris\common\defines\00_defines.txt

lines 870+871:
COMMAND_LIMIT_MAX = 200 # Max value of Command Limit
COMMAND_LIMIT_BASE = 20 # Base value of Command Limit

But Polaris sector has star lanes...
Title: Re: Stellaris
Post by: solops on February 23, 2018, 12:14:36 AM
Yeah, that's the point. If I have to play with starlanes, then I like Polaris Sector better (arguably better than Stellaris with or without starlanes). Different FTL was one of the things that made Stellaris really buzz for me. Now they are gone and Stellaris is just one more of a host of the same old thing, though it is admittedly very well done.
Title: Re: Stellaris
Post by: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.
Title: Re: Stellaris
Post by: Jarhead0331 on February 23, 2018, 07:24:26 AM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

Ditto. I unquestionably preferred the old system. Im feeling like the star lane and new boundary systems are real steps backward. So far I'm finding  myself pretty disappointed.
Title: Re: Stellaris
Post by: Ian C on February 23, 2018, 08:39:01 AM
Quote from: Jarhead0331 on February 23, 2018, 07:24:26 AM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

Ditto. I unquestionably preferred the old system. Im feeling like the star lane and new boundary systems are real steps backward. So far I'm finding  myself pretty disappointed.

Same here. I feel like they broke the game. I've not followed the Paradox forum so I don't know why they made this decision to go with the starlane thing.
Title: Re: Stellaris
Post by: Rayfer on February 23, 2018, 10:02:27 AM
Quote from: Pete Dero on February 22, 2018, 11:45:35 AM
Quote from: Jarhead0331 on February 22, 2018, 11:36:54 AM
Quote from: Rayfer on February 22, 2018, 11:31:30 AM
I want the new dlc but the $20.00 cost is disappointing. I'm not saying it isn't fair, it's just that my game-funds are limited. Will probably wait for the next round of sales.

My first reaction was also that the price may be a little high. $14.99 would probably have been the sweet spot.

https://www.fanatical.com/en/dlc/stellaris-apocalypse?aff_track=CJ


15% off and an extra 8% with the code LUNAR8 should get you around $15.

Thanks PD....got it for $15 and change.  The $5 difference may not seem like much but to some of us it is.
Title: Re: Stellaris
Post by: Rayfer on February 23, 2018, 10:05:02 AM
Only have a short time into the 2.0 upgrade so I'm not going to say yet that it is broken or a step backward.  But unquestionably it is plays different now.  The 'no colonizing unless the planet is in your empire' change is huge.  Hope to put more time in today to see how it plays out.
Title: Re: Stellaris
Post by: OJsDad on February 23, 2018, 10:09:08 AM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

I'm not sure it does slow the game down as much as I thought.  Before, you needed Influence to colonize a planet, whether it was inside or outside your borders.  Now you don't.  Instead, you need the influence to build an outpost first.  The cost of Influence to build and outpost is also cheaper, 48 base, instead of the 90 base needed for a colony pre 2.0. 

What may slow things down, is you have to outpost every system you want inside your boarders.  On the other hand, it seems like there are more resources per system.  Not a lot, but not really seeing system with no resources. 
Title: Re: Stellaris
Post by: Steelgrave on February 23, 2018, 10:54:53 AM
Quote from: OJsDad on February 23, 2018, 10:09:08 AM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

I'm not sure it does slow the game down as much as I thought.  Before, you needed Influence to colonize a planet, whether it was inside or outside your borders.  Now you don't.  Instead, you need the influence to build an outpost first.  The cost of Influence to build and outpost is also cheaper, 48 base, instead of the 90 base needed for a colony pre 2.0. 

What may slow things down, is you have to outpost every system you want inside your boarders.  On the other hand, it seems like there are more resources per system.  Not a lot, but not really seeing system with no resources.

That's a more optimistic take and makes me feel better about starting a new game today.
Title: Re: Stellaris
Post by: solops on February 23, 2018, 12:08:37 PM
This all pretty much confirms my pre-patch fears that they were massively mucking up the game. I have PLENTY of other great things to play while (if) they sort this out, so I will not waste my time on playing it...yet. It sounds like, at best, they might wind up with an OK game that is NOT the Stellaris we had or the one that I wanted to buy.

I have been wasting my time playing Civ4 with the new Caveman-2-Cosmos mod v38.1 for 8 hours+ a day for five days in a row. I love being retired. Awesome game, just reached the classical age yesterday ( playing on a sloooow speed ). However, I sense a disturbance in the force....my wife's patience seems to be...ummm...radiating some sort of non-verbal signals.
Title: Re: Stellaris
Post by: bbmike on February 23, 2018, 12:15:19 PM
Quote from: solops on February 23, 2018, 12:08:37 PM
This all pretty much confirms my pre-patch fears that they were massively mucking up the game. I have PLENTY of other great things to play while (if) they sort this out, so I will not waste my time on playing it...yet. It sounds like, at best, they might wind up with an OK game that is NOT the Stellaris we had or the one that I wanted to buy.

I have been wasting my time playing Civ4 with the new Caveman-2-Cosmos mod v38.1 for 8 hours+ a day for five days in a row. I love being retired. Awesome game, just reached the classical age yesterday ( playing on a sloooow speed ). However, I sense a disturbance in the force....my wife's patience seems to be...ummm...radiating some sort of non-verbal signals.

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fwww.aarcentral.com%2Fpics%2Fscreami.jpg&hash=d44730230af39e94d08c8a02391d81801ee5be88)
Title: Re: Stellaris
Post by: Greybriar on February 23, 2018, 12:27:39 PM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

Sounds like a game breaker to me. I  won't bother playing Stellaris until that is changed.
Title: Re: Stellaris
Post by: solops on February 23, 2018, 12:31:13 PM
In my defense, I did hear her mutter something about "changing the world, one game at a time" during supper a day or two ago. That's good....right?
Title: Re: Stellaris
Post by: Gusington on February 23, 2018, 01:35:34 PM
^Absolutely.

Guess I will concentrate on learning Endless Space 2 instead of considering a Stellaris purchase.
Title: Re: Stellaris
Post by: PanzersEast on February 23, 2018, 01:41:51 PM
Quote from: Greybriar on February 23, 2018, 12:27:39 PM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

Sounds like a game breaker to me. I  won't bother playing Stellaris until that is changed.

Not really, you have to build Outpost to expand (there is no limit, just a minor cost), however I have not found more than three habitable planets in my immediate vicinity while playing.  I think I prefer the slow growth and focus on deciding where to expand through outpost and building stations to gather resources.  Once you find a neighbor, the rush is on to build Outpost along the border so you do not lose territories.  I cannot stand games where you have to a colonization rush, there is more time to explore and setup and through tech, you can colonize more planets within your domain. 

So far I have numerous Outpost and have +40 Energy and Minerals coming in..... have colonized my max 3 planets, and just about ready to get into a border dispute.


Title: Re: Stellaris
Post by: Yskonyn on February 23, 2018, 02:28:26 PM
I am not sure why we are having the 'they broke the game' discussion yet again, because we did discuss the exact same just a few weeks ago and concluded then, after pointing to several dev blogs about the nuances of 2.0, that the changes were not so game breaking after all.
Did you guys enter the Matrix or are you just grumpy and need something to bitch about regardless? :D

The nuance is there. Read the blogs and play the game.
Title: Re: Stellaris
Post by: OJsDad on February 23, 2018, 02:42:28 PM
Quote from: PanzersEast on February 23, 2018, 01:41:51 PM
Quote from: Greybriar on February 23, 2018, 12:27:39 PM
Quote from: Trooperc7 on February 23, 2018, 07:13:38 AM
Im not sure i am liking the fact that colonization can only be done inside your own empire........really slows things down.

Sounds like a game breaker to me. I  won't bother playing Stellaris until that is changed.

Not really, you have to build Outpost to expand (there is no limit, just a minor cost), however I have not found more than three habitable planets in my immediate vicinity while playing.  I think I prefer the slow growth and focus on deciding where to expand through outpost and building stations to gather resources.  Once you find a neighbor, the rush is on to build Outpost along the border so you do not lose territories.  I cannot stand games where you have to a colonization rush, there is more time to explore and setup and through tech, you can colonize more planets within your domain. 

So far I have numerous Outpost and have +40 Energy and Minerals coming in..... have colonized my max 3 planets, and just about ready to get into a border dispute.

+1

Title: Re: Stellaris
Post by: Greybriar on February 24, 2018, 02:10:37 AM
It wasn't really correct for me to post "Sounds like a game breaker to me. I  won't bother playing Stellaris until that is changed." I was thinking of space 4X games in general. I tried playing Stellaris last year, didn't care for it then, and haven't played it since. I was waiting for the game to be patched until it was something I would like to play. But it hasn't been and I simply do not like Stellaris.

Carry on and I won't intrude in this thread again until I have actually played this game again (which I doubt very much that I ever will).

P.S. Read my sig. ;)
Title: Re: Stellaris
Post by: solops on February 24, 2018, 09:53:16 AM
Quote from: Greybriar on February 24, 2018, 02:10:37 AM
Carry on and I won't intrude in this thread again until I have actually played this game again (which I doubt very much that I ever will).

Oh, come on! Don't let a few facts ruin a perfectly good theory!
Title: Re: Stellaris
Post by: Jarhead0331 on February 24, 2018, 09:58:48 AM
Personally, I am not enjoying it. I'm sure there is a wall to break through to positive somewhere, but I haven't found it yet. I'm finding expansion to be extremely frustrating. Without the ability to expand in the early game, its just f@cking boring. Without being able to expand, I'm barely able to defend myself against pirates, which further prevents me from expanding. I'm just not sure why they felt the need to totally restructure the game. Clearly many people enjoyed it as it was...furthermore, it took me damn near half an hour to figure out how to build naval vessels. Why the hell does the UI hide this build menu behind an obscure tab in the starbase menu? I can build civilian ships directly from the spaceport tab in the planet UI, but the only way to build military vessels is to select the starbase and find a hidden UI tab...WTF? It adds two or three clicks to perform a really common function...for what?

Anyway, despite trying to get into a groove with the game on three separate starts, they have only compelled me to go back to Polaris Sector, which I've played for about four or five hours since 2.0 was released.
Title: Re: Stellaris
Post by: Jarhead0331 on February 24, 2018, 11:20:17 AM
Alright...perhaps I was a bit quick to judgment. I finally got a fair start and can't say I'm not enjoying myself... :-X
Title: Re: Stellaris
Post by: Steelgrave on February 24, 2018, 11:46:57 AM
Quote from: Jarhead0331 on February 24, 2018, 11:20:17 AM
Alright...perhaps I was a bit quick to judgment. I finally got a fair start and can't say I'm not enjoying myself... :-X
That's one of the things I like about you, JH....you don't give up easily  O0
Title: Re: Stellaris
Post by: Gusington on February 24, 2018, 02:14:30 PM
I also enjoy JH's arguments with himself.
Title: Re: Stellaris
Post by: OJsDad on February 24, 2018, 02:20:23 PM
I've been playing quite a bit the last few days.  In fact, the only reason I'm not playing now, is that my son kicked me off the computer so he play Farm Simulator.


Quote from: Jarhead0331 on February 24, 2018, 09:58:48 AM
Personally, I am not enjoying it. I'm sure there is a wall to break through to positive somewhere, but I haven't found it yet. I'm finding expansion to be extremely frustrating. Without the ability to expand in the early game, its just f@cking boring. Without being able to expand, I'm barely able to defend myself against pirates, which further prevents me from expanding.

I do agree, the game is a lot slower.  I think you really have to set the crisis starts back further at the game setup.  Otherwise, you're going to get steam rolled.  I think I have 5 planets colonized in the first 40-50 years.

I'm not having too much issue with pirates.  In my current game, They kept appearing in single system, even after I cleared them.  Once I placed an outpost there, they quit popping up.

QuoteI'm just not sure why they felt the need to totally restructure the game. Clearly many people enjoyed it as it was...furthermore, it took me damn near half an hour to figure out how to build naval vessels. Why the hell does the UI hide this build menu behind an obscure tab in the starbase menu? I can build civilian ships directly from the spaceport tab in the planet UI, but the only way to build military vessels is to select the starbase and find a hidden UI tab...WTF? It adds two or three clicks to perform a really common function...for what?

Remember, civilian ships can be built at any planet.  Those are science, construction, and colony ships.  Same as pre 2.0.

No, you have to decide which outposts to upgrade to space stations.  While there is no limit to the number outposts you can build (provided you have the minerals and influence) there is a limit on the number of space stations.  Once an outpost upgraded, you can then decide if it can build military ships or not.  You do this by adding a shipyard.  You may choose not to add a shipyard though, an example may be a space station in a boarder system that is the for protection.  Then you may want to make it weapons heavy.  Also, space stations can build defense platforms that orbit it, thus strengthening the system defenses.

This is a big change from, you can do everything to where do you really need these key components at.

Oh, if you didn't see it yet, space stations are on the quick list menu in their own group, separate from planets.  Those space stations with shipyards are listed separate from those without.


A couple of other thoughts;

1.  During game setup, on the Hyperlane Desity down to .75, it really changes the map layout.  In my current game, I've a some chains of systems that are deadends.  Unless there is something I need immediately on one of those systems, I don't waste my influense on building outposts to them all.  I'll lock them up so no one else can get there, and then bring them into my borders later.

2.  When I start a game, I look at the geographic layout of the hyperlanes.  As I work my way out the different paths from my home system, I image each system as within my borders.  I thik look for choke points.  Systems that only have one hyperlane connecting from outside of my borders.  I then send my science ships to those chokepoints.  If those systems look promising, I'll then survey the system between, and start buiding outposts.  Even while your sciense ships are passing through systems your not surveying, you can see if they have any planets.  They can help you decide which way to start expanding. 

