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IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
If I decide to have cyborg pops instead on my planets, will they produce more pops on their own in a machine empire?

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Ignorant Hick
Mar 26, 2010

Milky Moor posted:

That's the good poo poo.

Hell yes. I'm giving Exterminators a try and I just finished incinerating my local Awakened Empire. Took huge losses and reading the thread made me worried that I'd get wiped by whatever crisis I end up getting. Not no more.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

I always cringe at +Army Damage, what a worthless bonus.

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

Mazz posted:

Guilli's planet modifiers probably, he was posting in the thread for a bit too. It had a couple small flaws (like some of the best stuff rolling on dead worlds) but otherwise it makes planets a lot more interesting.

It's fine now because it adds a trait too that lets them be terraform candidates.

Baronjutter
Dec 31, 2007

"Tiny Trains"

IAmTheRad posted:

If I decide to have cyborg pops instead on my planets, will they produce more pops on their own in a machine empire?

They do now if you use the beta patch.

nessin
Feb 7, 2010
Is it just me or does everything under cruiser become obsolete when you have cruisers, except for Destroyer PD if you're facing a missile user?

Corvette's can still evade, but not enough to make a difference. And even convertting them to torpedo boats just means they can do some damage for the few seconds they actually live. Likewise the only use I see for destroyers once I'm facing cruiser fleets is for taking out the last remnants of the corvettes and destroyers in enemy fleets until they start fielding majority bigger ships.

Baronjutter
Dec 31, 2007

"Tiny Trains"

nessin posted:

Is it just me or does everything under cruiser become obsolete when you have cruisers, except for Destroyer PD if you're facing a missile user?

Corvette's can still evade, but not enough to make a difference. And even convertting them to torpedo boats just means they can do some damage for the few seconds they actually live. Likewise the only use I see for destroyers once I'm facing cruiser fleets is for taking out the last remnants of the corvettes and destroyers in enemy fleets until they start fielding majority bigger ships.

I got that mod that lets you set ship behavior and I've found by setting my small ships to escort or stick to the same long range as my long-range ships it works out. The enemy will close the distance regardless, so if you have everyone set to 100 or something they all clump up and cover each other rather than the little ships just zooming ahead to their doom.

hobbesmaster
Jan 28, 2008

nessin posted:

Is it just me or does everything under cruiser become obsolete when you have cruisers, except for Destroyer PD if you're facing a missile user?

Corvette's can still evade, but not enough to make a difference. And even convertting them to torpedo boats just means they can do some damage for the few seconds they actually live. Likewise the only use I see for destroyers once I'm facing cruiser fleets is for taking out the last remnants of the corvettes and destroyers in enemy fleets until they start fielding majority bigger ships.

Destroyers are engines mounted to a kinetic artillery.

Slow News Day
Jul 4, 2007

Baronjutter posted:

I got that mod that lets you set ship behavior and I've found by setting my small ships to escort or stick to the same long range as my long-range ships it works out. The enemy will close the distance regardless, so if you have everyone set to 100 or something they all clump up and cover each other rather than the little ships just zooming ahead to their doom.

Setting ship behavior requires a mod??? :psyduck:

I was hoping latter ship computer researches would let me do it.

Karnegal
Dec 24, 2005

Is it... safe?
New player (well I've played for 30 hours, but that turns out to not be more than one game to completion after a couple false starts), how am I supposed to be building ships? Googling seems to indicate that at various points in time different ship/weapon types were good/trash, but since 1.8 is so new, I can't google up anything talking about what is good now.

hobbesmaster
Jan 28, 2008

Karnegal posted:

New player (well I've played for 30 hours, but that turns out to not be more than one game to completion after a couple false starts), how am I supposed to be building ships? Googling seems to indicate that at various points in time different ship/weapon types were good/trash, but since 1.8 is so new, I can't google up anything talking about what is good now.

The 1.6/1.7 all plasma all the time meta is still applicable. Its just when the guides say other things are trash they're now "ok I guess?"

