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Anno
May 10, 2017

I'm going to drown! For no reason at all!

SniperWoreConverse posted:

poo poo I can't find the post I wanted to reply to now, but some goon said instead of a planet screen there should be a system screen, and you could build system buildings instead of stations

I could see this working out really well, and strongly support this, except it basically torpedoes all the construction ships, but more importantly it may threaten Sexy Planets DLC and I can't abide that

I’ve been a bit sick and more than a bit bored so I’ve been reading back through the previous Stellaris thread, and Wiz just shot down the suggestion in that timeline: https://forums.somethingawful.com/showthread.php?threadid=3806554&userid=0&perpage=40&pagenumber=128#post470628497

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SniperWoreConverse
Mar 20, 2010



Gun Saliva
no no no

you look at the solar system and it is as it is now.

but since we have districts for planets, why not change the UI you can just slam in any districts any where any way? Habitable planet? Build colony district. Multiple colonized planets? Slam down whatever districts wherever from one place. Rich tellurium deposits on that asteroid? Slam down a space mining district. Pirates show up and shoot the asteroid? gently caress me, the district got blowed up.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

SniperWoreConverse posted:

no no no

you look at the solar system and it is as it is now.

but since we have districts for planets, why not change the UI you can just slam in any districts any where any way? Habitable planet? Build colony district. Multiple colonized planets? Slam down whatever districts wherever from one place. Rich tellurium deposits on that asteroid? Slam down a space mining district. Pirates show up and shoot the asteroid? gently caress me, the district got blowed up.

I imagine that instead of the districts and etc applying to each habitable planet they're system wide in a system you have an inhabited planet, so you get "Asteroid Miners" as a district and etc.
Then maybe graphical displays in the system of little ships mining the asteroid. And other similar sorts of things.

I'd really really love that.

Moreau
Jul 26, 2009

Im tootling along in my first game (Ironman, of course) as a Pacifist Spiritual empire. Ive done fairly well and gotten to what I assume must be the endgame - techs are starting to repeat. Suddenly some Unbidden guys come along, and beat the hell out of me when Im in the middle of tackling these L-Gate nano-blobs. Not sure if they are related, or just really unlucky timing for me.

Question is: how do I beat the Unbidden? They have some truly horrifying numbers, and my Navy Capacity is around 300 - I dont think I can field the kind of fleets needed to take them on with the AI ships, which means I probably need to look at the Ship Designer, which I have ignored all game and just gone with auto best.

Those Unbidden bastards killed my lil' dragon! *sob*

Jazerus
May 24, 2011


SniperWoreConverse posted:

no no no

you look at the solar system and it is as it is now.

but since we have districts for planets, why not change the UI you can just slam in any districts any where any way? Habitable planet? Build colony district. Multiple colonized planets? Slam down whatever districts wherever from one place. Rich tellurium deposits on that asteroid? Slam down a space mining district. Pirates show up and shoot the asteroid? gently caress me, the district got blowed up.

making space pop-based would be so different but also really good

suddenly you care about pirates because every station they blow up has a pop on it, and the modding possibilities are nuts

edit: it occurs to me that you could probably mod this in, in a kind of hacky way, by making stars into "planets" whose districts are based on the objects in their orbit, and then taking out mining stations entirely

Jazerus fucked around with this message at 13:33 on Sep 8, 2018

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE

Moreau posted:

Im tootling along in my first game (Ironman, of course) as a Pacifist Spiritual empire. Ive done fairly well and gotten to what I assume must be the endgame - techs are starting to repeat. Suddenly some Unbidden guys come along, and beat the hell out of me when Im in the middle of tackling these L-Gate nano-blobs. Not sure if they are related, or just really unlucky timing for me.

Question is: how do I beat the Unbidden? They have some truly horrifying numbers, and my Navy Capacity is around 300 - I dont think I can field the kind of fleets needed to take them on with the AI ships, which means I probably need to look at the Ship Designer, which I have ignored all game and just gone with auto best.

Those Unbidden bastards killed my lil' dragon! *sob*

In general, crisis fleets won't advance more than one system from their claimed borders. With good surgical strikes you can effectively stall their advance and grind them down over time, especially if you have a secondary fleet or hapless allies that can draw away their fleets on a second front.