3.  With the changes to space stations, you don't need to have a planet in a system to make it usefull.  I have one space station at a choke point that can build military ships and I've been building defense plateforms to defend the system.

Title: Re: Stellaris
Post by: OJsDad on February 24, 2018, 02:28:51 PM
While over at the Matrix forums today, I noticed a thread about the Stellaris update in the Distant Worlds section.  It's been locked, as the OP isn't kind to Stellaris.  But here is what it says.

Quote
It is glacial pace, aggrevating, pacing is all wrong, combat is incredibly shallow unlike DWU, AI sucks (unlike DWU), your interstellar galaxy spanning empire is limited to 1 scout ship - 1 science/scout for you! 2 if you're lucky and much later in game.
I

I can understand the unhappiness with the pacing.  However, DW does allow for an Epic game that will slow it down a lot.

I"ll need to fire up DW:U again, it's been quite awhile.  But, from my memory, combat in DW was the worst.  At least in Stellaris, the ships in your fleet attack together.  Nothing more frustrating in DW than do have a fleet jump on an enemy in a circle, then attack piecemeal and get the crap kicked out them by a weaker force.  Am I remembering that correctly, or has that changed.

I not sure why this person has issues with building science ships.  I have 3 in my game.  It takes a little longer, as you need energy to high leaders and not influence now, but it's not that much longer.  I could have more science ships now, but don't think I need them.
Title: Re: Stellaris
Post by: mikeck on February 24, 2018, 05:09:30 PM
Maybe I'm in the minority but I love the changes and I hope they don't change it back. I'm tired of every 4x game being a colony rush at the beginning. It's always better to expand as quickly as possible and the. Develope. This seems far more realistic. Slow expansion, development and having to actually plan the expansion. Finally. Usually I just build colony ships and grab every green icon planet I can.

If people want colony rush, there are dozens of games for them. This is the only slow paced game where you actually continue to expand mid-game.

You can increase the number of habitable worlds in the options. This gives you more habitable worlds close by so you can get 5-6 worlds right off the bat...if you want.

To each their own and I understand why people don't like it...but there are some of us who welcome the much slower pace. Although I could be the only one!
Title: Re: Stellaris
Post by: Ian C on February 24, 2018, 06:11:32 PM
A game company changing the fundamental basis of a game after a long period of time creates a precedent, especially for a base of players that have substantially invested in all DLC. I'm not sure what my feelings are on this, although I did like the other FTL methods and I did buy all the DLC at Xmas as a treat.

I hope I can get into this new version as I'd hate to feel like I've been ripped off, but I won't give a negative view until I've tried it properly, although The "glacial pace" and "1 scout ship only" does sound like a raw deal.



Title: Re: Stellaris
Post by: mikeck on February 24, 2018, 06:16:17 PM
A lot of people feel like you do Ian. I wouldn't be surprised if they modified it or even rolled back the whole outpost/ colonization thing to speed up expansion. I hope they don't but I'm in the minority.

You can always roll back the game to the 1.9 version though. There is a sticky on the forums about how but it's pretty easy
Title: Re: Stellaris
Post by: OJsDad on February 24, 2018, 07:13:12 PM
Quote from: Ian C on February 24, 2018, 06:11:32 PM
"1 scout ship only" does sound like a raw deal.

Again. There is no "1 scout ship only"  You can have as many as you can afford. Just like before. The only difference is that it costs energy to hire leaders instead of influence.
Title: Re: Stellaris
Post by: fabius on February 24, 2018, 07:16:36 PM
Very early I had 4 Scout Science ships out getting my scientists XP

Took a while before I realised that I can have as many system ownerships as I can afford to build (no upkeep cost)- expansion rate rocketed after that.
Title: Re: Stellaris
Post by: CJReich46 on February 24, 2018, 10:30:45 PM
Quote from: OJsDad on February 24, 2018, 07:13:12 PM
Quote from: Ian C on February 24, 2018, 06:11:32 PM
"1 scout ship only" does sound like a raw deal.

Again. There is no "1 scout ship only"  You can have as many as you can afford. Just like before. The only difference is that it costs energy to hire leaders instead of influence.

Exactly this. I usually as a rule build one more science vessel to send out. One, it levels up scientists faster who do the surveying, and also finding anomalies as well as now exploring the hyperlane routes.

It's slow, but I wouldn't call it glacial slow. Sure there's parts where you are wondering, "Why is that fleet taking so long?"  but I do think that now with exploration and surveying being done by the science ships it makes things more gradual and with the outposts you have to think where you want to expand your borders to.

I like the outpost/starbase- idea. That separates your military ships from the civilians and it since you can arm them, and build defense stations, etc. It makes them useful in setting up defenses.  Plus the best part is the civvies upgrade themselves!

OJ, just warning you. Pirates do spawn regardless. I heard the Apocalypse expansion gives you the Marauders which are sort of like DW's pirates. (Which I like because they were useful)

I've had numerous clashes with pirates, each one getting bigger than the last. One actually wiped out my mining stations, disabled my outposts and went right to one of my home planets. But it didn't attack the home system stations or the starbase there. But once my fleets cornered it it was a brawl.

I like swarm  missile packs. Now I have cruisers some with improved torpedoes, ion disrupters, and UV lasers and antimatter missiles baby! We're still woefully behind the rest of the galaxy when it comes to our fleet strength, and our number of colonies - I think I established my first one around 2240s, and then made our first real contact with an empire around 2270s and after establishing "communications" with one which of course opened the door to all the other AI races.

I might watch a few LPs to get some ideas on how to proceed further though.
Title: Re: Stellaris
Post by: OJsDad on February 24, 2018, 10:38:15 PM
Quote from: CJReich46 on February 24, 2018, 10:30:45 PM
Quote from: OJsDad on February 24, 2018, 07:13:12 PM
It's slow, but I wouldn't call it glacial slow. Sure there's parts where you are wondering, "Why is that fleet taking so long?"  but I do think that now with exploration and surveying being done by the science ships it makes things more gradual and with the outposts you have to think where you want to expand your borders to.
watch a few LPs to get some ideas on how to proceed further though.

I forgot to talk about this.  Pre 2.0 you ships would jump into a system, then jump to another system from that spot.  Now, they have to travel to a different part of a system to jump to a different system.  This does indeed slow down how long it take ships to move across your empire.  Sub light drives are now more important than ever. 
Title: Re: Stellaris
Post by: mikeck on February 24, 2018, 11:33:22 PM
I just don't understand why slowing down a 4x is a bad thing. The rushes. Igh
Title: Re: Stellaris
Post by: Nefaro on February 24, 2018, 11:43:58 PM
Quote from: mikeck on February 24, 2018, 05:09:30 PM
Maybe I'm in the minority but I love the changes and I hope they don't change it back. I'm tired of every 4x game being a colony rush at the beginning. It's always better to expand as quickly as possible and the. Develope. This seems far more realistic. Slow expansion, development and having to actually plan the expansion. Finally. Usually I just build colony ships and grab every green icon planet I can.

I agree with this sentiment, although I've not yet given Stellaris a spin since the changes.  I'm inclined to like the slower expansion for the same reasons you do, though.

I also still perceive Stellaris as more similar to an EU4, than many of the other space 4X games.  So the limits on fast expansion, and focus on other details, makes sense in that framework.
Title: Re: Stellaris
Post by: Huw the Poo on February 25, 2018, 03:57:12 AM
The pirates have not been a problem for me, considering you can build up to six defense platforms at each outpost.  So far they have been sufficient to either destroy each pirate fleet, or at least occupy them for long enough for my own fleet to arrive and smash them into atoms.

This is a slow game, there's no doubt about it.  I have a very modest empire, I don't even have any sectors yet, and it still takes forever for my ships to cross it.  I don't consider that good or bad though - it's largely subjective really, isn't it?

I think I do like the way expansion now works.  Before, it was very expensive to expand - you had to either colonise new worlds or place outposts at enormous influence cost if I recall correctly.  Now, I can expand as quickly as I can scout and worry about colonising later.  Of course, that means the other empires can do this too...
Title: Re: Stellaris
Post by: Jarhead0331 on February 25, 2018, 09:35:19 AM
What is the difference between exploring a system and surveying a system? I always choose survey, since that is what I am used to from prior versions.

I have a pretty modest sized empire now with 5 colonized worlds in three sectors. My energy and mineral income is generally acceptable, but the mineral income fluctuates at times due to demand for consumer goods. I'm not sure what drives this demand or what I can do to impact it...I presume the severity of the demand, or even its existence has to do with my racial or governmental choices when creating the civilization...thoughts?
Title: Re: Stellaris
Post by: Geezer on February 25, 2018, 09:58:59 AM
Quote from: Jarhead0331 on February 25, 2018, 09:35:19 AM
What is the difference between exploring a system and surveying a system? I always choose survey, since that is what I am used to from prior versions.
...

Exploring a system just allows combat ships to be able to go to the system but does not reveal any details about the system.  Essentially you can't explore with combat ships as you could in previous versions.  Survey works as it did pre 2.0.  At least that is my understanding.

Haven't played enough yet to have any thoughts on consumer goods.
Title: Re: Stellaris
Post by: mikeck on February 25, 2018, 01:22:59 PM
Quote from: Jarhead0331 on February 25, 2018, 09:35:19 AM
What is the difference between exploring a system and surveying a system? I always choose survey, since that is what I am used to from prior versions.

I have a pretty modest sized empire now with 5 colonized worlds in three sectors. My energy and mineral income is generally acceptable, but the mineral income fluctuates at times due to demand for consumer goods. I'm not sure what drives this demand or what I can do to impact it...I presume the severity of the demand, or even its existence has to do with my racial or governmental choices when creating the civilization...thoughts?

I choose "explore" if I'm only trying to find which systems have habitable planets. I go to all my neighboring systems, explore and then go back and survey the ones with habitable planets that I will want to colonize
Title: Re: Stellaris
Post by: solops on February 25, 2018, 01:36:45 PM
So, in 2.0 does slow development and other changes result in getting crushed by the waves of alien threats and ancient civs? Or do the starlanes make the threats trivial?
Title: Re: Stellaris
Post by: OJsDad on February 25, 2018, 03:35:32 PM
Per a Reddit thread.  I havent tried it yet, but makes sence

QuoteThe point is only science ships can explore and until a system is explored, no other ship can go there. So if you want your military fleet to travel somewhere, you need your science ship to scout ahead.
Title: Re: Stellaris
Post by: mikeck on February 25, 2018, 03:39:49 PM
Quote from: solops on February 25, 2018, 01:36:45 PM
So, in 2.0 does slow development and other changes result in getting crushed by the waves of alien threats and ancient civs? Or do the starlanes make the threats trivial?

It does if you leave the events as-is. BUT, in the game setup there is an option to push back the arrival of mid game and late game threats
Title: Re: Stellaris
Post by: Huw the Poo on February 25, 2018, 04:55:33 PM
The amount of time it takes for ships to travel from one part of your empire to another is really getting on my tits.

There are some positives though.  I quite like the fleet manager - it's very handy to be able to just click "reinforce" and have all your shipyards spring into action.  That's a great time saver.  However, be aware that if you have upgraded designs they won't count as being part of a fleet in the fleet manager, so an innocent click of the reinforce button could order a whole fleet's-worth of ships!

I seem to be terraforming a lot sooner than I have in previous games, although it's been a year since I last played so maybe I'm not remembering clearly.  Perhaps I got lucky with the research goals.  I like the way factions now work too, it makes a lot more sense and doesn't feel like constant firefighting.

Is anyone playing, or have played, as a xenophobic race before?  I'm a bit concerned; my people are divided into two factions, neither of whom want anything to do with other races at all (not to mention the opinion hit I get for being xenophobic in the first place).  Isn't this going to really harm my chances of winning?  It doesn't look like I'll ever be able to join an alliance.
Title: Re: Stellaris
Post by: Jarhead0331 on February 25, 2018, 05:27:24 PM
Quote from: Huw the Poo on February 25, 2018, 04:55:33 PM
The amount of time it takes for ships to travel from one part of your empire to another is really getting on my tits.

There are some positives though.  I quite like the fleet manager - it's very handy to be able to just click "reinforce" and have all your shipyards spring into action.  That's a great time saver.  However, be aware that if you have upgraded designs they won't count as being part of a fleet in the fleet manager, so an innocent click of the reinforce button could order a whole fleet's-worth of ships!

I seem to be terraforming a lot sooner than I have in previous games, although it's been a year since I last played so maybe I'm not remembering clearly.  Perhaps I got lucky with the research goals.  I like the way factions now work too, it makes a lot more sense and doesn't feel like constant firefighting.

Is anyone playing, or have played, as a xenophobic race before?  I'm a bit concerned; my people are divided into two factions, neither of whom want anything to do with other races at all (not to mention the opinion hit I get for being xenophobic in the first place).  Isn't this going to really harm my chances of winning?  It doesn't look like I'll ever be able to join an alliance.

So you're playing it now? Didn't you say before that it was so terrible you didn't think you would ever install it again? I'm glad you decided to give it another shot!
Title: Re: Stellaris
Post by: Huw the Poo on February 25, 2018, 06:14:08 PM
Quote from: Jarhead0331 on February 25, 2018, 05:27:24 PM
So you're playing it now? Didn't you say before that it was so terrible you didn't think you would ever install it again? I'm glad you decided to give it another shot!

