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Now that I have played CK3 and understand how it works and plays... Stellaris 2 had better just be loving CK3 in space god drat it. Incredibly cool and fun game.
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# ? Sep 12, 2020 19:09 |
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# ? Jun 2, 2024 19:08 |
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I really don’t see how adding a saving throw vs fuckup would make things more fun. There’s definitely a lack of.... something in many of the mid-game techs, whether you call that ‘immersion’, ‘sense of wonder’, or whatever. Terraforming a planet ought to feel like a major, epoch-defining achievement, and certainly more difficult to master than ‘learn to manage two additional starbases’.
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# ? Sep 12, 2020 19:11 |
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DoctorTristan posted:I really don’t see how adding a saving throw vs fuckup would make things more fun. Aurora does it right: Terraforming is a slow, involved process. You need to design terraforming machines and then transport them to your planet, then a lot of time passes and you need to make sure that you add enough water to the planet, or it will stay lovely, just with better air. If you're impatient, you can even boost the time by trying the gigantomaniac approach: Scale your terraforming industry up by insane efforts. It's doable! You may end up being eaten by aliens unwilling to wait while you put everything into terraforming, though. It's the exact opposite of Stellaris' minimalistic approach of "pay money, get planet"
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# ? Sep 12, 2020 20:01 |
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Does the Irony Mod Manager work/add value? Like, will it give me a better/more optimized load order? Right now my load order is p.much just "poke at it until it more-or-less seems to work, then make sure District Overhaul is the very last one loaded" which means I never really know if something is overwriting cool content (unless I happen to notice it's missing, although so much is RNG-gated that isn't even reliable) but if it can actually do dependency checking that would be great?
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# ? Sep 12, 2020 20:20 |
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Schadenboner posted:I feel like Terraforming is too cheap, too quick, and too certain. Like, you're trying to change [thing that isn't like earth] into [thing that is like earth] and that should be a massive undertaking with uncertain outcomes, like: you might get lucky and get a Continental World (or even a Gaia) but it feels like you should be more likely to get something that's [more like earth but not 100% habitibility], maybe a Forest World or something? If terraforming was harder machines would be even better than they already are
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# ? Sep 12, 2020 20:36 |
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It turns out that the mod I linked needs an update anyways so .
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# ? Sep 12, 2020 20:57 |
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The better solution is even simpler than that. Terraforming could have two modes - populated and unpopulated world. Unpopulated world terraforms faster but can't be colonized during terraforming while you conduct a massive shift from one planet type to another where it has a massive up-front cost to start and then periodically requires you to dump more resources in at progress points (food, minerals, energy), eventually resulting in a world of a different climate type with a bonus to habitability. Populated world terraforming would be slower and have a monthly energy cost (random events that give/remove progress) but just gives the world a positive habitability modifier - you'd even want to terraform worlds of your preferred type to go from 80% to 100%, and you could turn those 20% worlds into 100% habitability with enough time and money.
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# ? Sep 12, 2020 22:00 |
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DoctorTristan posted:Theres definitely a lack of.... something in many of the mid-game techs, whether you call that immersion, sense of wonder, or whatever. Terraforming a planet ought to feel like a major, epoch-defining achievement, and certainly more difficult to master than learn to manage two additional starbases.
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# ? Sep 12, 2020 22:18 |
In general, terraforming and megastructures and a lot of other mid-late game technologies would be greatly improved by hooking into the jobs system and having a whole bunch of events that can pop up when you're first setting them up. Having to juggle pops (and this is in a world where pop management isn't a pain) between making better planets or speeding up your science nexus boondoggle or increasing alloy production to protect your territory from others wanting to get ahold of that stuff would be much more interesting than the system as is. Habitats could also be a part of megastructure construction in some way, that would help give them more of a reason to exist for otherwise terrestrial empires. I really enjoyed the Dyson Swarm and The Belt mods when I was playing regularly because both kind of do what I'm thinking about here. Both Dyson Swarms and Asteroids start out being pretty lovely, unless you've taken the civics to take advantage of them early, but the more resources you pile into them the better they get. Dyson Swarms in particular are awesome because as they get more slots and more districts and stuff you actually get more little stations graphically represented around the sun which really tickles the part of my brain in a way that strictly +numbers really doesn't. Seeing a Dyson Sphere be gradually constructed the same way, with the pop jobs on it not necessarily producing anything useful until it reaches certain points of completion, would be excellent. Then there could be all kinds of events that pop up about construction accidents, project foremen embezzling resources and what you want to do about it, what kind of working conditions you want to pay for, that kind of stuff. Terraforming could be the same way, the way the Star Trek mod handles the terraforming of Mars is another great guide for this. Then, after your first few building and terraforming projects your empire gets the hang of it and you get techs that let you build them more or less the way things are done now. I still really like Stellaris game but the more I think about it vs. the game that I wish it was the more I realize those two games aren't ever going to be the same one.