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

Moreau posted:

how2unbidden

Unbidden weapons are bad against shields, so stack shields and the shield buff on battleships. You want battleships because they don't field small vessels, so you can max out on kinetic artillery and giga cannons, which are the best against the Unbidden's shield-heavy fleets.

300 fleetcap of battleships built like this will be enough to handle their wandering fleets. You'll probably need to hold them at bay while you're getting a higher fleetcap though, unless you go for a suicide strike on the portal.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Moreau posted:

Im tootling along in my first game (Ironman, of course) as a Pacifist Spiritual empire. Ive done fairly well and gotten to what I assume must be the endgame - techs are starting to repeat. Suddenly some Unbidden guys come along, and beat the hell out of me when Im in the middle of tackling these L-Gate nano-blobs. Not sure if they are related, or just really unlucky timing for me.

Question is: how do I beat the Unbidden? They have some truly horrifying numbers, and my Navy Capacity is around 300 - I dont think I can field the kind of fleets needed to take them on with the AI ships, which means I probably need to look at the Ship Designer, which I have ignored all game and just gone with auto best.

Those Unbidden bastards killed my lil' dragon! *sob*

Don't use auto-design. It's fine to click "auto" when you've built your own ships but auto design does really weird stuff.

Stack shields like Aethernet said.

And build tonnes of anchorage and fleet....management stations are they called? in your space stations. There's a unity proclamation you can do that also gives you loads and loads of fleet cap, always worth putting that on while you're fighting the Unbidden.

Splicer
Oct 16, 2006

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

SniperWoreConverse posted:

no no no

you look at the solar system and it is as it is now.

but since we have districts for planets, why not change the UI you can just slam in any districts any where any way? Habitable planet? Build colony district. Multiple colonized planets? Slam down whatever districts wherever from one place. Rich tellurium deposits on that asteroid? Slam down a space mining district. Pirates show up and shoot the asteroid? gently caress me, the district got blowed up.
So you're saying keep the current system view (sans constructors except as visual fluff) for combat etc. but for resources and management each system is consolidated into one "planet"? So a single planet system would function pretty much the same as in the current dev diaries except all the mining and research stations would add additional district slots to the "planet" rather than adding resources directly? That actually sounds pretty good! You'd need to completely rework invasions but that's kind of needed anyway. It would also allow the robits colonising barren planets thing, adding a bunch of robot only slots if you have barren planets etc.

On the other hand it limits the amount of variety available. Building a habitat seems less cool if all it does is increase the number of slots available.

You could do a middle ground. Give systems their own planety interface that handles everything that's not a habitat or a full grown colony. If you proper colonise something it pops out into its own thing.

OwlFancier
Aug 22, 2013

Splicer posted:

You could do a middle ground. Give systems their own planety interface that handles everything that's not a habitat or a full grown colony. If you proper colonise something it pops out into its own thing.

It would be nice to be able to construct system infrastructure the same way you do planetary infrastructure, so a system with multiple habitable worlds might benefit from a shuttle service, asteroid belt mining effort, and communications upgrades to improve connectivity between the planets.

Or a border system having system wide minefields and a militarization effort which spawns asteroid bases which work like defence platforms.

This is sort of how starbase buildings work at the moment but you could definitely move it (and the starbase itself) to a sort of system tab and use a similar interface to the new planet one, and greatly expand the kinds of things you can build.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

OwlFancier posted:

It would be nice to be able to construct system infrastructure the same way you do planetary infrastructure, so a system with multiple habitable worlds might benefit from a shuttle service, asteroid belt mining effort, and communications upgrades to improve connectivity between the planets.

Or a border system having system wide minefields and a militarization effort which spawns asteroid bases which work like defence platforms.

This is sort of how starbase buildings work at the moment but you could definitely move it (and the starbase itself) to a sort of system tab and use a similar interface to the new planet one, and greatly expand the kinds of things you can build.

I mentioned it before but in the book "Deepness in the Sky" there's a system which is really heavily industrialised moons and an agri-planet supplying them, with huge asteroid belt mines and etc. I really wish you could do that in Stellaris. It'd be nice to watch your systems really build up graphically.

OwlFancier
Aug 22, 2013

Yeah same, it'd be neat if you could eventually have like the asteroid belt becoming a sort of world in its own right, sustaining a population and having slots for specialist buildings, or a gas giant moon system. You could make them dependent on having an otherwise habitable world in the system to make them easily developed or you could spend extra cash to set one up remotely.