I did say that, yes!  However, to my dismay the last holdout in my gaming group decided to buy it last Friday and cheerfully pointed out that it has multiplayer.  So now, having been outvoted three-to-one regarding what we'll play next weekend, I'm playing a quick single player game to get accustomed to all the changes in 2.0.  Someone's going to have to teach the fools how to play, after all.  ;D
Title: Re: Stellaris
Post by: OJsDad on February 25, 2018, 08:53:11 PM
Quote from: mikeck on February 25, 2018, 01:22:59 PM
Quote from: Jarhead0331 on February 25, 2018, 09:35:19 AM
What is the difference between exploring a system and surveying a system? I always choose survey, since that is what I am used to from prior versions.

I have a pretty modest sized empire now with 5 colonized worlds in three sectors. My energy and mineral income is generally acceptable, but the mineral income fluctuates at times due to demand for consumer goods. I'm not sure what drives this demand or what I can do to impact it...I presume the severity of the demand, or even its existence has to do with my racial or governmental choices when creating the civilization...thoughts?

I choose "explore" if I'm only trying to find which systems have habitable planets. I go to all my neighboring systems, explore and then go back and survey the ones with habitable planets that I will want to colonize

I did some quick testing with Explore.  Non science ships cannot move to or through a system that has not been visited by a science ship. Also, if you give a science ship an order to move to another system, an it passes through a system(s) that have not been visited by a science ship previously, then it is considered explored.  Thus, you don't have to give an order to explore every system.  Also, as the science ship passes through a system, you'll see if there are any planets there or not.
Title: Re: Stellaris
Post by: OJsDad on February 25, 2018, 08:58:31 PM
Quote from: Huw the Poo on February 25, 2018, 04:55:33 PM
There are some positives though.  I quite like the fleet manager - it's very handy to be able to just click "reinforce" and have all your shipyards spring into action.  That's a great time saver.  However, be aware that if you have upgraded designs they won't count as being part of a fleet in the fleet manager, so an innocent click of the reinforce button could order a whole fleet's-worth of ships!

I've played a little with the fleet manager.  Like Huw points out, you can use it to add more ships to a flee with the reinforce option.  You can also do this by clicking on the fleet it self.  There is a reinforce button there also.

One thing I still don't like about Stellaris.  I start a new game with a basic corvette design with mass driver and red laser.  I deside to add another corvette design with missiles.  But when you look at the fleet, you have an upgrade option.  If you use it, all ships are upgraded to the missile version.  Kind of frustrating. 
Title: Re: Stellaris
Post by: OJsDad on February 25, 2018, 08:59:41 PM
Quote from: Huw the Poo on February 25, 2018, 06:14:08 PM
Quote from: Jarhead0331 on February 25, 2018, 05:27:24 PM
So you're playing it now? Didn't you say before that it was so terrible you didn't think you would ever install it again? I'm glad you decided to give it another shot!

I did say that, yes!  However, to my dismay the last holdout in my gaming group decided to buy it last Friday and cheerfully pointed out that it has multiplayer.  So now, having been outvoted three-to-one regarding what we'll play next weekend, I'm playing a quick single player game to get accustomed to all the changes in 2.0.  Someone's going to have to teach the fools how to play, after all.  ;D

:DD
Title: Re: Stellaris
Post by: JudgeDredd on February 26, 2018, 01:15:42 AM
Quote from: OJsDad on February 25, 2018, 08:58:31 PM
Quote from: Huw the Poo on February 25, 2018, 04:55:33 PM
There are some positives though.  I quite like the fleet manager - it's very handy to be able to just click "reinforce" and have all your shipyards spring into action.  That's a great time saver.  However, be aware that if you have upgraded designs they won't count as being part of a fleet in the fleet manager, so an innocent click of the reinforce button could order a whole fleet's-worth of ships!

I've played a little with the fleet manager.  Like Huw points out, you can use it to add more ships to a flee with the reinforce option.  You can also do this by clicking on the fleet it self.  There is a reinforce button there also.

One thing I still don't like about Stellaris.  I start a new game with a basic corvette design with mass driver and red laser.  I deside to add another corvette design with missiles.  But when you look at the fleet, you have an upgrade option.  If you use it, all ships are upgraded to the missile version.  Kind of frustrating.
One would imagine it's like that because your next "iteration" of a corvette would be an upgrade, no?

Still - it would be nice if they listed all the different corvettes you've designed, allowing you to micro manage your fleets by upgrading some to the missile version, others to have the hanger bay, etc, etc
Title: Re: Stellaris
Post by: Jarhead0331 on February 26, 2018, 10:32:03 AM
I observed the AI engaging in some noteworthy behavior...

My effort to grab a few star systems into my territory in order to keep them from my nearest galactic neighbor resulted in war. Due to the star lane routes, there are pretty much only two lanes of ingress into my territory, one to the galactic north and one to the south on the opposite end of my space. The aggressor first sent a modest fleet into my territory from the South, but I was able to quickly respond with sufficient force in order to push his fleets out of my space and back across the border. He avoided a confrontation that most likely would have resulted in the destruction of his force. Over the next few months, things got quiet, but I observed his fleet withdrawing deeper into his own territory. The thought that the enemy fleet was being repositioned to come at me from the north did occur to me, but I didn't give the AI enough credit. Well, that is exactly what he was doing, and although I did begin preparations to counter this in earnest, I wasn't ready for him and he was able to occupy a large swath of my northern territory before I was in any state of readiness to confront the invading fleets.

Very tricky, and a good use of the new star lane mechanic. 
Title: Re: Stellaris
Post by: JudgeDredd on February 26, 2018, 10:48:52 AM
Quote from: Jarhead0331 on February 26, 2018, 10:32:03 AM
I observed the AI engaging in some noteworthy behavior...

My effort to grab a few star systems into my territory in order to keep them from my nearest galactic neighbor resulted in war. Due to the star lane routes, there are pretty much only two lanes of ingress into my territory, one to the galactic north and one to the south on the opposite end of my space. The aggressor first sent a modest fleet into my territory from the South, but I was able to quickly respond with sufficient force in order to push his fleets out of my space and back across the border. He avoided a confrontation that most likely would have resulted in the destruction of his force. Over the next few months, things got quiet, but I observed his fleet withdrawing deeper into his own territory. The thought that the enemy fleet was being repositioned to come at me from the north did occur to me, but I didn't give the AI enough credit. Well, that is exactly what he was doing, and although I did begin preparations to counter this in earnest, I wasn't ready for him and he was able to occupy a large swath of my northern territory before I was in any state of readiness to confront the invading fleets.

Very tricky, and a good use of the new star lane mechanic.
Cool  O0
Title: Re: Stellaris
Post by: PanzersEast on February 26, 2018, 10:51:54 AM
Quote from: Jarhead0331 on February 26, 2018, 10:32:03 AM
I observed the AI engaging in some noteworthy behavior...

My effort to grab a few star systems into my territory in order to keep them from my nearest galactic neighbor resulted in war. Due to the star lane routes, there are pretty much only two lanes of ingress into my territory, one to the galactic north and one to the south on the opposite end of my space. The aggressor first sent a modest fleet into my territory from the South, but I was able to quickly respond with sufficient force in order to push his fleets out of my space and back across the border. He avoided a confrontation that most likely would have resulted in the destruction of his force. Over the next few months, things got quiet, but I observed his fleet withdrawing deeper into his own territory. The thought that the enemy fleet was being repositioned to come at me from the north did occur to me, but I didn't give the AI enough credit. Well, that is exactly what he was doing, and although I did begin preparations to counter this in earnest, I wasn't ready for him and he was able to occupy a large swath of my northern territory before I was in any state of readiness to confront the invading fleets.

Very tricky, and a good use of the new star lane mechanic.

One thing I have noticed is the AI 1 fleet stack.  I not seen them dividing their fleets up, but I have only had two border skirmishes and pincered my enemy faction to the west fleet twice.  Each time they had a very large fleet, this last fleet was 5K which I am not tech'd up to do yet ( I have one 3K and another 2.7K).  They were not cruiser heavy, but a pretty good mix with a majority composition of DD.

They tried to block me from accessing off the spiral arm, which I beat them to it and they immediately made a claim for the system.  I took three of their systems in the last skirmish and now they have a permanent presence on the border.  In total I have attacked them twice because they tried to block me in calming the systems and a little extra room.

When a Marauder fleet is hired by an enemy faction, bend over and kiss anything in their path goodbye!  I just got hit with a 11K stack, I did not bother trying to interdict them with my 3K fleet.  They just go through destroying everything in their path......
Title: Re: Stellaris
Post by: solops on February 26, 2018, 06:47:21 PM
JH, I would be very interested to hear what happens when the AEs and late game threats hit you.
Title: Re: Stellaris
Post by: CJReich46 on February 26, 2018, 08:41:35 PM
I have a habit of restarting. I don't know why.

Anyway, in my current running game I decided to take the UN guys.

2201-  I send the USS Galileo out on its maiden voyage, success! Resources found at neighboring system and better yet it's a cul-de-sac.

Send the Worker to build the new mining stations. Mining stations built. Resources flowing in.

USS Galileo departs to explore the system to our galactic north, and finds Alpha Centauri. RED ALERT! RED ALERT! It's infested with Ameboids! Bye-bye USS Galileo. But the scientist made it out in the escape pod...

Back at Earth...RED ALERT RED ALERT THIS IS NOT A DRILL...MULTIPLE HOSTILES ENTERING SYSTEM...

Ameboids invaded the system, and we had to fight them off. The 1st Fleet got wiped. Sol Station barely hanged on through the assault and then they left. Repairs to Sol Station began quickly defense stations built as soon as materials were available.

Thus began the 5 year Crisis. From 2204-2209.

During which the first tradition was discussed, and agreed upon: SUPREMACY! NEVER AGAIN! and so the fleets went on a Ameboid hunts, pretty much that's what they've been doing aside from pirates. Gained tons of research for regenerative armor and flagella breeding program.

First contact was a Fallen Empire (yay....) and as expected they were in full on jerk mode.

I have yet to establish the first colony, but I have an entire series of systems like a dog leg near Sol. So I can settle two of them at my whim.  The one thing I have been having problems is mineral production. 

But the first destroyer classes - Dusseldorf, Honolulu and Edinburgh are online, and operational. All three classes have had action against the massive pirate spawn which led to a series of major clashes notably over a system with probably the largest amount of minerals I have seen in one system. I think its about 15 minerals?  Plus our research into a particular crystal has yielded some massive deposits easily secured.

Still no first colony though.

I think I left that one at 2260-70s.




Title: Re: Stellaris
Post by: OJsDad on February 27, 2018, 11:28:11 AM
2.0.1 patch has been released.

https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-stellaris-2-0-1-patch-released-checksum-fb8b.1073428/

QuoteThanks again for all your valuable feedback on 2.0/Apocalypse. Any update this size is going to have a lot of moving parts and we've been taking the time since release to target some high-value fixes. In the interest of getting them in to your hands sooner, I'm doing a 2.0.1 hotfix right now.

REST ASSURED, WE ARE NOT DONE WITH POST-LAUNCH SUPPORT FOR 2.0

Every patch balances completeness with speed, there are more fixes coming when we have time to implement and test them.

Here's the contents of this patch:

Fixed processing/grid amalgamation/livestock purge types being broken
Fixed a bug where a fleet split from its parent would forget the previous hyperspace jump and get stuck in systems with FTL inhibitors indefinitely
Fixed several out of sync bugs in multiplayer
Fixed some missing/broken localization in various languages
Fixed upgrading ships wrongly having their XP deleted
Fixed some UI visibility issues on certain screen resolutions
Fixed misleading costs displayed for building mining/research stations
Fixed Admirals being unassigned from a fleet during combat
Fixed FTL inhibition effect not being removed when you downgrade a starbase

Again, let me assure you that this is just a small package of severe/fast to fix things that I want to get in your hands sooner rather than later. Larger, more comprehensive support will continue in the coming days and weeks. We know how massive the changes wrought in 2.0 are, and your feedback will continue to be critical to make it the best possible experience. Thanks.
Title: Re: Stellaris
Post by: Yskonyn on February 27, 2018, 12:22:04 PM
Does that mean that 2.0 has been received with a lot of criticism on their boards?
Title: Re: Stellaris
Post by: OJsDad on February 27, 2018, 12:27:22 PM
Don't know.  I don't tend to get too wrapped up in those.  Steam is showing recent reviews are mixed. 
Title: Re: Stellaris
Post by: Nefaro on February 27, 2018, 01:08:35 PM
Quote from: CJReich46 on February 26, 2018, 08:41:35 PM
I have a habit of restarting. I don't know why.


I do that, all the time, with strategy games. 

Suspect it's due to all the different starting options.  Like a kid in a candy store who wants some of everything.

Was repeatedly doing that with Dominions 5 over the past month.  Finally got to a point, in one game, where I got over that restart hump.  Only to find out I probably didn't take the proper magic values to cast the national summons I wanted.   #:-)  Had just got invested in it, too.   

The trick is just to power through for awhile longer, on the current game, and see if it starts inspiring you to continue.  After sticking it out an extra couple sessions, I tend to stop thinking about what I could do for the next setup, and start getting curious about where my current game will go now that the mid-game is arriving.  It can get interesting again.   :nerd:
Title: Re: Stellaris
Post by: Huw the Poo on February 27, 2018, 02:27:09 PM
Quote from: Yskonyn on February 27, 2018, 12:22:04 PM
Does that mean that 2.0 has been received with a lot of criticism on their boards?

I've been monitoring the PDX forum as well as /r/Stellaris.  I'd say there's an equal amount of love and criticism.