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


enraged_camel posted:

Setting ship behavior requires a mod??? :psyduck:

I was hoping latter ship computer researches would let me do it.

Yeah this has been a steady complaint for like, a year and a half since release. Combat is most definitely a weak link in the game still, even if Synthetic Dawn totally knocked it out of the park everywhere else.

Like, seriously, SD is absolutely amazing, but good god we desperately need the war overhaul next.

BadOptics
Sep 11, 2012

Crazycryodude posted:

Yeah this has been a steady complaint for like, a year and a half since release. Combat is most definitely a weak link in the game still, even if Synthetic Dawn totally knocked it out of the park everywhere else.

Like, seriously, SD is absolutely amazing, but good god we desperately need the war overhaul next.

:same:

Fixing up the space battles a bit along with figuring out a better way to implement armies and things will be sitting pretty good.

AriadneThread
Feb 17, 2011

The Devil sounds like smoke and honey. We cannot move. It is too beautiful.


at release you could set ship ai between 'offense' and 'defense' i think
then soon after launch they changed it so each type of ship had a singular specific ai behavior

Eej
Jun 17, 2007

HEAVYARMS

hobbesmaster posted:

Destroyers are engines mounted to a kinetic artillery.

Pretty much this. Destroyers are the most cost efficient way of mounting big guns and they have bonuses to accuracy. Cruisers are the backbone of your fleet until you are huge enough to run All Battleship fleets.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Crazycryodude posted:

Yeah this has been a steady complaint for like, a year and a half since release. Combat is most definitely a weak link in the game still, even if Synthetic Dawn totally knocked it out of the park everywhere else.

Like, seriously, SD is absolutely amazing, but good god we desperately need the war overhaul next.

Yeah I've always hoped the reason they haven't given us any simple quality of life stuff like this is that they plan on doing a major gut and replace for a lot of stuff related to war, from ship design to combat to movement to invasions and army management.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

ConfusedUs posted:

I've pretty much given up on my first game. I went pure peaceful, made friends with EVERYBODY, and our federation is huge, spanning (at its max) nearly 80% of the galaxy. Sadly, though, we didn't get that last member before the Crisis hit, so we didn't win.

Most members have 50k-100k worth of fleets at any given time. The latecomer had at least 3 60k+ fleets. I, however, have a really hard time building a ship worth a drat. I max out about 20k before fleet caps and such eat my economy alive. I didn't invest anything in ships. Probably a newbie mistake.

It wouldn't be so bad, except I can't get my federation buddies to coordinate to fight the Scourge. It's taken over about a quarter of the galaxy now. Sometimes my buddies will throw 50k at one of the Scourge's 100k fleets, and lose everything. Once I got two 50k fleets following my 20k fleet, and we took out multiple 100k Scourge fleets, but we couldn't so much as dent a single infested world, because 4-5 more 100k Scourge fleets get there before we can finish it off.

The one time I stayed to try to finish off the world, we lost every ship.

I really dunno what to do, except start over. :(

:negative:

Like someone already said, it would be soooo nice if you could somehow coordinate with the AI fleets. After the first clashes in my contingency, fleets were mostly shattered. I had a 200k left which could've taken out another machine world if I just had a little bit of help but nope! I had shared sensor data with nearly everyone so I could keep an eye on what's going on. The few with any fleets left were pussying around in their own corners passively. But lo and behold, the neighboring tiny lizards are doing a thing! The tiny space lizards are cool and good, they're space friends of mine and we've allied together for many wars. Okay, so the friend space lizards? They're massing their fleet right next to a machine world, they got about 100k. Well, with them I could've done something so I moved my fleet in the same system, and started following their main fleet in hopes for the AI to inverse fart some good sense into their artificial head. And then I waited. Waited. Waited. Eventually their fleets just hosed off into the four winds, doing nothing. That sure was time well spent, gently caress you friend small space lizards, I thought you were cool.

I joined a federation too, and actually got control of the federation fleet. But of course nobody followed it or nothing so the 70k fleet only provided a little meatshield for my main crew.