The new system seems like it could open up a hell of a lot of variety in what kinds of things you could put pops and development on.

Rhjamiz
Oct 28, 2007

OwlFancier posted:

Yeah same, it'd be neat if you could eventually have like the asteroid belt becoming a sort of world in its own right, sustaining a population
Oye, Beltalowda.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

OwlFancier posted:

Yeah same, it'd be neat if you could eventually have like the asteroid belt becoming a sort of world in its own right, sustaining a population and having slots for specialist buildings, or a gas giant moon system. You could make them dependent on having an otherwise habitable world in the system to make them easily developed or you could spend extra cash to set one up remotely.

The new system seems like it could open up a hell of a lot of variety in what kinds of things you could put pops and development on.

I would prefer if it was only possible if there was a habitable world or a Habitat in the system, so it at least follows the same sort of pattern as currently works.
At least to prevent every single system being populated. I guess that'd mostly be an end-game thing anyway but I imagine a shitload of slowdown if the AI are doing it.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
How long until we get the MoO2 circle of life: Planet -> Planetbusted -> Asteroid Belt -> Condense into Gas Giant -> Convert into Gaia World -> Planetbusted -> repeat

OwlFancier
Aug 22, 2013

Taear posted:

I would prefer if it was only possible if there was a habitable world or a Habitat in the system, so it at least follows the same sort of pattern as currently works.
At least to prevent every single system being populated. I guess that'd mostly be an end-game thing anyway but I imagine a shitload of slowdown if the AI are doing it.

Eh I figure you could make it a form of habitat, requiring a major investment of resources to do out of habitable systems and never quite having the effectiveness of a naturally habitable system because I imagine the system developments scaling like planet ones do, with population.

Dreylad
Jun 19, 2001

Taear posted:

I mentioned it before but in the book "Deepness in the Sky" there's a system which is really heavily industrialised moons and an agri-planet supplying them, with huge asteroid belt mines and etc. I really wish you could do that in Stellaris. It'd be nice to watch your systems really build up graphically.

I imagine the amount of art assets you'd need to do this would take a few expansion cycles but it would be cool. at the very least having important trade sectors build up slowly over time as they connect to more parts of the galaxy while backwater resource extraction systems don't really develop as much. Assuming that's what trade and trade routes are going to be like, more info is coming next week.

GunnerJ
Aug 1, 2005

Do you think this is funny?
You get a tech/ascension perk allowing you to create distributed mass population centers in smaller habitats. This gives every system a "habitat" whose size and resources are based on the number of asteroids, small moons, and other exploitable space junk that you'd normally build mining or research stations over, representing all these outer space living areas. It's much more like a planet than a habitat, though, with generator and mining districts as valid options, but strictly limited by the number of relevant deposits in the system.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Splicer posted:

So you're saying keep the current system view (sans constructors except as visual fluff) for combat etc. but for resources and management each system is consolidated into one "planet"? So a single planet system would function pretty much the same as in the current dev diaries except all the mining and research stations would add additional district slots to the "planet" rather than adding resources directly? That actually sounds pretty good! You'd need to completely rework invasions but that's kind of needed anyway. It would also allow the robits colonising barren planets thing, adding a bunch of robot only slots if you have barren planets etc.

On the other hand it limits the amount of variety available. Building a habitat seems less cool if all it does is increase the number of slots available.

You could do a middle ground. Give systems their own planety interface that handles everything that's not a habitat or a full grown colony. If you proper colonise something it pops out into its own thing.

I guess I'm seeing it as the starbase is the first planet in the system. You can't do anything without a starbase anyway, so why not take all the mineral fields in the various asteroids and your cloud covers and ancient steles and make them "system deposits?"

How do buildings work again? They just do modifiers to districts now, right? (Didn't get to watch the whole twitch designer stream.) Maybe you could have space deposits unlocked by starbase buildings if you don't want actual pops in your asteroid mine.

Having a single pop in each mining station could be good or bad I guess. It'd be interesting for certain traits like earthbound/starborn, and it would allow space objects to get modifiers from pops.

Having space pops could lead to situations where their homes get directly blown up so you could have them become refugees, or flee to the homeworld and overpopulate it, or become pirates. It could also lead into "hey we wanna get DNA flipped we're spacers now" kinds of things. Cultural stuff too. "I'm denouncing you because you blew up a defenseless blorg research lab." Space traditions?