The criticism isn't wholly misplaced.  There are issues with the fleet manager.  The speed of ships has been criticised - a criticism I'd certainly echo.  Doubts over whether certain systems are really working correctly (as evidenced by today's hotfix).  People have been providing very strong evidence that the AI cheats even on normal.
Title: Re: Stellaris
Post by: OJsDad on February 27, 2018, 05:25:45 PM
A couple of other thoughts;

I'm liking the fleet manager.  Pretty handy tool.

The Outliner has added a lot of useful information;
   a.  Looking at Fleets, I know who needs repaired and who needs updates.
   b.  Spacestations I can see who has defense platforms that need upgraded.
   c.  Planets, I can see who has building that can be upgrades, building with no one working the tile, or unemployed pops.

I really like not having to upgrade my civilian ships. 
Title: Re: Stellaris
Post by: OJsDad on March 01, 2018, 12:17:51 PM
https://twitter.com/StellarisGame/status/969226452653789184


QuoteAfterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists

:DD
Title: Re: Stellaris
Post by: OJsDad on March 01, 2018, 12:38:19 PM
Tech Tree

(https://i.redd.it/lxwm2ovh6pi01.jpg)
Title: Re: Stellaris
Post by: Nefaro on March 01, 2018, 01:21:06 PM
Quote from: OJsDad on March 01, 2018, 12:38:19 PM
Tech Tree


Looks more like a heavily trimmed Tech Hedge.
Title: Re: Stellaris
Post by: Huw the Poo on March 01, 2018, 02:11:16 PM
I'm bored of this game now.  I'd forgotten how much of a slog the mid-game is.  I guess I'll just focus on my multiplayer game.
Title: Re: Stellaris
Post by: JudgeDredd on March 02, 2018, 02:33:17 AM
I noticed the last time I played before these updates that I was bumping into civilisations very quickly. I also noticed how much bigger they were than me. This is also happening in this game and I'm not sure why - my obvious first reaction is I'm shit at it. But the other thing that always pops into my head is there's some cheat going on.

Seriously - how come every single civ I bump into is considerably bigger than me. They've been able to expand much faster than I have...where I seem to have to manage credits and resources, they don't. They could be in a better part of the system than me - much more heavy on resources and energy...but all of them? Their civs could have better modifiers for energy and resources allowing them to expand faster and grow bigger - but all of them?

I start to love the game. I like the expansion aspect. I like the speed. But as soon as I start bumping into civs I think "oh - here we go". I'll be battered soon by one of them, I'm sure.

Question - am I missing something or can you not look at where your technology tree is taking you? I only ever get to see the options presented to me.

And literally an hour after typing this, I loaded my game up and went to have a look to see if I could see the research tree and the first faction I ever came across declared war and sent a 3k stack of ships after me...I have a stack of 800  :crazy2:
Title: Re: Stellaris
Post by: Yskonyn on March 02, 2018, 03:39:54 AM
Quotenoticed how much bigger

Fixed that for you. Quite an inconvenient typo. :)

Have you checked the 'Advanced AI' setting in your game creation options?
Title: Re: Stellaris
Post by: JudgeDredd on March 02, 2018, 03:45:43 AM
Quote from: Yskonyn on March 02, 2018, 03:39:54 AM
Quotenoticed how much bigger

Fixed that for you. Quite an inconvenient typo. :)

Have you checked the 'Advanced AI' setting in your game creation options?
oops. Thx for the heads up.

I don't know if I did set/deselect the Advanced AI setting....time to do so if not.

It took 5 minutes of resuming my game for them to wipe out two starbases and my fleet. Completely defenceless now.

I'm starting another game and heavily loading the cheats for me  :buck2:
Title: Re: Stellaris
Post by: JudgeDredd on March 02, 2018, 04:03:08 AM
lol - I didn't even have Advanced AI Starts ticked...so I just suck  :'(

I was very surprised with their advance though. I don't think I was being particularly slow or cautious...just managing my resources (having to - not out of choice)

My bad - Advanced AI Starts was set to 3.

I'm going to start again - I'm deaded
Title: Re: Stellaris
Post by: Gusington on March 02, 2018, 07:34:19 AM
And??
Title: Re: Stellaris
Post by: Barthheart on March 02, 2018, 07:46:07 AM
How large a map are you planning on JD?

I usually play on a huge 1000 star map with 9 opponents, only 1 advance and 1 fallen. No near advanced.

This gives me some room to  grow and mostly I'm fighting pirates and monsters.

Try to build up your navy sooner. Try to keep the number of ships you have near your command limit.
All of this doesn't always work but gives a better chance at least.

Title: Re: Stellaris
Post by: OJsDad on March 02, 2018, 08:15:08 AM
I agree with Barth, check you game setup settings.  Here is what I use.  I usually don't have anyone on top of me when I start.

http://steamcommunity.com/sharedfiles/filedetails/?id=1317832092

http://steamcommunity.com/sharedfiles/filedetails/?id=1317832140
Title: Re: Stellaris
Post by: Jarhead0331 on March 02, 2018, 09:36:18 AM
^You really like having the max habitable planets out there? Doesn't that sort of take the excitement out of exploration and the importance of finding the occasional "green" world?
Title: Re: Stellaris
Post by: OJsDad on March 02, 2018, 09:49:14 AM
Quote from: Jarhead0331 on March 02, 2018, 09:36:18 AM
^You really like having the max habitable planets out there? Doesn't that sort of take the excitement out of exploration and the importance of finding the occasional "green" world?

Sometimes.  I just deleted the game I had been playing, and I hadn't found but 9 continental and 1 gaia planet in about 60 systems.  Everything else required terraforming, most of which cost 5000 energy to do. 

I had found a couple of wormholes.  When I finally explored one, it took me to the other end of the galaxy, which was mostly uninhabited.  I immediately found 2 continental and 1 gaia right away.

So the setting doesn't guarantee a lot of colonizable worlds close by. 
Title: Re: Stellaris
Post by: solops on March 02, 2018, 12:17:00 PM
I have not played since last August and may not play again for some time, but I am curious about something. Has anyone tried playing on a harder setting with lots of Fallen Empires, all of the end game threats but no (zero) regular alien empires?
Title: Re: Stellaris
Post by: Huw the Poo on March 02, 2018, 12:49:39 PM
Quote from: JudgeDredd on March 02, 2018, 02:33:17 AM
I noticed the last time I played before these updates that I was bumping into civilisations very quickly. I also noticed how much bigger they were than me. This is also happening in this game and I'm not sure why - my obvious first reaction is I'm shit at it. But the other thing that always pops into my head is there's some cheat going on.

As I said upthread, several players have provided very strong evidence that the AI does, in fact, cheat.  Last time I checked, PDX hadn't bothered to comment.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on March 02, 2018, 01:32:50 PM
I'm playing in a 4-arm spiral and my little civ started out on the far edge of one of the arms.  I was very isolated at the start as there were no hyperlanes available close by to allow me to explore towards the centre of the galaxy.  I explored as far as I could up and down the length of the arm I was on until I reached spots that were blocked off by powerful crystaline critter colonies (1k, 2k strength groups of 3-4 in each system) and these formed my boundaries.

I had only 6 planets available initially and only three were larger than 10 colony zones.  Developed away merrily, occasionally swatting away pirates until I got enough strength to deal with the crystals.  Once I did that, I discovered that I was hemmed in by three other civs so I scrambled to grab up choke points and build star bases in each. 

I've now got 11 planets and I'm listed as equivalent strength with my neighbours.  I'm getting along with two but the third just declared war on me.  Problem is, my empire's borders are long and narrow and I have to keep a decent sized fleet at each end in order to deal with incursions.  It takes FOREVER to get from one end to the other so I can't concentrate forces to deal with the stinky cat people who are attacking me. 

I really don't care for the new travel times.  Takes a ship 7 years in game time to get from one end of my empire to the other and it ain't that big.
Title: Re: Stellaris
Post by: Johnnie on March 02, 2018, 07:42:26 PM
Maybe this is the wrong thread to post on.  Bought the game today and I am lost.  Is there a manual?  I see guidelines and beginner's advice posted on the steam menu, but what about an "official"  manual?
Title: Re: Stellaris
Post by: Silent Disapproval Robot on March 02, 2018, 08:14:03 PM
No such a beast, I'm afraid.  Besides, Paradox has the annoying habit of radically changing the game engine and rules over time so you often end up with a game that barely resembles what was first released. 
Title: Re: Stellaris
Post by: Johnnie on March 02, 2018, 08:43:11 PM
Silent:  Thanks. I suppose I'm better off reading the Beginners' Guides anyhow.
Title: Re: Stellaris
Post by: CJReich46 on March 03, 2018, 01:21:48 AM
Quote from: Johnnie on March 02, 2018, 08:43:11 PM
Silent:  Thanks. I suppose I'm better off reading the Beginners' Guides anyhow.

Suggestion check out ASpec's You Tube. He does a pretty decent job of explaining the mechanics and he does try to update his stuff on Stellaris (especially in 2.0).
But definitely use the Guide for starters.

Title: Re: Stellaris
Post by: mikeck on March 03, 2018, 10:40:39 AM
Quote from: Silent Disapproval Robot on March 02, 2018, 01:32:50 PM
I'm playing in a 4-arm spiral and my little civ started out on the far edge of one of the arms.  I was very isolated at the start as there were no hyperlanes available close by to allow me to explore towards the centre of the galaxy.  I explored as far as I could up and down the length of the arm I was on until I reached spots that were blocked off by powerful crystaline critter colonies (1k, 2k strength groups of 3-4 in each system) and these formed my boundaries.

I had only 6 planets available initially and only three were larger than 10 colony zones.  Developed away merrily, occasionally swatting away pirates until I got enough strength to deal with the crystals.  Once I did that, I discovered that I was hemmed in by three other civs so I scrambled to grab up choke points and build star bases in each. 

I've now got 11 planets and I'm listed as equivalent strength with my neighbours.  I'm getting along with two but the third just declared war on me.  Problem is, my empire's borders are long and narrow and I have to keep a decent sized fleet at each end in order to deal with incursions.  It takes FOREVER to get from one end to the other so I can't concentrate forces to deal with the stinky cat people who are attacking me. 

I really don't care for the new travel times.  Takes a ship 7 years in game time to get from one end of my empire to the other and it ain't that big.

For me, I like the long travel times. It's one of the things I like best about Polaris sector. It's more realistic and forces you to really think about not only the positioning of your fleets but also FINALLY makes building troops for defense a necessity on those far out worlds
Title: Re: Stellaris
Post by: Nefaro on March 03, 2018, 12:04:02 PM
Quote from: mikeck on March 03, 2018, 10:40:39 AM

For me, I like the long travel times. It's one of the things I like best about Polaris sector. It's more realistic and forces you to really think about not only the positioning of your fleets but also FINALLY makes building troops for defense a necessity on those far out worlds

I always thought the very long & irreversible travel times in Star Wars: Rebellion gave it a LOT more value regarding strategic planning.  Made your attacks, and even repositioning, much more of a gamble.  Requiring not only more predictive foresight, but also a higher chance of unforeseen meeting engagements. 

More than anything I think the long fleet hyperspace movement times, mixed with much fog of war, is what made Rebellion such a joy.  I don't think I've seen a 4X with that mix since.
Title: Re: Stellaris
Post by: jamus34 on March 04, 2018, 01:36:29 PM
I have to admit that the 2.0 improvements far outweigh the loss of travel forms for me so far.

I mean, I like the old system but it made defensive platforms somewhat useless beyond protecting planets you cannot afford to lose.

Concepts of fleets vs doom stacks is a bonus. Also it seems like they've improved the viability of the smaller ships into the mid and late game. I know by the time I could build cruisers I would let my corvettes and destroyers just dwindle from attrition as they were mostly useless.

Now it feels like they have much more use.
Title: Re: Stellaris
Post by: FarAway Sooner on March 04, 2018, 03:01:53 PM
Quote from: Johnnie on March 02, 2018, 07:42:26 PM
Maybe this is the wrong thread to post on.  Bought the game today and I am lost.  Is there a manual?  I see guidelines and beginner's advice posted on the steam menu, but what about an "official"  manual?

Yeah, Paradox likes to release games that are fairly intuitive on the surface, but have a ton of mechanics going on underneath that aren't explained anywhere but offline wikis.  Play the tutorial, then start out for yourself, dabble a little, and check out YouTube videos as needed.

As was noted above, after a big patch (like the one that just happened a few days ago), lots of wikis and tutorials take a while to catch up with the new game.  Stellaris is more accessible than some of the Paradox titles were to me, so have some fun with it.  Exploring the corners of the game makes it even more fun.

And don't forget to build droids to do your mining!   :)
Title: Re: Stellaris
Post by: Johnnie on March 04, 2018, 08:44:22 PM
Thanks far away:  I've been a gamer since AH's Waterloo and Gettysburg and am familiar with and own quite a few Paradox games. A manual (even a short or dated one) would make this game easier (for me, in any case) to get into.
Title: Re: Stellaris
Post by: jamus34 on March 04, 2018, 09:02:19 PM
Quote from: Johnnie on March 04, 2018, 08:44:22 PM
Thanks far away:  I've been a gamer since AH's Waterloo and Gettysburg and am familiar with and own quite a few Paradox games. A manual (even a short or dated one) would make this game easier (for me, in any case) to get into.

Yeah the manual to a Paradox game is like buying a top of the line computer component - it's out-dated before you even receive it.
Title: Re: Stellaris
Post by: Jarhead0331 on March 06, 2018, 06:12:55 AM
War and attrition seems screwy. Specifically, it seems unreasonably difficult to carry on a war, even when the attacker is kicking ass. Attrition levels get very high very fast and for no apparent reason. For instance, there were two occasions where I was attacked by a neighbor who was initially much more powerful than me. Both times, He invaded my territory, occupying large swaths of systems and destroying several of my smaller fleets. Before my larger fleets were able to intercept any of the invading forces, they sued for a white peace. I thought this was weird since they had won every battle and were occupying nearly a whole sector of my territory. However, since I had a large fleet chasing him down, I chalked it up to the writing being on the wall for him and wanting to preserve his capability.