Aethernet posted:

The Contingency fleets will always take a percentage of whatever you throw at them thanks to their arc emitters, so you need a strong mineral income to maintain a fight against them. They have relatively weak armour, so kinetics are a good option against them, twinned with energy torpedoes on corvettes to handle shields. You do need to ensure that you maintain range by arriving in system sufficiently far from them to take advantage of your range, however.

I lucked into the Encoder/Decoder reward from the Fortress in my game, so my fleets are high evasion corvettes plus battleships with two decoders and consequently highly accurate kinetic artillery. I use cruisers and destroyers primarily to screen the battleships.

A word of warning: they have no flak, so you might think bombers would be a good idea, but the one time I tried them the bombers flew around them for age without actually firing, I assume because of their low tracking.

Seems my tactics for the first attack were utter poo poo. I had plenty of bombers. Also, the enemy seemed to be going straight for the battleships, completely ignoring smaller craft like corvettes. Since their only purpose was being a meatshield for the bigger ships, my corvettes were worthless. I got like 50k worth of corvettes in a separate fleet now, gotta plop torpedos on them and send them in a bit before the main fleet next time.

I got some good research from the fleet scraps so since everyone are being worthless and turtling in their corners, I might as well do the same, research and upgrade. And hope contingency only shits up my neighbors for now. I already got rid of the machine world in my space after all. gently caress all ya'll, got mine :smugdog:


Question: does contingency spawn those 100k fleets endlessly? So attacking them is a complete waste of time and resources unless they happen to be leveling my best planets or something?

Fewd fucked around with this message at 06:32 on Sep 28, 2017

Fututor Magnus
Feb 22, 2016

by FactsAreUseless
i'd like some non-war ways of loving with other empires. like how you can use spies in other paradox games to gently caress with other nations. let me put a buttload of research into developing a pandemic, and secretly release it on some other nation's planets. so they'll lose a whole bunch of pops on that planet (and could even lose it if it were a colony) and they have to stop their research and develop a cure. it would add a lot more excitement especially to late-game when you can use these tactics to manipulate the... astropolitical situation.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Fewd posted:

Seems my tactics for the first attack were utter poo poo. I had plenty of bombers. Also, the enemy seemed to be going straight for the battleships, completely ignoring smaller craft like corvettes. Since their only purpose was being a meatshield for the bigger ships, my corvettes were worthless. I got like 50k worth of corvettes in a separate fleet now, gotta plop torpedos on them and send them in a bit before the main fleet next time.

I got some good research from the fleet scraps so since everyone are being worthless and turtling in their corners, I might as well do the same, research and upgrade. And hope contingency only shits up my neighbors for now. I already got rid of the machine world in my space after all. gently caress all ya'll, got mine :smugdog:


Question: does contingency spawn those 100k fleets endlessly? So attacking them is a complete waste of time and resources unless they happen to be leveling my best planets or something?

The Contingency spawns those fleets up until a fleet power cap determined by difficulty, and will replace them if they fall under that.

A note: corvettes won't work as meat shields against those fleets, because Arc Emitters are XL mount weapons that will preferentially target larger vessels, like your battleships. Cruisers can act as meat shields - since emitters penetrate both shields and armour, putting regenerating hull on them will aid their survivability.

Paradox - the Contingency is brilliant. A genuine dispersed galactic challenge with some unique mechanics, excellent writing and some callbacks to previous lore. I also like the foreshadowing in the last act of the Prime Directive. I can't help but wonder what you have in mind.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

Fututor Magnus posted:

i'd like some non-war ways of loving with other empires. like how you can use spies in other paradox games to gently caress with other nations. let me put a buttload of research into developing a pandemic, and secretly release it on some other nation's planets. so they'll lose a whole bunch of pops on that planet (and could even lose it if it were a colony) and they have to stop their research and develop a cure. it would add a lot more excitement especially to late-game when you can use these tactics to manipulate the... astropolitical situation.