Because you can have a crap ton of pops on your planets, maybe space pops are not that big a deal. I mean in real life probably more people could live in the asteroid belt than on mars, but that's too weird for the vibe of the game. How are they really housed? Would there be "system unrest?" What if the space pops revolt because they're all slaves, but the planets are so fuckin pleased with life?

Habitats could be important because they provide "system housing," maybe a system and a habitat could effectively take the place of one planet? Maybe have a basic level of resources that could be harvested, a starbase district that lets pops work space deposits, and then habitats are for people who go in hard with the spacer lifestyle? And then of course this provides a research path where you gradually get more invested in peaceful space infrastructure if you want. Maybe you pick terraforming instead.

I'm unequipped to comment on how intensive a system like this would be. It could blow the deal or it could even make things smoother like how abandoning tiles is supposed to. Dunno how hard or desirable it would be to implement either.

OwlFancier
Aug 22, 2013

I would imagine it as like, you can pass a planetary edict or build a megastructure to say, colonise the asteroid belts in system. This spawns a large asteroid and uses that as the "hub" of sorts, that's what you bomb/invade/click on. But the actual habitation is spread throughout the system's asteroid belts and the number and type modify how much space and how many deposts you get. Then you can do planetary edicts on the asteroid hab to prospect for more space and minerals at the cost of a constant drain, so you can choose to just keep funneling resources into a system to develop its space infrastructure further, with events and stuff triggered based on what you roll on your prospecting outcomes.

I think it would be really need to roll into an ancient precursor system or FE system and have them be actually, you know, full of cool infrastructure you can actually use. And have your core systems develop similarly. Make them expensive relative to their payoff so people don't plop them down everywhere but it gives your inward focused empires a bit more to do and a lot of flavour.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
It feels like the new stations were sort of a nucleus that the new planetary districts and buildings are based around. If they wanna build out space they should build on the station concept.

It'd be cool to have space edicts. Basically like those NASA posters like "the asteroid belt, backbone of industry! So awesome!" "Join the 5th space marines beat rear end on the Ceres training grounds!"

SirTagz
Feb 25, 2014

The next patch looks really amazing but I am wondering how they are going to pay for the development. Because most of the amazing stuff we have seen has to be in the free patch.. and it looks like a ton of work. They appear to be rewriting half the code.

I know I will be buying the expansion, whatever it is and whatever it costs on day one but I am sure lots of people wont. Perhaps they dont even plan to come out even with this patch and just consider it as groundwork for future expansions?

Splicer
Oct 16, 2006

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

SniperWoreConverse posted:

I guess I'm seeing it as the starbase is the first planet in the system. You can't do anything without a starbase anyway, so why not take all the mineral fields in the various asteroids and your cloud covers and ancient steles and make them "system deposits?"
Makes sense.

SniperWoreConverse posted:

How do buildings work again? They just do modifiers to districts now, right? (Didn't get to watch the whole twitch designer stream.) Maybe you could have space deposits unlocked by starbase buildings if you don't want actual pops in your asteroid mine.

Having a single pop in each mining station could be good or bad I guess. It'd be interesting for certain traits like earthbound/starborn, and it would allow space objects to get modifiers from pops.

Having space pops could lead to situations where their homes get directly blown up so you could have them become refugees, or flee to the homeworld and overpopulate it, or become pirates. It could also lead into "hey we wanna get DNA flipped we're spacers now" kinds of things. Cultural stuff too. "I'm denouncing you because you blew up a defenseless blorg research lab." Space traditions?

Because you can have a crap ton of pops on your planets, maybe space pops are not that big a deal. I mean in real life probably more people could live in the asteroid belt than on mars, but that's too weird for the vibe of the game. How are they really housed? Would there be "system unrest?" What if the space pops revolt because they're all slaves, but the planets are so fuckin pleased with life?

Habitats could be important because they provide "system housing," maybe a system and a habitat could effectively take the place of one planet? Maybe have a basic level of resources that could be harvested, a starbase district that lets pops work space deposits, and then habitats are for people who go in hard with the spacer lifestyle? And then of course this provides a research path where you gradually get more invested in peaceful space infrastructure if you want. Maybe you pick terraforming instead.