However, then I declared a war of my own against an empire that I had claims against 8 of his systems. I occupied all of the claimed territory, had three strong fleets occupying these systems and successfully invaded one of the planets in this area (invasion is much more difficult now too,  by the way). I won every major fleet engagement too.  By all measures I was kicking his ass in space and on land, yet to my surprise, my attrition was nearly double his. Why? His losses were much greater than mine. My government is a military dictatorship too, so it's not like I have a population of wimps and hippies. Eventually, I got a warning that my attrition was dangerously high. I was able to end the war on favorable terms, but I should have been able to extract much more based on my successes. What's going on here...have they nerfed war? Or, am I missing some new setting that puts my forces on a war footing?
Title: Re: Stellaris
Post by: OJsDad on March 06, 2018, 07:37:03 AM
This is in the change notes for 2.02

Quote* Reduced War Exhaustion per ship and army killed

There are several other changes to WE in the 2.02 patch.  Sounds like they may be still trying to get it right;

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-106-2-0-2-patch-notes-and-the-road-ahead-for-cherryh.1074215/
Title: Re: Stellaris
Post by: Jarhead0331 on March 06, 2018, 08:18:44 AM
Ah. Thanks. Might be time to give the beta a shot.
Title: Re: Stellaris
Post by: OJsDad on March 08, 2018, 08:01:41 AM
New Dev Diary talking briefly on what comes next.

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-107-the-post-apocalypse.1076726/&utm_source=twitter-internal&utm_medium=social-paid&utm_content=post&utm_term=awa&utm_campaign=apoc_stellaris_all_201838_nt_ste_pore

QuoteHello everyone and welcome to another Stellaris development diary. Today's dev diary will be focusing on the road ahead after Cherryh and Apocalypse, and our long-term priorities going forward.

Cherryh Post-Release Support
As mention in last week's dev diary, the immediate priority for the team is post-release support for Cherryh and Apocalypse, fixing bugs, addressing balance/feature feedback, and working on quality of life and performance improvements. We are maintaining a running 2.0.2 beta patch which we will continue to update every few days or so until we are happy with the state of the game.

The Post-Apocalypse
Apocalypse and Cherryh were an expansion/patch focused almost exclusively on war, and with it out, we are now going to be moving on to other, non-war related priorities for future updates, expansions and story packs. To give you an idea of what's coming, we're going to revisit the list of long-term goals for Stellaris I made and updated for Dev Diary #50 and Dev Diary #69. This time, we're going to organize the goals into the ones we feel have been delivered on, old goals that were added to the list before 2.0, and new goals that we have set for ourselves after 2.0 (there is no prioritization difference between goals based on when they were added or whether they are considered old or new for this particular list).

As before, the list is NOT in order of priority, and something being considered completed NOT mean we aren't going to continue to improve on it in future updates, just that we consider it to be at a satisfactory level.

As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, NOTHING NOT ALREADY COMPLETED IS CERTAIN TO HAPPEN AND THERE ARE NO ETAS

Completed Goals

Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
More potential for empire customization, ability to build competitive 'tall' empires.
Global food that can be shared between planets.
Ability to construct space habitats and ringworlds.
Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
Ability to set rights and obligations for particular species in your empire.
Buildable Dreadnoughts and Titans.
Deeper mechanics and unique portraits for synthetics.
Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
Superweapons and planet killers.

Old Goals

A 'galactic community' with interstellar politics and a 'space UN'.
Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
More story events and reactive narratives that give a sense of an unfolding story as you play.
More interesting mechanics for pre-FTL civilizations.
'Living systems', making empire systems feel more alive and lived in

New Goals

Less micromanagement and more focus on interesting choices in regards to planets, the ability to grow planets beyond current fixed size.
Empire trade mechanics and trade agreements.
A galactic market where resources and strategic resources can be imported and exported.
Espionage and sabotage mechanics.
Improved galaxy/hyperlane generation with better placed systems and dangers.
More anomalies and unique systems to explore.

That's all for today! Over the next few weeks, dev diaries will continue to focus on post-release support. Feature dev diaries will resume when we have new features to talk about. Finishing off this dev diary is a screenshot of how we're reworking difficulty modes in the next update to the rolling 2.0.2 beta:
Title: Re: Stellaris
Post by: jamus34 on March 08, 2018, 09:53:10 AM
Quote from: OJsDad on March 06, 2018, 07:37:03 AM
This is in the change notes for 2.02

Quote* Reduced War Exhaustion per ship and army killed

There are several other changes to WE in the 2.02 patch.  Sounds like they may be still trying to get it right;

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-106-2-0-2-patch-notes-and-the-road-ahead-for-cherryh.1074215/

For as much flack as Paradox gets on the release quality of their games at least they go the extra effort to not only fix the broken stuff but continually improve. Some people may grump that this is now stuck behind paid DLC but how many big budget publishers abandon a game after a month if it doesn't hit sales goals?
Title: Re: Stellaris
Post by: mikeck on March 08, 2018, 01:50:32 PM
I agree 100%. Is there any developer that continues to support games to the level of EU IV or CK2?
Title: Re: Stellaris
Post by: jamus34 on March 08, 2018, 02:16:20 PM
Quote from: mikeck on March 08, 2018, 01:50:32 PM
I agree 100%. Is there any developer that continues to support games to the level of EU IV or CK2?

I would say Blizzard is one of the others who continuously strives to improve their games. Ironically they follow the "it's done when it's done" mantra of development and minus a couple of poor decisions run a tight ship.

Beyond those two? I've got nothing.
Title: Re: Stellaris
Post by: Geezer on March 08, 2018, 02:17:11 PM
Quote from: mikeck on March 08, 2018, 01:50:32 PM
I agree 100%. Is there any developer that continues to support games to the level of EU IV or CK2?

Yes, at least two developers come to mind:

John Tiller:  http://grogheads.com/forums/index.php?topic=21132.0

Brad Wardell:  http://grogheads.com/forums/index.php?topic=19680.0
Title: Re: Stellaris
Post by: Jarhead0331 on March 08, 2018, 03:25:07 PM
Bohemia is pretty outstanding too. ARMA 3 is improved daily.
Title: Re: Stellaris
Post by: Yskonyn on March 08, 2018, 03:31:24 PM
The guys over at Grigsby's games continuously update their games still.

Battlefront comes to mind.

Stardock

Command Ops

CMANO
Title: Re: Stellaris
Post by: Huw the Poo on March 08, 2018, 03:59:35 PM
Arcen Games' post-release support is phenomenal.
Title: Re: Stellaris
Post by: Gusington on March 08, 2018, 04:08:43 PM
I may get burned at the stake for this but Creative Assembly often listen to their fans...albeit slowly.
Title: Re: Stellaris
Post by: FarAway Sooner on March 09, 2018, 12:41:15 AM
Quote from: Huw the Poo on March 08, 2018, 03:59:35 PM
Arcen Games' post-release support is phenomenal.
It was when they were still in business.  Last I heard, they were closing the doors due to a string of too many not-quite-successes after AI Wars.  But they did offer great support for their titles years and years after launching.

Stardock also does pretty good post-release support stuff.
Title: Re: Stellaris
Post by: Nefaro on March 09, 2018, 12:54:46 AM
Quote from: Gusington on March 08, 2018, 04:08:43 PM
I may get burned at the stake for this but Creative Assembly often listen to their fans...albeit slowly.

Lately CA's doing better.  Kinda..

I see that they released a patch for Total War: Attila about a month ago.  Which reportedly broke it's TW Launcher and it's mod support.  A lot of people reported it's been crashing ever since.

They still haven't patched that screw-up, as of checking the forum yesterday.  ???
Title: Re: Stellaris
Post by: Huw the Poo on March 09, 2018, 01:46:24 AM
Quote from: FarAway Sooner on March 09, 2018, 12:41:15 AM
Quote from: Huw the Poo on March 08, 2018, 03:59:35 PM
Arcen Games' post-release support is phenomenal.
It was when they were still in business.  Last I heard, they were closing the doors due to a string of too many not-quite-successes after AI Wars.  But they did offer great support for their titles years and years after launching.

They are very much still in business, and are in fact developing AI War 2.  The last time they released an update that wasn't for AI War 2 was 7 February, when they updated Starward Rogue.
Title: Re: Stellaris
Post by: Arctic Blast on March 10, 2018, 12:18:33 AM
Yep. Arcen kickstarted AI War 2. Beta builds are regularly popping up for backers.
Title: Re: Stellaris
Post by: mikeck on March 10, 2018, 10:04:22 AM
Quote from: Nefaro on March 09, 2018, 12:54:46 AM
Quote from: Gusington on March 08, 2018, 04:08:43 PM
I may get burned at the stake for this but Creative Assembly often listen to their fans...albeit slowly.

Lately CA's doing better.  Kinda..

I see that they released a patch for Total War: Attila about a month ago.  Which reportedly broke it's TW Launcher and it's mod support.  A lot of people reported it's been crashing ever since.

They still haven't patched that screw-up, as of checking the forum yesterday.  ???

Not sure about that. I played Attila last night with the Radious mods and it worked fine
Title: Re: Stellaris
Post by: Nefaro on March 10, 2018, 05:46:26 PM
Quote from: mikeck on March 10, 2018, 10:04:22 AM
Quote from: Nefaro on March 09, 2018, 12:54:46 AM
Quote from: Gusington on March 08, 2018, 04:08:43 PM
I may get burned at the stake for this but Creative Assembly often listen to their fans...albeit slowly.

Lately CA's doing better.  Kinda..

I see that they released a patch for Total War: Attila about a month ago.  Which reportedly broke it's TW Launcher and it's mod support.  A lot of people reported it's been crashing ever since.

They still haven't patched that screw-up, as of checking the forum yesterday.  ???

Not sure about that. I played Attila last night with the Radious mods and it worked fine

Will check it out.  Maybe it got patched. 
Title: Re: Stellaris
Post by: mikeck on March 11, 2018, 07:52:58 PM
I do get a warning that pops up about mods and compatibility that I hadn't see before but- just like when the car engine light in my wife's car pops on- I ignore it and everything seems fine
Title: Re: Stellaris
Post by: FarAway Sooner on March 11, 2018, 11:35:57 PM
Quote from: Arctic Blast on March 10, 2018, 12:18:33 AM
Yep. Arcen kickstarted AI War 2. Beta builds are regularly popping up for backers.

Good to hear!  Not sure why I thought they had gone bankrupt?
Title: Re: Stellaris
Post by: jomni on March 12, 2018, 12:04:08 AM
Quote from: FarAway Sooner on March 11, 2018, 11:35:57 PM
Quote from: Arctic Blast on March 10, 2018, 12:18:33 AM
Yep. Arcen kickstarted AI War 2. Beta builds are regularly popping up for backers.

Good to hear!  Not sure why I thought they had gone bankrupt?

They were / are struggling.
(2010) http://arcengames.com/love-ai-war-andor-tidalis-we-could-really-use-your-help-2/
(2016) https://arcengames.com/great-work-on-starward-rogue-team-now-youre-all-laid-off/
(2016) http://arcengames.com/time-for-some-straight-talk-release-raptor-is-being-pulled-and-refunded/
Title: Re: Stellaris
Post by: CJReich46 on March 14, 2018, 12:26:21 AM
I started a game over the weekend, thought it would be interesting to try something different with my human start.  Instead of Earth being a continental type planet, mine was tundra after events, call it climate change or even a limited nuclear exchange (limited as in a few cities) so the humans could find a continental planet and they would have no problems right?

Wrong! Apparently the habitability for continental planets is reduced (to 20%!) when your homeworld is a tundra world?! So...what was I to do?

New Game and consult the workshop:

I found a mod that allows you to change your origin civic. Mine was environmental shift. So now my idea works. Except Earth has been changed from a continental type to a savanna planet. Ouch. Food is hard to get.  But I am pleased, expansion has been slow and steady. Only major contact has been with The Curator Enclaves and of course pirates.

The mod I'm using has ecological disaster, habitat dwellers (which means you will not be able to settle any worlds) even vault survivors etc. (some require Utopia and Apocalypse DLC) but its working nicely.
Title: Re: Stellaris
Post by: Silent Disapproval Robot on March 14, 2018, 12:50:48 AM
I've been enjoying it since the 2.02 beta.  I'm playing as some robot thingies that look like gumball machines with tentacles.  Everyone seems to be afraid of me because I'm a "dreaded assimilator" or something.  I didn't assimilate anyone for quite some time.  (There may have been some genocide involved but one simply can't go over the systems cap, can one?).  The whole genocide thing seemed to upset everyone even more than the whole assimilation thing.  Buncha whiners.

Anyway, my little floating gumball cthulhus are quite good at sciencing things so I'm pretty far ahead of the other races as far as tech goes.  I was doing quite well and expanding my little gumball empire when some crusty old cat people took exception and declared war.  They've pushed me back quite far but I seem to be holding them at my biggest star base.  They're a stagnant empire and have fleet strengths of ~55k vs my ~30K but my base is also ~30k so I'm able to hold them there and just keep grinding up the war weariness.  Unless something horrid happens, they should hit 100% before I do and I'll go for status quo.  I'll lose several resource sectors but it's no big deal.