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# ? Sep 12, 2020 23:00 |
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Splicer posted:Everything should be interesting and involved the first time it happens in a run and then slowly drop off to routine the less of an impact it has. Colonizing your first planet should require attention and skill to get perfect; it's a monumental first step for your empire both narratively and mechanically. Colonizing your tenth planet should be press button and gently caress off, because nobody gives a poo poo at that point. Terraforming your first planet (or droid colonizing or signing your first migration pact or uplifting your first species) should require attention and skill to get perfect; it's again a massive narrative leap, nevermind the first step in doubling or more the living space available to your empire. Terraforming your tenth planet should be press button and gently caress off, because nobody gives a poo poo at that point. This is something stellaris consistently fails at. Nothing scales up properly, doing something when you have one of something takes the same effort as when you have 100 of it you're just getting 1% of the relative return on investment. Maybe not even that much - just paying a bit more attention to the details would have gone a long way. Even purely cosmetic things could have made the game that much more immersive, like showing some fireworks around your capital after achieving major milestones as your pops throw a huge party to celebrate, or having the appearance of your ships gradually become more hi-tech as you unlock new tech tiers, or have the cityscape background change to reflect the buildings and districts you’ve constructed. But then again that’s probably expecting too much from a game that didn’t even implement victory conditions.
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# ? Sep 12, 2020 23:52 |
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paradox peeps are really great at incorporating real history into games and marshalling complicated mechanics after loving it up dozens of times no real history here, and also theyre only on the first dozen fuckups give it 10 years
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# ? Sep 13, 2020 00:43 |
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You know, a few of you guys could wait for the articles in Galactic Survey Monthly and just peer review them. (not pictured earlier; a solid dozen ships all surveying a gas giant at the same time resulting in a glare of the purest white from all the survey beams)
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# ? Sep 13, 2020 01:00 |
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Looks like late game L-gate exploration.
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# ? Sep 14, 2020 05:45 |
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As a bit of a heads-up, Stellaris is now also available on XCloud. Having recently bought a controller for my Android, I tried it yesterday and I have to say that Stellaris feels pretty good for on-the-go.
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# ? Sep 16, 2020 13:01 |
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Complications posted:Galactic Survey Monthly
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# ? Sep 16, 2020 13:28 |
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How do I increase stability on thrall worlds?
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# ? Sep 16, 2020 20:06 |
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Baron von der Loon posted:As a bit of a heads-up, Stellaris is now also available on XCloud. Having recently bought a controller for my Android, I tried it yesterday and I have to say that Stellaris feels pretty good for on-the-go. What’s an X Cloud.
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# ? Sep 17, 2020 06:46 |
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Baron Porkface posted:How do I increase stability on thrall worlds? Unemployed thralls produce amenities (this makes zero sense), which I remember was the issue I had with my thrall worlds.
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# ? Sep 17, 2020 08:18 |
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https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-184-fwd-notice-of-termination.1421077/ Vaguely interesting I guess, but creating a civic that is an attention tax and actively harms pop growth is a little silly.
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# ? Sep 17, 2020 13:42 |
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chaosapiant posted:What’s an X Cloud. “X Cloud deez nuts” (AtKSTD)?
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# ? Sep 17, 2020 13:46 |
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gotta win the competition w rimworld to be the space war crimes simulator
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# ? Sep 17, 2020 13:52 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-184-fwd-notice-of-termination.1421077/ "Wipe out your own pops for bonuses" is an attractive proposition in the late game when you have more pops than you can feasibly manage, but the game will likely have been decided long before then. I'm also a little concerned that losing pops from worlds will ruin buildings, which is always a pain.
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# ? Sep 17, 2020 14:07 |
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Serephina posted:Unemployed thralls produce amenities (this makes zero sense), They're not so much "unemployed" per se, more like if they can't find any more specific task to do, they're put on comically large fan and grape-peeling duty for their superiors.
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# ? Sep 17, 2020 14:20 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-184-fwd-notice-of-termination.1421077/ Thoughts: -Looks like we're gearing up for an update/DLC combo focusing on death or endings, not sure what that will mean in a space empire sim context (could be lots of things!) -We better have things to do with all this society research sloshing around.
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# ? Sep 17, 2020 14:38 |
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I’m not very interested in the death cult thing but it seems fine. I still think they should assign more penalties to slavery. You should get much more significant penalties for having slavery with empires that don’t have slavery, and even more if you’ve enslaved members of their origin species. I also think slavery should be way more sensitive to unhappiness and low stability and much harder to neuter with political power modifiers. I also think that Rogue Servitor bio trophies should be reclassified as slaves, for the purposes of relations with other players, so that there’s more conflict for those players as well. Edit: also, if you’re a nation without slavery that should give you CB on countries that do have it by default i m o Lightning Knight fucked around with this message at 14:50 on Sep 17, 2020 |
# ? Sep 17, 2020 14:41 |
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GunnerJ posted:Thoughts: Assume* it will be the last Stellaris update before Wiz announces Stellaris 2. *hope
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# ? Sep 17, 2020 14:42 |
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bob dobbs is dead posted:gotta win the competition w rimworld to be the space war crimes simulator Is that a good one?