I'm unequipped to comment on how intensive a system like this would be. It could blow the deal or it could even make things smoother like how abandoning tiles is supposed to. Dunno how hard or desirable it would be to implement either.
With what we've seen I could see the mineral deposits etc. working like the new planetary deposits, opening up appropriate districts etc. on a system-layer "planet". So a well developed system is as valuable as a planet, with a planet being an effective system-within-a-system. Built up spacer systems pull from one pool and planets pull from another (like it is now with stations vs planets), with maybe having a populated planet in your system not only giving you the full planet layer experience but also giving the system layer an appropriate "deposit".

I'd prefer my habitats stay as mini planets as per the last dev diary. That's what makes them cool. But again, having a habitat in a system could /also/ add a habitat deposit giving you more space housing and amenities.

Keep everything so far described in the dev diaries exactly as is, but also add all that dev diary goodness to the system layer as well.

Splicer fucked around with this message at 22:41 on Sep 8, 2018

Staltran
Jan 3, 2013

Fallen Rib

SirTagz posted:

The next patch looks really amazing but I am wondering how they are going to pay for the development. Because most of the amazing stuff we have seen has to be in the free patch.. and it looks like a ton of work. They appear to be rewriting half the code.

I know I will be buying the expansion, whatever it is and whatever it costs on day one but I am sure lots of people wont. Perhaps they dont even plan to come out even with this patch and just consider it as groundwork for future expansions?

The expansion might also have some great stuff in it that they haven’t gone into yet. Alternatively, they might be hoping to sell more copies of the base game. Or both.

Rhjamiz
Oct 28, 2007

Roll it into a big pack of ship sets. A shiny new car and a bank to finance the loan.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Staltran posted:

The expansion might also have some great stuff in it that they haven’t gone into yet. Alternatively, they might be hoping to sell more copies of the base game. Or both.

Yeah, I expect it will launch alongside a paid DLC with new content, like the Starbase rework launched alongside marauders and planetkillers.

I'm hoping for lots of additional traits/civics/ascendance perks making use of the new economy.

SirTagz
Feb 25, 2014

Yeah but that's my point. If they do a lot of heavy lifting for the expansion, then the expansion's cost will cover that.. but not that much of the patch's development. Whatever goes into the expansion has to be low effort but cool enough to make you want to buy it. Ship-sets are really expensive for them as far as I remember.

SirTagz
Feb 25, 2014

Wiz posted:

A certain % of districts/buildings are converted to your type, others are destroyed. There will probably be some empires who are better at retrofitting planets than others.

Would it be possible to mod them to spawn blockers instead? Seems kind of logical. And is it moddable to give some resources (eg society research) when a certain blocker type is cleared?

Bremen
Jul 20, 2006

Our God..... is an awesome God

SirTagz posted:

Yeah but that's my point. If they do a lot of heavy lifting for the expansion, then the expansion's cost will cover that.. but not that much of the patch's development. Whatever goes into the expansion has to be low effort but cool enough to make you want to buy it. Ship-sets are really expensive for them as far as I remember.

To be perfectly honest, this has been the case for awhile. You get the majority of the benefits for free and paying for the DLC just gets you a few bonuses. I think it's a really generous system and I just hope it doesn't backfire on them.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Bremen posted:

To be perfectly honest, this has been the case for awhile. You get the majority of the benefits for free and paying for the DLC just gets you a few bonuses. I think it's a really generous system and I just hope it doesn't backfire on them.
They've been doing it for years and have had enough free money around to buy Vampire: the Masquerade, so I assume they are at least breaking even. If they're actually laundering Swedish meatball smuggling profits then that might change, of course.

TheDeadlyShoe
Feb 14, 2014

quote:

Ship-sets are really expensive for them as far as I remember.
yeah, in artist time, not in Wiz & Friends Coding & Design Commune time

Splicer
Oct 16, 2006

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

SirTagz posted:

The next patch looks really amazing but I am wondering how they are going to pay for the development. Because most of the amazing stuff we have seen has to be in the free patch.. and it looks like a ton of work. They appear to be rewriting half the code.

I know I will be buying the expansion, whatever it is and whatever it costs on day one but I am sure lots of people wont. Perhaps they dont even plan to come out even with this patch and just consider it as groundwork for future expansions?
The DLC will probably be a bunch of cool buildings, unique deposits etc, an appropriate ascension track, that kind of thing. It's also not the first time they've done this, I think Utopia was mainly additions and tweaks rather than full rewrites but Apocalypse ripped out half the game.