Title: Re: Stellaris
Post by: Nefaro on March 14, 2018, 05:19:35 PM
Quote from: Silent Disapproval Robot on March 14, 2018, 12:50:48 AM
I've been enjoying it since the 2.02 beta.  I'm playing as some robot thingies that look like gumball machines with tentacles.  Everyone seems to be afraid of me because I'm a "dreaded assimilator" or something.  I didn't assimilate anyone for quite some time.  (There may have been some genocide involved but one simply can't go over the systems cap, can one?).  The whole genocide thing seemed to upset everyone even more than the whole assimilation thing.  Buncha whiners.

Anyway, my little floating gumball cthulhus are quite good at sciencing things so I'm pretty far ahead of the other races as far as tech goes.  I was doing quite well and expanding my little gumball empire when some crusty old cat people took exception and declared war.  They've pushed me back quite far but I seem to be holding them at my biggest star base.  They're a stagnant empire and have fleet strengths of ~55k vs my ~30K but my base is also ~30k so I'm able to hold them there and just keep grinding up the war weariness.  Unless something horrid happens, they should hit 100% before I do and I'll go for status quo.  I'll lose several resource sectors but it's no big deal.

Cats vs Vaccuum Cleaners
Title: Re: Stellaris
Post by: PanzersEast on March 17, 2018, 05:12:08 PM
Think I am done for now....

A neighboring faction in each of it's 6 systems along our border has 9 defense platforms per system.  As well as, 2 25K+ fleets, 3 citadels, and various defense stations sprinkled out.  They only have 16 systems under their control and I have 4X that and cannot afford what they are paying for..... sorry, but that is total BS, no way I can invade as their defense platforms weaken my fleets and then their fleets swoop in to finish them off... I mean their platforms are like 7~8K in power.  On Normal btw.....
Title: Re: Stellaris
Post by: OJsDad on March 17, 2018, 05:46:16 PM
Just out of curiosity PE, are you using the beta patch. 
Title: Re: Stellaris
Post by: Jarhead0331 on March 17, 2018, 07:31:07 PM
Quote from: PanzersEast on March 17, 2018, 05:12:08 PM
Think I am done for now....

A neighboring faction in each of it's 6 systems along our border has 9 defense platforms per system.  As well as, 2 25K+ fleets, 3 citadels, and various defense stations sprinkled out.  They only have 16 systems under their control and I have 4X that and cannot afford what they are paying for..... sorry, but that is total BS, no way I can invade as their defense platforms weaken my fleets and then their fleets swoop in to finish them off... I mean their platforms are like 7~8K in power.  On Normal btw.....

I've experienced the same issue. Very frustrating.
Title: Re: Stellaris
Post by: PanzersEast on March 17, 2018, 07:38:09 PM
Quote from: OJsDad on March 17, 2018, 05:46:16 PM
Just out of curiosity PE, are you using the beta patch.

I am not running the beta patch.... however looking at the upcoming patch this is not addressed in the AI

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

Overall I am disappointed in the way the AI handles their empires...... I've watched several emerge and expand at a uncharacteristic rate in terms of balance and budget.  I almost think it is better to start with pre-defined borders and then branch out and explore with space from there - ala EUIV.
Title: Re: Stellaris
Post by: Kushan on March 17, 2018, 10:29:52 PM
Quote from: PanzersEast on March 17, 2018, 07:38:09 PM
Overall I am disappointed in the way the AI handles their empires...... I've watched several emerge and expand at a uncharacteristic rate in terms of balance and budget.  I almost think it is better to start with pre-defined borders and then branch out and explore with space from there - ala EUIV.

That option would be nice.

I think the game needs to steal some additional ideas from EUIV. Trade lanes being one of them. I would give light ships something useful to do other then sit in orbit around your capital starbase in between wars and  hunting pirates. It would also further take away from wanting to concentrate all your forces into a death stack.
Title: Re: Stellaris
Post by: FarAway Sooner on March 18, 2018, 12:01:52 PM
So, I hadn't played this game in about a year, and I'm really liking the changes so far (not playing with the patch yet).  I'd grown to an Empire of 6 or 7 systems, and had intentionally gone for a "wide" versus "deep" build on the theory that I just needed to be able to last long enough to survive.

I found myself bounded by two Slaver empires (I was a radical Egalitarian) who didn't like me from the get-go, and while I had a couple allies, they were on the other side of the bad guys.  I'd pried away a few systems in my first war with them (triggered by their aggression, of course), and was enjoying the respite to expand in the other direction.

The slower warp movement makes it a real priority to upgrade both hyperdrives and sublight engines, and while I'd been doing the best I could there, it wasn't quite good enough.  I could field two big fleets but had a huge empire to cover.  A big-ass pirate fleet spawned in my hinterlands and started rampaging through my frontier sectors, so I had to dispatch one of my two main battle fleets to beat it.  Just as that fleet made it 2/3 of the way across my space, another war broke out!

This time I was caught with my pants down, and they had enough numerical advantage to grind my Starbase down before my relief fleet got there.  At that point, the writing was on the wall and I retired.  The tactical combat is still relatively hands-off, but I'm enjoying the ability to tweak different systems and ship design to get the right weapons mix.  I just wish my Fleet admirals didn't get negative traits every time they lost a battle, or even sometimes when they won one!
Title: Re: Stellaris
Post by: CJReich46 on March 19, 2018, 07:09:56 PM
I found a cool mod on Steam - It has Venus and Mars terraformed! So I might give it a go with it in my next play through.

Title: Re: Stellaris
Post by: Stryker07 on March 21, 2018, 01:50:06 PM
I am pretty happy with 2.0 myself. Once I set hyperlanes to x0.75 it made the game play as I think was intended. Resource management seems harder now, especially energy credits as I seem to always be running like +5 midgame, and end up having to either use an edict costing influence, or use the commerce enclaves to trade minerals for energy at a loss to me. I have only done runs as Democracy and Imperial government types, and in the latter influence can be hard to come by.
Title: Re: Stellaris
Post by: OJsDad on March 21, 2018, 03:40:39 PM
Stryker, I also use the .75 setting for the hyperlanes.  Anything else just seems like too many connections.  Though there are times with the .75 setting that it seems like it could use a few more. 

In my current game I'm using several mods along with the beta patch.  The mods are;

The lates New Ship Classes (NSC2 Season 1 Episode 3)
UI Overhaul 1080p Plus.  (Need this for the NSC2 mod so some of the ship modules will show even though my monitor isn't 1080p)
Glavius Ultimate AI Megamod
EG - Larger Galaxy Sizes (I'm using a 4 arm 2000 star galaxy setting)
Extra Leaders (Could never figure out in a space empire you would have so few leaders)
Just Star Names
Title: Re: Stellaris
Post by: Silent Disapproval Robot on March 22, 2018, 10:45:09 AM
Finished my campaign with a domination victory by colonizing or capturing 96 planets.  I'd never actually completed a campaign before (patches always ruined my saves in the past). Pretty underwhelming victory display!  Oh well.  I had a lot of fun with it in the early stages but post-crisis was a bit of a grind.
Title: Re: Stellaris
Post by: OJsDad on March 27, 2018, 09:36:25 PM
https://twitter.com/StellarisGame/status/978257966158802944
Title: Re: Stellaris
Post by: FarAway Sooner on March 28, 2018, 11:51:44 AM
So, I've been playing a while longer (still at the Regular difficulty level), and after a little more play, I'm finding myself in a familiar space somewhere in the mid-game.

I've expanded my empire to 30 or 40 systems, I've got 7 or 8 inhabited worlds (all in my Core Sector, as I took the Expansion Perk), and I've now got 100+ monthly mineral production, 60-85 of each research type, 10-20 Energy Surplus, and 15-25 food production.  My politics is limiting the number of new Starbases/systems I can build, and my Energy is putting a cap on deepening my existing planets or terraforming new ones.  There are some really bad guys in the galaxy, but none of them neighbor me and I'm fairly cozy with my allies.

I have another dozen or so systems I've sealed off from Rival empires, but I can only expand into them slowly.  Manually upgrading my planetary facilities and shifting Pops around for maximum benefit optimizes things a little, but only on the margins.  Do I just spend the next 20-50 years grinding on Political points, technology and Energy production before embarking on my next wave of expansion?  That sounds dreadful...
Title: Re: Stellaris
Post by: OJsDad on March 28, 2018, 12:25:42 PM
https://twitter.com/StellarisGame/status/979045767439581184
Title: Re: Stellaris
Post by: Nefaro on March 28, 2018, 03:03:30 PM
Quote from: FarAway Sooner on March 28, 2018, 11:51:44 AM
Do I just spend the next 20-50 years grinding on Political points, technology and Energy production before embarking on my next wave of expansion?  That sounds dreadful...

Definitely sounds like a Paradox game campaign, starting as a small power!  :))
Title: Re: Stellaris
Post by: Barthheart on March 29, 2018, 06:56:58 PM
2.02 patch released today. Very long patch notes can be found here:

https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-official-2-0-2-patch-released-checksum-5e2f.1084988/


Quote* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
;D
Title: Re: Stellaris
Post by: spelk on April 13, 2018, 01:44:56 AM
A good beginners guide for anyone considering starting up in Stellaris...

Title: Re: Stellaris
Post by: CJReich46 on April 16, 2018, 10:55:01 PM
Some news-ish. It seems they are hinting at "Mapping starlanes."

Title: Re: Stellaris
Post by: spelk on April 17, 2018, 10:44:13 AM
Humble Bundle are selling Stellaris for £13.99 in their Sci-Fi sale..

https://www.humblebundle.com/store/promo/scifi-week/?hmb_source=store_home

Plus there are a number of the Stellaris DLC's available much cheaper than they are on Steam.
Title: Re: Stellaris
Post by: Destraex on April 18, 2018, 01:37:16 AM
Got a mod that allows me to start games with 30 planets for multiplayer games. Should be short and sweet. We are trying to see of regular games that are shorter will make it worth my friends and I learning the game. 2-3hr games are how we enjoy sins of q solar empire.
Title: Re: Stellaris
Post by: Millipede on April 18, 2018, 03:28:19 PM
$13.59 at Fanatical https://www.fanatical.com/en/game/stellaris
Title: Re: Stellaris
Post by: Huw the Poo on April 18, 2018, 04:51:32 PM
I've tried and failed multiple times, now, to get through a single player game.

However, multiplayer is like a different game entirely.  For the last few weekends it's all I've been playing with my group and we're having a fantastic time.  It helps that we're all treacherous bastards and alliances form and break all the time. :)
Title: Re: Stellaris
Post by: CJReich46 on April 23, 2018, 09:23:11 PM
This is interesting...

Title: Re: Stellaris
Post by: CJReich46 on April 30, 2018, 04:31:55 PM
From a game I did yesterday- thought I'd share it.

" <Anomaly Detected>" the AI chirped aboard the Royal Science Ship Lord Roberts. 

"Okay, let's take a look. This survey was getting kind of boring..."  Within seconds a probe was sent out from the science vessel. Its arms extending like an insect as it approached the source of the alert. Seconds felt like hours as the crew waited for the probe's response.
"Telemetry coming in."
"What do we have? Looks like wreckage of some kind."
"Okay, have the probe take some samples and bring it back in."
The probe's arms extended and began to delicately gather samples from the wreckage, taking care not to damage what appeared to be an ancient vessel.

Minutes later the probe returned and after decontamination the pod was brought in and the crew began the painstaking work of looking through the samples.

Then one member stopped as he realized something peculiar. Something familiar.   He took it to a holoprojector and scanned it in, his jaw dropped as it showed on the screen what the debris field was; what this wreckage was.

Another crew member noticed it too.

"Is it?!It can't be!"
"Yes. Analysis indicates 100 percent verification"
"How? I thought it was lost, ages ago..."
"Yet, here it is, after all this time..."
"I-I just don't believe it."

Among the materials found was a large plaque of material identified as gold, it was hard to read because of debris and decay. One of the pieces contained a plaque with a name etched into it.

It read, "PIONEER...11."

Title: Re: Stellaris
Post by: Barthheart on May 01, 2018, 05:21:21 AM
 :bd:
Title: Re: Stellaris
Post by: Pete Dero on May 22, 2018, 09:16:01 AM
Distant Stars is released.



Title: Re: Stellaris
Post by: Rayfer on May 22, 2018, 10:30:02 AM
Wow....!!  This looks incredible.
Title: Re: Stellaris
Post by: OJsDad on May 30, 2018, 12:33:10 PM
https://twitter.com/StellarisGame/status/1001876035338719234
Title: Re: Stellaris
Post by: Barthheart on May 30, 2018, 12:39:50 PM
I was well over 100 hours before I saw it as a hand....   :P
Title: Re: Stellaris
Post by: jomni on May 30, 2018, 09:56:19 PM
No one pays attention to event images. Just click ok to carry on.
Title: Re: Stellaris
Post by: Jarhead0331 on May 31, 2018, 06:36:14 AM
Looks like a hand holding a paint brush to me.
Title: Re: Stellaris
Post by: Geezer on May 31, 2018, 07:17:40 AM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Ftotallyhistory.com%2Fwp-content%2Fuploads%2F2013%2F01%2FDrawing_Hands.jpg&hash=eb3a29bbeae38023b02019780cbed1a5a9f58e90)
Title: Re: Stellaris
Post by: Jarhead0331 on May 31, 2018, 08:48:37 AM
^Cool spaceships.
Title: Re: Stellaris
Post by: Destraex on July 03, 2018, 04:43:53 AM
Thinking of getting DLC. But really do not want to unless they are needed for mods?
Anybody know if mods need them?
Title: Re: Stellaris
Post by: Jarhead0331 on July 03, 2018, 06:18:47 AM
THere are several DLCs and literally hundreds of mods. Which ones are you talking about?
Title: Re: Stellaris
Post by: Destraex on July 03, 2018, 06:31:52 AM
That probably means yes then.
I am just starting to think of exploring mods with friends in a multiplayer setting. In a standard match with no mods the player with the most DLC packs hosts the game and all get to use the mod features even of DLC they do not own. This is great for my less stellaris inclined friends who would only own the base game. Because it means they get to play the full game and the host gets to use all of his\her DLC. WIN\WIN.
When you introduce mods I assume that all players would have to have the mod files installed and load up with the mods activated. I assume a crash would happen without the correct DLC even on the client computers. This stops the standard games great "host if you have the most DLC" system and starts to require every player to own all DLC a particular mod requires.