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# ? Sep 17, 2020 14:48 |
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Aethernet posted:https://forum.paradoxplaza.com/forum/threads/stellaris-dev-diary-184-fwd-notice-of-termination.1421077/ Yeah, but there are two kinds of civs: 1. Civs you use for yourself, to give your empire more flavor 2. Civs you use for your enemy empires, to make your enemies more evil/less bland Of course everyone has their own preferences for what civ goes into what group. For me, I'm putting this one to good use to make the enemies I want to destroy even more evil. Slaver + death cult, for example.
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# ? Sep 17, 2020 14:54 |
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I think Stellaris is giving me a metaphysical crisis over what "fun" actually means: like, I'll spend hours (and hours and hours) doing micromanagement and I'm not sure if I'm actually having fun/enjoying myself or if I'm just telling myself that I'm having fun/enjoying myself?
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# ? Sep 17, 2020 15:02 |
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Libluini posted:Of course everyone has their own preferences for what civ goes into what group. For me, I'm putting this one to good use to make the enemies I want to destroy even more evil. Slaver + death cult, for example. Sad that you can't start an empire as a Subversive Cult w/ Death Cult tbh. Edit: Although... it's interesting that the corp version is listed as incompatible with Fanatic Purifiers since I don't think corps can take that anyway. Just a result of copy-pasting the definition, or indication that Fanatic Purifier Corps will be possible?
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# ? Sep 17, 2020 15:08 |
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Schadenboner posted:I think Stellaris is giving me a metaphysical crisis over what "fun" actually means: like, I'll spend hours (and hours and hours) doing micromanagement and I'm not sure if I'm actually having fun/enjoying myself or if I'm just telling myself that I'm having fun/enjoying myself?
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# ? Sep 17, 2020 15:41 |
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Soylent Pudding posted:Stellaris is my favorite game to play while listening to a podcast or throwing hour long YouTube vids up on the other monitor. This isn't helping. E: Seriously though, I really don't know if I enjoy playing this game or if I'm just using it to scratch some deep tendency that I should instead be trying to sublimate towards more useful ends.
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# ? Sep 17, 2020 15:49 |
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If you feel good about the time you've spent playing the game, then you're enjoying it.
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# ? Sep 17, 2020 15:51 |
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Stellaris is a fun game. The tragic thing about it is that it has all this untapped potential that is bogged down. It’s got all this stuff going on but doesn’t really do enough with that stuff. I am unconvinced Stellaris needs a sequel yet, at least creatively. Maybe technically, but idk about that stuff. What it needs is for the developers to drill down on core stuff to make the AI actually interesting to engage with instead of continually adding frills and bells and whistles to hide that they aren’t.
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# ? Sep 17, 2020 15:54 |
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It's a fun game. I also find my excitement drops going into the midgame. The cognitive load goes down and the micromanagment goes up. At that point it's the perfect level of mental engagement to fiddle with while drinking a beer and working through the FPlus backlog.
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# ? Sep 17, 2020 15:59 |
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Lightning Knight posted:Stellaris is a fun game. The tragic thing about it is that it has all this untapped potential that is bogged down. It’s got all this stuff going on but doesn’t really do enough with that stuff. This is where I'm at, honestly. Although honestly to properly tap into the potential it would need to be a different game at this point. So many of the systems are just shallow as a base design.
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# ? Sep 17, 2020 16:02 |
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I'm surprised that there isn't any (official) integration between Surviving Mars and Stellaris. Like, there are plenty of mods that pretty much do that but it always seemed like an opportunity to build brand synergy (like with the HOI/CK-era Earth tie-ins)?
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# ? Sep 17, 2020 16:22 |
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I suppose it would be pretty easy to modify Stellaris Mars based on a Surviving Mars savegame, come to think of it.
Gort fucked around with this message at 16:37 on Sep 17, 2020 |
# ? Sep 17, 2020 16:35 |
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Schadenboner posted:I'm surprised that there isn't any (official) integration between Surviving Mars and Stellaris. Like, there are plenty of mods that pretty much do that but it always seemed like an opportunity to build brand synergy (like with the HOI/CK-era Earth tie-ins)? Pretty sure there's a literal "stellaris domes set" DLC pack thing for Surviving Mars? Not massive but on a similar level to HOI/CK.
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# ? Sep 17, 2020 16:41 |
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# ? Jun 2, 2024 19:08 |
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Gort posted:I suppose it would be pretty easy to modify Stellaris Mars based on a Surviving Mars savegame, come to think of it. Wasn't there some sort of EU -> Victoria -> HOI pipeline where you could import a save from one to the other (not sure how well it worked and it seems like it would probably be un-fun since grand strategy games usually end with one massively powerful empire and no/minimal other ones but...) Private Speech posted:Pretty sure there's a literal "stellaris domes set" DLC pack thing for Surviving Mars? Not massive but on a similar level to HOI/CK. I thought it was just a graphics pack, I meant more like the mods where Mars starts partly terraformed with like a 60% habitability and a small population. It seems unlikely that the first permanent planetary settlement off-earth will be all the way out in Alpha Centauri and it seemed strange that Stellaris was built around that assumption? Schadenboner fucked around with this message at 16:53 on Sep 17, 2020 |
# ? Sep 17, 2020 16:51 |