But the big thing is the goodwill from this kind of post-release support. This thread telling me about just the pre-Utopia support was what got me to drop money on it in the first place, and the continuous reliable improvement is why I've been comfortable recommending the game to friends. If I pick up surviving mars this weekend it'll be because of what OKing this continual support (and their handling of the SotS 1 CD key problem) says about Paradox as a company.

Splicer fucked around with this message at 01:00 on Sep 9, 2018

OwlFancier
Aug 22, 2013

My first experience with paradox was SOTS2 which certainly wasn't a good first impression.

But the way Stellaris goes certainly makes me far more willing to buy DLC for it than I am for, basically anything else. And assuming they release other games I like it does definitely factor in. A lot of their output is out of my interest area but things that appeal are made moreso by knowing what sort of support I can expect for it.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Well in Paradox's defense they only published the game, they weren't responsible for creating it. They've also become considerably more refined since then and I don't think they've had any blunders quite that bad since then.

And for anyone wondering if there will be paid content for 2.2 you can probably safely bet the answer is: yes. How else are they going to bankroll this? It'd be the only major expansion/update to date without a paid component though as I understand it everything shown so far will be available for free.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Listening to their podcast it seems pretty evident that Stellaris makes pretty good bank, so I'm not really worried. I think Paradox has a model down that lets them make quite a bit of money while putting out a lot of free content just fine. I am somewht surprised at just how generous Stellaris has been, though. With the baselines traditions added to the game I think it's fair to say that just vanilla Stellaris plus maybe some mods has become a very good game just with the sheer number of free updates over the 2+ years. Imagine if this thing gets to 6+ like CK2!

Splicer
Oct 16, 2006

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

OwlFancier posted:

My first experience with paradox was SOTS2 which certainly wasn't a good first impression.

But the way Stellaris goes certainly makes me far more willing to buy DLC for it than I am for, basically anything else. And assuming they release other games I like it does definitely factor in. A lot of their output is out of my interest area but things that appeal are made moreso by knowing what sort of support I can expect for it.
I don't buy cosmetic DLC.

I have bought all the Stellaris cosmetic DLC.

Including spending 4 bucks on the nova upgrade.

SirTagz
Feb 25, 2014

For me the the support Paradox is showing here is really striking when I compare Stellaris to MOO4 which came out at about the same time. Sure, MOO4 was developed by an outsources studio for Wargaming but just how different the approaches are is pretty wild. MOO4 just got a minimal basic expansion of races which should have been in the original game anyway. The problems and bugs were not properly addressed and then the project just vanished. People moved on. And for me the game is dead.

Stellaris will probably keep going for years. There is sure to be a diplomacy rework in the future and it seems pretty certain that some sort of espionage thing is also coming.

I guess what I am saying is that I am really excited about the upcoming patch. And bummed my once favorite franchise is probably dying after 2 lousy installments which failed to a large extent due to bad publishing decisions.

TheDeadlyShoe
Feb 14, 2014

Anno posted:

Listening to their podcast it seems pretty evident that Stellaris makes pretty good bank, so I'm not really worried. I think Paradox has a model down that lets them make quite a bit of money while putting out a lot of free content just fine. I am somewht surprised at just how generous Stellaris has been, though. With the baselines traditions added to the game I think it's fair to say that just vanilla Stellaris plus maybe some mods has become a very good game just with the sheer number of free updates over the 2+ years. Imagine if this thing gets to 6+ like CK2!

They've been widely criticized with how they approached putting nearly-mandatory gameplay changes into DLC. So I think they are being careful to make sure the vanilla game still hangs together and benefits from the updates they make, since people arn't going to buy DLC if they don't like the base game.

funkymonks
Aug 31, 2004

Pillbug

TheDeadlyShoe posted:

They've been widely criticized with how they approached putting nearly-mandatory gameplay changes into DLC. So I think they are being careful to make sure the vanilla game still hangs together and benefits from the updates they make, since people arn't going to buy DLC if they don't like the base game.

It must make development easier too since I can’t imagine how difficult it must be to keep iterating on a game when you can’t assume everyone has the same base gameplay.

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GunnerJ
Aug 1, 2005

Do you think this is funny?
So, speculation time: what's the DLC going to be? I really have no clue other than "something economic".

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