I was hoping that somehow mods were immune from DLC. 
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:23:39 PM
So, dev diaries are going start again in a couple of weeks. There have been teasers coming out. My god, take my money now.

https://twitter.com/Martin_Anward/status/1019924316656472065
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:24:46 PM
https://twitter.com/Martin_Anward/status/1019940390701621248
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:25:21 PM
 :DD

https://twitter.com/Martin_Anward/status/1019170399102341120
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:26:18 PM
https://twitter.com/Martin_Anward/status/1019924316656472065
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:26:55 PM
https://twitter.com/Martin_Anward/status/1021382423689531392
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:27:34 PM
https://twitter.com/Martin_Anward/status/1022451921867694082
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:28:11 PM
https://twitter.com/Martin_Anward/status/1022878075229556736
Title: Re: Stellaris
Post by: OJsDad on July 27, 2018, 07:29:18 PM
https://twitter.com/Martin_Anward/status/1020241185758154752
Title: Re: Stellaris
Post by: FarAway Sooner on July 31, 2018, 12:11:46 PM
I love all the stuff going on under the hood of this game.  I just find myself getting utterly bogged down in the mid-game.
Title: Re: Stellaris
Post by: Jarhead0331 on July 31, 2018, 12:20:46 PM
Not a fan of these little twitter bursts. They should just do weekly forum posts.
Title: Re: Stellaris
Post by: solops on July 31, 2018, 12:23:48 PM
+1
Title: Re: Stellaris
Post by: solops on July 31, 2018, 12:40:55 PM
The change to starlanes only really destroyed my interest in this game. Subsequent changes have not helped. Stellaris is heavily oriented to being about races. With the open galaxy concept of the original game I found this interesting, if a bit kludgy and heavy handed at times. When it moved to starlanes only it just became tedious. I like Polaris Sector much, much more. Unlike Stellaris, PS is focussed on more on military ops. Its game design  around the starlane restriction is much more fun to me.
Title: Re: Stellaris
Post by: OJsDad on July 31, 2018, 12:42:28 PM
Quote from: Jarhead0331 on July 31, 2018, 12:20:46 PM
Not a fan of these little twitter bursts. They should just do weekly forum posts.

I think the dev diaries are starting again August 9th.
Title: Re: Stellaris
Post by: solops on July 31, 2018, 12:42:56 PM
I do still play Stellaris occasionally, just to see how it stands.
Title: Re: Stellaris
Post by: OJsDad on July 31, 2018, 12:59:26 PM
I've always liked starlanes and Im having a blast.

If Matrix ever decides to make Distant Worlds 2, Im sure I'll have a blast with it also, even if doest use starlanes.
Title: Re: Stellaris
Post by: OJsDad on August 16, 2018, 07:11:24 AM
The first of the Dev Diaries for the Le Guin update was posted last week.  Click the link to see the pictures. 

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-120-new-economy-system.1114048/

Quote
Hello and welcome back to the Stellaris dev diaries! Today we're going to start talking about the next major update, which we have dubbed 2.2 'Le Guin' after Ursula K. Le Guin. Right now we're not ready to reveal anything about the precise nature of the update or whether it is accompanied by any DLC, other than to say that the Le Guin will have focus on trade and the economy, and that its release date is far away. Today's dev diary is going to be a bit on the foundational side, going over the new economic back-end we've implemented for 2.2.

New Economy System

The original economy system for Stellaris has always been something of a limitation for us. It's a sort of hybrid system, with resources being both scripted (and thus accessible to modders) and hard-coded (and thus inaccessible) in about equal measures. For example, under the old system ships would always cost minerals, as the code was set up for them to always cost minerals, and the only thing you could change was the amount of minerals they cost. Similarly, most things in the game that had an upkeep were hard-coded to use energy for upkeep, and again, only the amounts were able to be changed. A few things (such as for example Resettlement or the precise resources produced by a building) were more open than this, but generally the system made it quite hard to introduce new resources or change the way a particular empire might use a particular resource. The old system was also quite performance-intensive.

When we decided that we wanted to make the next major update be about the economy, the first thing we knew that we needed to do was to rewrite this system entirely. For the new system, we set out a number of goals:
1: The new system should make it easy to add new resources and swap the way resources are used
2: The new system should be as open to modding as we possibly could make it
3: The new system should improve performance

From this, we've created a new system that we call Economic Templates. Where previously there would be a jumble of different systems for how cost, production and maintenance of the different features in the game would work, there is now one unified system. Any single object in the game that can be owned by an empire and have an impact on the economy is called an Economic Unit. In the database files, an Economic Unit looks like this:

Code:
resources = {
    category = armies

    # Normal empires pay for armies with minerals
    cost = {
        trigger = {
            owner = { is_hive_empire = no }
        }
        minerals = 100
    }

    # Hive Minds pay for armies partially with food
    cost = {
        trigger = {
            owner = { is_hive_empire = yes }
        }     
        minerals = 50
        food = 50
    }     

    # If Barbaric Despoilers, produce Energy while on enemy planets
    produces = {
        trigger = {
            owner = { has_valid_civic = civic_barbaric_despoilers }
            planet = { owner = { is_at_war_with = root.owner } }
        }
        energy = 3
    }     

    # Normal empires pay army upkeep with energy
    upkeep = {
        trigger = {
            owner = { is_hive_empire = no }
        }     
        energy = 1
    }

    # Hive Minds pay army upkeep with food
    upkeep = {
        trigger = {
            owner = { is_hive_empire = yes }
        }     
        food = 1
    }     
}

For those who cannot read our scripting language, this is an example I just created of how the new system can be used. It's for a regular assault army, which normally costs 100 minerals to build and has an upkeep of 1 energy, just as before. However, if your empire is a Hive Mind, the army will instead cost 50 minerals and 50 food, and costs 1 food in upkeep instead of 1 energy. Additionally, if you have the Barbaric Despoilers civic, armies that are located on enemy planets will produce 3 energy/month, paying for themselves and then some through wide-scale looting. This isn't an actual example from the internal build, but something I just created while writing this dev diary to show the possibilities that the new economic system opens up for for both us and modders - we could have fully biological empires that use food instead of minerals to build infrastructure, ships that produce research while in certain systems, leaders that give Unity... the possibilities are endless.


Advanced Resources

With this system in place, we've been able to add several new 'advanced' resources to the game. They are as follows: Alloys, Rare Crystals, Volatile Motes and Exotic Gases. These resources are either manufactured from basic resources or found in rare planetary deposits (or both!) and are used to construct more advanced things in the game, such as ship components, megastructures, certain buildings and so on. There is also still a number of strategic resources such as Dark Matter and Living Metal that provide unique benefits, though precisely how many of these we will keep and how they are used is something we're still in the process of figuring out.

As part of these changes we're also in the process of reworking the top bar. Since we will now have rather too many resources to show them all, the top bar will now only show individual entries for resources that are important for your empire to always keep track of, with the rest shown as a consolidated entry that can be tooltiped for greater detail. Science is also consolidated into a total output of all 3 sciences, with tooltip showing the individual production of each. We're going to ensure that only relevant resources are shown individually, so most Machine Empires wouldn't have Food appear as an individual entry in the top bar, for example. We're also considering letting the player manually override this and decide which precise resources they want to keep track of within the available topbar space.

That's all for today! I know this dev diary was rather technical and perhaps primarily of interest to modders, but I felt it was important to explain the fundamental changes that have taken place in the game's back-end, both in relation to the changes coming in 2.2, and the possibilities that this opens up in the future for having empire types with radically different approaches to resource production and consumption. Next week we're going to finally start talking about the new Planetary Management system. See you then!
Title: Re: Stellaris
Post by: OJsDad on August 16, 2018, 07:16:07 AM
Today's diary for Le Guin.  Again, click the link to see the pictures. 

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-121-planetary-rework-part-1-of-4.1115043/

Quote
Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers I write.

Planetary Rework

Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.

Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.

When designing the new planetary management system we set out a number of design goals:
- The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
- The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
- The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
- The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles

We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.

Deposits

Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output.

Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead.

Districts

Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.

The effects of each District is as follows:

City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.

A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.

Buildings

In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.

Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure. 

Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.
Title: Re: Stellaris
Post by: OJsDad on August 16, 2018, 07:25:38 AM
I got a good chuckle out of this reply

Quote
At the risk of fan-girling....

Oh hell, who cares anymore.  I'm LOVING every single change I'm reading here. I've got to hand it to you PDX guys, I've gone from a jaded modder to one that is hyped for every major release. 

This new rework is already giving me a ton of ideas I can use in our mods. We have a lot of unique planet type stuff as well and these changes will help us make them even more unique. Really looking forward to implementing the changes when the release hits!

I know it hasn't been covered yet but jobs for pops! I'm sensing more outfits will soon be needed!  Maaybe I'd better start drawing some more outfits!! (Maybe I'll have art assets ready to go BEFORE a release for once! )
Title: Re: Stellaris
Post by: sandman2575 on August 16, 2018, 09:00:40 AM
Quote from: OJsDad on July 31, 2018, 12:59:26 PM
If Matrix ever decides to make Distant Worlds 2, Im sure I'll have a blast with it also, even if doest use starlanes.

I would be thrilled if a Distant Worlds 2 got made. DW is still for my money the deepest, most engaging space 4X out there.

The game that has become my de facto Distant Worlds 2 isn't Stellaris, though -- it's Endless Space 2.  If ES2 had a system akin to DW's autonomous civilian economy, it'd be my perfect space 4X game.

Anyway, not to derail. In my mind, Stellaris sits with good company in the 'solid but not spectacular' space 4xs, along with Polaris Sector, Galactic Civilizations 2-3, Star Ruler 2. 
Title: Re: Stellaris
Post by: Jarhead0331 on August 16, 2018, 01:18:09 PM
I used to love DW. It was my goto space 4x game and was easily one of my top rated games in the genre. I put literally hundreds of hours into it. However, over the past couple of years, I've tried several times to pick it up again, and for some reason, it does not hold my interest. Not sure why exactly it is not holding up for me...
Title: Re: Stellaris
Post by: glen55 on August 16, 2018, 01:40:24 PM
Wow, that latest DD sounds like a massive rework, and a very attractive one to boot!   :bd:

I dare say it will be a jumbled, broken mass on release but I have high hopes that it will seriously rock six months later.
Title: Re: Stellaris
Post by: sandman2575 on August 16, 2018, 01:52:24 PM
No question that DW is long overdue for a makeover. I personally don't have a lot of confidence DW 2 is actually going to get made at this point. There is a  "Distant Worlds 2 News?" thread on the Matrix forums that is now two years old. Maybe they're just keeping tight-lipped about development progress, but it sure seems like the 'progress' is negligible if indeed the project is still alive.

It has been a long while since I played DW and quite possibly the game doesn't hold up as well in 2018 as I suppose. But conceptually it just did so much right. The living civilian economy was the masterstroke. Why no other space 4x games have tried to emulate it is beyond me.

I wish Stellaris had been a little more ambitious in that respect. I like the game, but it also feels pretty generic space 4x to me.

JH -- when you've attempted DW recently -- do you start in the "Pre-Warp" era?  I've always found that the most engaging way to play -- you really get to build everything the way you want it from the ground up. To me, more advanced starts often felt like too much was immediately going on from the press of "Start" and it could be disorienting.
Title: Re: Stellaris
Post by: Jarhead0331 on August 16, 2018, 02:42:39 PM
Quote from: sandman2575 on August 16, 2018, 01:52:24 PM

JH -- when you've attempted DW recently -- do you start in the "Pre-Warp" era?  I've always found that the most engaging way to play -- you really get to build everything the way you want it from the ground up. To me, more advanced starts often felt like too much was immediately going on from the press of "Start" and it could be disorienting.

No. I typically begin at the "just starting" point, having already discovered warp tech. I never seriously experimented with the pre-warp option as I thought working within a single system would get boring fairly quickly, no?
Title: Re: Stellaris
Post by: OJsDad on August 16, 2018, 02:51:51 PM
Sandman, your are correct, the civilian economy was a great feature in DW. 

I think many people are very disappointed with no real information on DW2.  One would think that, by now, Matrix would have started to put some information out.  What's staying, what's getting updated, what's new.  Even if there is no release date. 
Title: Re: Stellaris
Post by: OJsDad on August 16, 2018, 02:58:46 PM
This was posted by Erik Rutins end of last month.  Also, someone noted that they had hired some graphic artists for DW2, so maybe some hope.


QuoteWish I could share more, but we are still hard at work every day on DW2 getting it ready for testing. Good things come to those who wait
Title: Re: Stellaris
Post by: sandman2575 on August 16, 2018, 03:29:37 PM
Quote from: Jarhead0331 on August 16, 2018, 02:42:39 PM
No. I typically begin at the "just starting" point, having already discovered warp tech. I never seriously experimented with the pre-warp option as I thought working within a single system would get boring fairly quickly, no?

It does sound like it would be boring, and I used to always start on the 'standard' start timeframe as well.  But once I tried some campaigns on the Pre-Warp -- from the very beginning of everything, just your home planet, no stations or mines etc., no civilian economy established yet -- I found it really engrossing. When you finally research the Warp drive, it feels like a big accomplishment. In the meantime, I found it fun just to explore my solar system and start setting up the economy, designing ships, etc.