This is the big thing Stellaris needs. Some way to affect things without war. Ground war rework, too, of course. But, to me, the big thing is that you can spend an awful lot of time in Stellaris just not doing much except teching up. By the late game, I might just be sitting around waiting for a crisis.

Espionage, mid-late game random events, things like that. Early-game Stellaris is great, mid-game is pretty good, but by the time borders are set and Federations are showing up and Fallen Empires might be waking up, it all just kind of stagnates.

Often, by the time I'm getting to build things like Dyson Spheres and such, it always feels like the game is practically over and I might as well start a new one. That's a bit unfortunate.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

Fututor Magnus posted:

i'd like some non-war ways of loving with other empires. like how you can use spies in other paradox games to gently caress with other nations. let me put a buttload of research into developing a pandemic, and secretly release it on some other nation's planets. so they'll lose a whole bunch of pops on that planet (and could even lose it if it were a colony) and they have to stop their research and develop a cure. it would add a lot more excitement especially to late-game when you can use these tactics to manipulate the... astropolitical situation.

"Covertly" giving fleets to other empires to support them in a conflict would be nice. A long line of big white russian spacetrucks heading for their space and I can just claim they're carrying tampons and tuna.

OldMold
Jul 29, 2003
old cold gold mold

Milky Moor posted:

Espionage, mid-late game random events, things like that. Early-game Stellaris is great, mid-game is pretty good, but by the time borders are set and Federations are showing up and Fallen Empires might be waking up, it all just kind of stagnates.

Feels like Espionage would work well within the current framework of the game - make it centered around a new "Clandestine Agent" leader type and send them on missions to destabilize defensive pacts, foment ethics divergence, get border worlds to declare independence, finance vassal uprisings, cause heartburn with an empire's factions, etc...

Add in a bunch of spy related leader traits, some special events peppered here and there, and you got a compelling emergent narrative.

Eej
Jun 17, 2007

HEAVYARMS
All you guys agitating for powerful espionage tools are forgetting that multiple AI coordinating their espionage attempts on you is an incredible pain in the rear end and a super unfun experience to go through especially lategame.

e: Like yeah cool, 4 antagonistic AIs just wiped out half the pops on 4 different core planets plus they succeeded in breaking two of your defensive pacts, forcing 3 of your frontier worlds to break away and caused mass unhappiness by loving with all of your factions.

Eej fucked around with this message at 08:02 on Sep 28, 2017

Surprise Giraffe
Apr 30, 2007
1 Lunar Road
Moon crater
The Moon
Did it again yesterday. Spent hours clicking this drat thing. Robots update seems good but I dont know why the ui still sucks etc.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Yeah, lategame EUIV being a case in point. I hope you like your enemies and their vassals and any small neighbours continually conspiring to add every possible negative modifier to your empire.

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
So basically at no point is a good investment to replace your already built robbits for specialized ones, right? Besides leader shenanigans, I guess.

A +10% in minerals is going to take approximately infinity years to pay off the cost of a new robot and the 30 months will take to replace.

Fututor Magnus
Feb 22, 2016

by FactsAreUseless

Aethernet posted:

Yeah, lategame EUIV being a case in point. I hope you like your enemies and their vassals and any small neighbours continually conspiring to add every possible negative modifier to your empire.

i don't want boring poo poo like bad modifiers given to your empire, i'm talking about stuff that'll actually affect things significantly. so that pacifistic empires can actually do poo poo and that stuff happens in the late-game, like planets shifting allegiance here and there because a rival empire wooed it over with propaganda, or by depopulating it with pandemics as i mentioned. other empires teaming up against you shouldn't be a problem because of the big federations, and doing counterespionage and building up a counterespionage apparatus should be a fun mechanic in itself if done right. balance powerful espionage tools with powerful counterespionage options, like being able to monitor your citizens (if authoritarian, and if not authoritarian it'd be cool if fear of outside meddling makes you authoritarian) and spying on other countries and figuring out what they're planning.

e: paradox has gotten excellent at balancing their game, but even an unbalanced espionage system would be welcome when the late-game becomes a slog. at least it allows you to do some interesting poo poo that might change things drastically.