It's totally counterintuitive, but for me at least, Pre-Warp made the game a lot more engaging and manageable and strategic --
Title: Re: Stellaris
Post by: sandman2575 on August 16, 2018, 03:32:46 PM
Quote from: OJsDad on August 16, 2018, 02:58:46 PM
This was posted by Erik Rutins end of last month.  Also, someone noted that they had hired some graphic artists for DW2, so maybe some hope.
QuoteWish I could share more, but we are still hard at work every day on DW2 getting it ready for testing. Good things come to those who wait


I don't want to completely abandon hope because a DW 2 would be fantastic. But the pace of development sounds glacial at best. The project sounds like it's on life support and not much better than that, unfortunately --
Title: Re: Stellaris
Post by: FarAway Sooner on August 21, 2018, 01:08:40 AM
Yeah, I did the pre-Warp starts and enjoyed them a lot.  Even if you're micro'ing everything, it only takes 60 or 75 minutes to break out of your home system.  But you have a strong sense of connection with your humble beginnings, which makes it immensely satisfying.

And it's a fun way to really get some of the nuances down.  You can't just spam mining stations everywhere--you really have to analyze your long-term plan to get enough of the different resource streams flowing your way.  And those decisions in turn shape your medium-term strategy in a serious way (e.g., "What do you do if you can't find any decent Helium deposits in your home system?").

It was a great game, but ultimately, each replay felt an awful lot like the last--except for which customizedly stupid thing my AI would do that would set my Empire back years or more!
Title: Re: Stellaris
Post by: Destraex on August 28, 2018, 03:41:58 AM
Have to ask.
What do people consider easier to play:
Xenophiles or Xenophobes?
Title: Re: Stellaris
Post by: Anguille on September 27, 2018, 03:40:46 AM
Following Martok's advice, i am finally giving time to Stellaris (even though i bought the nova or galaxy edition, can't remember which one, when it was released). It's a nice game. One thing that i am wondering, as an experienced Master of Orion 3 player, i have the feeling that Stellaris is the same kind of game where very few ever finishes. How many of you have finished a game of Stellaris (by winning)? Like MOO3, it seems to me that Stellaris is one of these games you keep on playing for ever and then start a new game. Thoughts?
Title: Re: Stellaris
Post by: joram on September 27, 2018, 05:54:36 AM
That was certainly my experience.  Keep wanting to get back into it but the end game for me was always a drag.
Title: Re: Stellaris
Post by: OJsDad on September 27, 2018, 11:23:38 AM
Be aware, there are significant changes coming in the next release that going to impact planet management, trade, and economics.
Title: Re: Stellaris
Post by: Ubercat on September 27, 2018, 02:07:12 PM
I bought Stellaris on sale recently and I'm holding out for the massive new "Le Guin" patch to come out before installing it.
Title: Re: Stellaris
Post by: W8taminute on September 27, 2018, 03:10:21 PM
Quote from: Ubercat on September 27, 2018, 02:07:12 PM
I bought Stellaris on sale recently and I'm holding out for the massive new "Le Guin" patch to come out before installing it.

In the meantime you could check out the Star Trek mod on the Steam Workshop for Stellaris.  It's actually quite good and there is a lot of content in it.  I highly recommend giving it a try whether you are or are not a Trekker/Trekkie.
Title: Re: Stellaris
Post by: Destraex on September 30, 2018, 12:10:01 AM
Quote from: W8taminute on September 27, 2018, 03:10:21 PM
Quote from: Ubercat on September 27, 2018, 02:07:12 PM
I bought Stellaris on sale recently and I'm holding out for the massive new "Le Guin" patch to come out before installing it.

In the meantime you could check out the Star Trek mod on the Steam Workshop for Stellaris.  It's actually quite good and there is a lot of content in it.  I highly recommend giving it a try whether you are or are not a Trekker/Trekkie.

I second that. Although the many story pop ups are very annoying sometimes.
Title: Re: Stellaris
Post by: W8taminute on November 05, 2018, 10:23:15 AM
I finally won a war against the AI since I bought this game when it originally came out.  I'm so psyched!  I think I have a better understanding now on fleet management and conducting war in this game. 

In my opinion this is one of Paradox's best games ever...
Title: Re: Stellaris
Post by: Rayfer on November 05, 2018, 10:35:27 AM
Quote from: W8taminute on November 05, 2018, 10:23:15 AM
I finally won a war against the AI since I bought this game when it originally came out.  I'm so psyched!  I think I have a better understanding now on fleet management and conducting war in this game. 

In my opinion this is one of Paradox's best games ever...

Agreed....I've tried most all of the 4X space games but keep coming back to Stellaris.
Title: Re: Stellaris
Post by: CJReich46 on November 05, 2018, 02:07:05 PM
I'll admit I keep coming back to see how it's improved.

I am curious about Le Guin is going to be. Megacorp sounds interesting too - especially the massive city worlds (Trantor, Coruscant, etc)

Destraex, I haven't figured out if it's easier to play as Xenophobe or Xenophile. I did one game where I was the Commonwealth of Man, (this was a long time ago) and I RP'd a bit with the xenophobic nature, instead of saying "we hate aliens." it's "we don't trust them. we know we have to deal with them. But we don't trust them." that kind of made more sense than "Kill'em all."(at least in my "logic."

I do use some mods. One Mod I really liked was Origin Civics. - Like for example I tend to RP that Earth basically got either screwed because of nukes or climate or BOTH. So I used a civic that stated our home world was environmentally wrecked. We could colonize different worlds but our goal was to eventually research how to fix ours. (call it researching the "Japanese Miracle" if you watch Ghost in The Shell).  Made for some fun RP.

My one gripe though is: I find myself in these situations
1) I can't produce enough ships to deal with my more 'less-enlightened' neighbors. (Xenophobes or Hegemonic Imperialist or my 'favorite' Evangelical Purifiers.) meanwhile they're ahead in fleet strength or tech or colonies.

2) My economy doesn't keep up nor does my research

3) I find some PvE (Enigmatic Fortress, The Pirate Home world, etc) that somehow boxes me in.

To be honest I have never finished a game. I have tried to get a Federation started but that was it.
Title: Re: Stellaris
Post by: PanzersEast on December 06, 2018, 01:45:46 PM
MegaCorp has just released....

I picked it up at GMG for -20% off.


Cheers,
Title: Re: Stellaris
Post by: W8taminute on December 06, 2018, 02:02:46 PM
My current game is on hold for now until I can figure out what to do about the end game galaxy invasion by those one eyed alien thingies. 

Sent three fleets against their one fleet of 40k attack power and was wiped out in seconds.  I thought I had it figured out on how to counter the aliens weapon tech but I was wrong.  I sent in one fast moving high evasion fleet of 8k power to soak up the initial barrage from the enemy.  This fleet was backed up by two fleets of 12k power each which were composed mostly of CAs and BBs. 

Not sure what to do from here other than bring more ships next time.
Title: Re: Stellaris
Post by: Destraex on December 06, 2018, 04:51:32 PM
A friend of mine is saying that you get all the features of the DLC in the regular patches but are not able to use them in game unless you have DLC. So this would mean I can face robot empires without having the synthetic dawn DLC. Does this seem right? I would not think this is correct. Maybe for some minor things but not most things.
Title: Re: Stellaris
Post by: Sparhawk on December 12, 2018, 01:42:22 AM
I've spent some time playing the new MegaCorp DLC/Le Guin update. Here's some quick observations. Of course many aspects have changed including planet population and building management. Centered around districts and building slots that open up according to population. It's easy to overbuild and have infrastucture that isn't being used. Keeping pops and jobs balanced is the goal.  There is a bit more resource management now than before but the outcome is the same: Mine/harvest resources and use to build/research. There are trade routes now that degrade into a pirate fest if you don't patrol them. It took me awhile to figure out setting up trade routes. There is a trade route tab on the lower right UI. There is no more core sector and you get massive penalties for overexpanding, so the game does throttle you back a bit and makes for more measured expansion.
Title: Re: Stellaris
Post by: Destraex on December 12, 2018, 04:11:59 AM
Are trade routes available to all faction types? Do you see the ships getting intercepted like in sins or is it a soft mechanic? What penalties are their for over expanding!
Title: Re: Stellaris
Post by: Sparhawk on December 12, 2018, 03:59:06 PM
The trade system is a new core mechanic of the game so I assume is common to all factions. You build trade hubs at space stations which then send their energy credits to your trade capital. Piracy on the trade routes is a soft mechanic  that reduces trade percentage. At some point real pirate fleets start spawning if trade routes are untended. There is a new mechanic called "Administrative Cap". There is a base amount and you gain more through species traits and research. Every time you claim a system, build a district, or colonize a planet you progress toward this cap which is measured in points. Penalties scale as you pass the cap. My first go at this I managed to reach 20% penalties in research, building, and hiring costs. The most dramatic change in game play for me has been to pace my system expansion to increases in admin cap.
Title: Re: Stellaris
Post by: Destraex on December 13, 2018, 01:24:52 AM
Thanks hawk. The most dramatic change for me has been with the consumer goods and alloys management. Lose a fleet now and it is not just time but resources shortages you are facing to build another.
Title: Re: Stellaris
Post by: Jarhead0331 on April 23, 2023, 01:41:52 PM
Really looking forward to the next patch which is adding some really nice features...3.8 Gemini

1. New Army Builder - easier to build and gather Assault Armies for an upcoming war
2. Major updates to orbital bombardment and ground combat mechanics - Orbital bombardment can force surrender, is much more destructive and scales depending on number of ships in fleet. Collateral damage from ground combat is also based on type and composition of invading armies
3. Updated science ship automation
4. Capital world designations - Forge Capital, Factory Capital, Trade Capital and Capital Extraction World
5. Fleet manager - mainly a reorganisation of the UI and fixed some annoying bugs
6. Sector editor! - This was removed  in an old update and has finally returned. New tool which allows the player to freely move systems between adjacent sectors as long as they are in range of the Sector Capitals

There is a bunch more to be revealed next week, but so far, this patch looks really great and will probably bring me back to this game.
Title: Re: Stellaris
Post by: Destraex on April 25, 2023, 08:43:38 AM
I want a tick box for the old different civs warp technologies. Did not really get to experience the game when that was a thing.
Title: Re: Stellaris
Post by: glen55 on April 25, 2023, 12:35:52 PM
I have played a bazillion hours of Stellaris and I still don't know how armies and ground war works.
Title: Re: Stellaris
Post by: solops on April 25, 2023, 02:56:10 PM
Quote from: Destraex on April 25, 2023, 08:43:38 AMI want a tick box for the old different civs warp technologies. Did not really get to experience the game when that was a thing.

Yes! It was a pretty good game. Since it went to starlanes only, I just have no interest in it. There are too many other good starlane type games out there. The original, multiple drive type game was cool.
Title: Re: Stellaris
Post by: Jarhead0331 on April 25, 2023, 03:07:12 PM
Quote from: solops on April 25, 2023, 02:56:10 PM
Quote from: Destraex on April 25, 2023, 08:43:38 AMI want a tick box for the old different civs warp technologies. Did not really get to experience the game when that was a thing.

Yes! It was a pretty good game. Since it went to starlanes only, I just have no interest in it. There are too many other good starlane type games out there. The original, multiple drive type game was cool.

There is so much more to this game than just starlanes. By avoiding the game over that singular issue, you're sort of throwing the baby out with the bathwater. Like you said though, there are plenty of other games out there...unfortunately, few of them are as deep, well done or supported as Stellaris.
Title: Re: Stellaris
Post by: FarAway Sooner on April 25, 2023, 04:28:54 PM
Yeah.  The whole "Warp Lines as Roads Through the Galaxy" has some interesting selling points, but it's been overused.  My understanding was that they stripped it out of Stellaris because it was giving the AI a nervous breakdown and they wanted to create more of a "terrain in space" phenomenon.  That sort of dynamic worked fine in the original MoO, and it still lends itself well to puzzle-like games (like AI War 1 or 2).

I'm honestly OK with the way a few alternative space-age 4x games have handled it.  DWU and DW2 avoid warp lines altogether and just have ships jumping from place to place.  By limiting the range of an individual hyper jump, they create some terrain that way, as scarce stars between clusters can create bottlenecks.

Games like Endless Space 2 and Interstellar Space: Genesis both used a neat mechanic, where warp lines were much faster, but ships could travel between unconnected systems at a M-U-C-H  S-L-O-W-E-R  P-A-C-E.  Various games have also allowed ships to use Wormhole techology (making huge, instant jumps between two places), but sometimes they needed a certain technology to do it (or to do it safely). 

Just the straight "Warp Lines Only" mechanic has grown pretty stale for me, most of the time.  Stellaris has a lot of other interesting features, but I've always found the midgames to get very grindy.  I haven't played it in a year or two, so I probably ought to back and check it out sometime.
Title: Re: Stellaris
Post by: Destraex on April 26, 2023, 04:52:36 AM
I am not really interested in puzzle games. More interested in simulations. Especially at the stratgic level lately. Not many strategic games seem to be much more than puzzle hex or like stellaris, mechanical convienience or abstration games. It really stops me from diving in and learning a strategic game properly. I just don't believe in them. I can't seem to suspend my disbelief like I can with more tactical games.
Title: Re: Stellaris
Post by: jamus34 on April 26, 2023, 11:53:02 AM
I liked the way Sword of the Stars implemented travel based on the race and lore development. 

Most needed star lanes however there was one who was free explore but they were slow as shit. They needed to build jump gates to travel quickly.