Fututor Magnus fucked around with this message at 08:39 on Sep 28, 2017

Astroniomix
Apr 24, 2015



Fututor Magnus posted:

even an unbalanced espionage system would be welcome when the late-game becomes a slog. at least it allows you to do some interesting poo poo that might change things drastically.

Come back and say that again after having all of it happen to you at once.

toasterwarrior
Nov 11, 2011
Is there a console method to change a species' portraits? Two randomly generated races in this galaxy use the same portraits as the two pre-set empires I made and set to appear in every game, and it's kind of a shame since this might be my first successful game in 1.8 and I want it to be memorable.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Pellisworth posted:

Assimilators feel really good in the beta patch. With your cyborgs able to grow new pops (they don't require food but do take energy to maintain I believe) your gimmick is being able to expand and grow very rapidly. Cyborgs are unaffected by happiness and get +20% habitability innately so you can colonize most any planet and have both robots building and cyborgs growing at the same time.
we badly need an artistically inclined sperglord to mod the current portrait set with cybernetic doodads so that sperglords like me can have proper borgs. without a visual representation of the changes, the very idea of having me play a cyborg is laughable. just laughable.

toasterwarrior posted:

Is there a console method to change a species' portraits? Two randomly generated races in this galaxy use the same portraits as the two pre-set empires I made and set to appear in every game, and it's kind of a shame since this might be my first successful game in 1.8 and I want it to be memorable.

you should be able to change that through a little bit of save file editing

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

toasterwarrior posted:

Is there a console method to change a species' portraits? Two randomly generated races in this galaxy use the same portraits as the two pre-set empires I made and set to appear in every game, and it's kind of a shame since this might be my first successful game in 1.8 and I want it to be memorable.
Conquer them and gene mod them to look different :unsmigghh:

Kitchner
Nov 9, 2012

IT CAN'T BE BARGAINED WITH.
IT CAN'T BE REASONED WITH.
IT DOESN'T FEEL PITY, OR REMORSE, OR FEAR.
AND IT ABSOLUTELY WILL NOT STOP, EVER, UNTIL YOU ADMIT YOU'RE WRONG ABOUT WARHAMMER
Clapping Larry
Personally I think while war and no-war interactions both need massive overhauls, war needs to be the priority and I'm A-OK with diplomacy not being touched at all if it means war gets a serious overhaul in the next DLC.

While I agree spy stuff and Federation stuff would be cool, I very much see these as cool extras that expand the game and would be part of an expansion pack. The game didn't ship with them and they weren't a core feature with the exception of Federations, but federations more or less do what they were supposed to on release.

War on the other hand is not fun at all once you get beyond a handful of planets in each empire.

Even ignoring how much effort it rewires to invade and capture like 10 planets, wars mostly comes down to winning a handful of key engagements to destroy their fleet and then just following up by destroying enough of their spaceports that they can't rebuild. If you start with a 50K fleet consisting of 50 battleships you'd need well over 50K of minerals to rebuild that fleet, which most empires won't be able to physically maintain as a reserve, and building 50 battleships takes so long your opponent could destroy most of your spaceports before you can respond. The all or nothing first few engagements pretty much determines the war.

Likewise ground combat is something that should be super cool, but it really isn't. The game isn't a space ship game it's a space empire game and the ground troops of science fiction empires are always a key point (think in Dune you see all the soldiers and guards, in Warhammer you have Imperial Guard and space marines, colonial marines in the Alien franchise, stormtroopers in star wars etc).

These are core features that shipped with the game and to me are the last thing on the list of "Things Stellaris should have really made sure we're great at launch". More complex diplomacy would be great, but let's face it Stellaris diplomacy is on par with many 4X games. It's not on par with the other grand stratgey games that's true, but stellaris is more 4X than grand stratgey in my view anyway.

toasterwarrior
Nov 11, 2011

Soup du Journey posted:

you should be able to change that through a little bit of save file editing

Cool, I'm good for a little .txt file editing.

tooterfish
Jul 13, 2013

Kitchner posted:

but stellaris is more 4X than grand stratgey in my view anyway.
It's sold as grand strategy.

Its tagline is literally "Grand Strategy on a Galactic Scale".

Eej
Jun 17, 2007

HEAVYARMS

Astroniomix posted:

Come back and say that again after having all of it happen to you at once.

Remember how in Civ 4: BTS you basically could never reach the growth cap on any city in the end game because every single country in the world would just mash Poison Water Supply on cooldown

Yeah gently caress Espionage.

I'm not entirely sold on Devouring Swarm buffs but maybe I'm just not blanketing entire planets with mines and constantly eating sentients to avoid using farms?

Eej fucked around with this message at 10:31 on Sep 28, 2017

Pocky In My Pocket
Jan 27, 2005

Giant robots shouldn't fight!






Im playing a game where i started as materialist, turned myself into a robot. All my robots have citizens rights but the convergence turned up and now everyone in my empire is at 30% efficiency so i have no energy and am about to run out of minerals. Is this ment to happen? Is there a way around it or do i just need to hole the ai can deal with the crisis (lol )

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Baronjutter posted:

I got that mod that lets you set ship behavior and I've found by setting my small ships to escort or stick to the same long range as my long-range ships it works out. The enemy will close the distance regardless, so if you have everyone set to 100 or something they all clump up and cover each other rather than the little ships just zooming ahead to their doom.

can you link to this btw? i used to have it, but then i unsubscribed and now i cant find it :(

Noir89
Oct 9, 2012

I made a dumdum :(
Currently in a mega war against the rest of the galaxy as an exterminator since the all joined up in a federation against me. The new AI crsis is up and 2 fallen empires woke up. I had to split my fleet into 3 smaller ones and is barely winning at this point against the feds and is constantly cranking out ships and emptying my sectors on minerals while the galaxy burns.

poo poo owns and i wish all wars where like this.

Guilliman
Apr 5, 2017

Animal went forth into the future and made worlds in his own image. And it was wild.

Midnight Voyager posted:

It's fine now because it adds a trait too that lets them be terraform candidates.

Yup, a few story/cool/good modifiers spawn with a "terraforming candidate" equivalent modifier (called valuable world) which allows you to terraform the dead worlds they're on. :)
I listed to a ton of feedback from this thread and several others, + videos, trying to improve the mod as much as I can this way.

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Fututor Magnus
Feb 22, 2016

by FactsAreUseless
i think every paradox grand strategy should have voiced advisors. paradox added voiced advisors in the stellaris because they were copying 4Xes but i'd like voiced advisors in games like eu4 or hoi4, and also different voiced advisors according to your country. so germany in hoi4 will have a nazi general voice advisor, who will call you fuhrer, and make you really feel like younm are giving him orders and such. you can also feel like you're stalin, the american advisor will call you mr. president, and so many more things for that sweet, sweet immersion. i doubt it's a big deal for paradox to hire some lovely voice actors to speak their lines in their own language and really immerse you into roleplaying as your particular country.

Eej posted:

Remember how in Civ 4: BTS you basically could never reach the growth cap on any city in the end game because every single country in the world would just mash Poison Water Supply on cooldown

Yeah gently caress Espionage.

I'm not entirely sold on Devouring Swarm buffs but maybe I'm just not blanketing entire planets with mines and constantly eating sentients to avoid using farms?

i think paradox will balance their espionage in a 4X setting in a much better way than firaxis ever could, firaxis have never learned how to balance in their entire existence as a games company, while paradox have proved they can make a balanced espionage system as evidenced by the espionage and even the intrigue mechanics of ckii.

E: an important point, paradox should have the home system be fully explored to begin with, because logically if you think about it if they have ships as fast as those ingame, their solar system should be fully explored before they discover FTL, which is the point at which the game starts. and we shouldn't be made to waste our time with this poo poo when what we should be doing is exploring outside our system and colonizing right away.

Fututor Magnus fucked around with this message at 11:42 on Sep 28, 2017

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