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The Cheshire Cat
Jun 10, 2008

Fun Shoe

ConfusedUs posted:

To me, Stellaris is at its best when it is Grand Galactic Story Simulator. The problem with Stellaris is that it gets progressively worse at this as a game continues.

Early game is All Stories All The Time: Anomalies. First contacts. Early wars. Racing for territory. Precursor discoveries. Every decision is impactful: do I place a research lab or an alloy forge? Build more farms? Which direction do I explore? Oh no my neighbor doesn't like me; what do I do about it?

Mid game is Some Stories Sometimes: Archaeological sites. Espionage. Space empires and federations. Galactic community. The first Galactic Threats: The Great Khan, Grey Tempest, maybe a Devouring Swarm on the other side of the map opens a wormhole into your territory. All of that is interspersed with increasingly rote decisions, each of which is less important than the one before. It's no fun placing your tenth research lab.

Late game is almost exclusively rote and meaningless actions designed to drive you over the finish line towards your win condition. You aren't deciding what to do. You made that decision an hour ago. You're just waiting to take the next step. You wait for more influence to propose that resolution. You wait for your megastructure to finish. Your fleet fights its fifth battle in the last 10 minutes. Oh look, you conquered another world where you turn on automation and forget about it. *yawn*

I rarely *finish* a game of Stellaris because the late game is so...rote. Instead, I get to a point where it's obvious my victory is obvious and declare myself the winner. Then I make a new empire and see how it goes!

My big hope for the future of Stellaris is that it finds a way to make your decisions Important and Impactful through the very end of the game. More situations. More branching paths. More special events. Greater levels of abstraction that eliminate the need to make the same action you made in the early game for the fiftieth time.

The automation stuff in the upcoming patch is awesome for this exact reason. It's a good start. I want more.

I feel like the big reason for the late-game stagnation and that feeling of waiting around for the crisis to arrive is because the internal management has just never been very interesting in Stellaris. Crime and stability are basically non-factors and completely trivial to manage, and even if you do somehow have a planet revolt, it's incredibly easy to go take it back again because they have zero ability to defend themselves. Factions are basically just a source of bonus unity and it's very easy to keep the biggest ones happy since they're going to be the ones that match your government ethics anyway. This is also why playing a pacifist empire is so boring - there's just nothing to do. In the late game you're probably going to have a galaxy that's mostly settled its borders; you can keep declaring war and expanding if you want but you've probably grabbed everything you might want at that point either from the early-game exploration phase or the mid-game conquest phase. The only thing that might be left over is eating a fallen empire or two and that doesn't usually take very long once you're actually powerful enough to do it.

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HelloSailorSign
Jan 27, 2011

How they put shortages in the developing situation group and you'd decide how to handle them could be interesting to apply to factions over time. Instead of simply embracing a faction in the faction tab, you'll regularly have factions on different worlds have different events. Maybe you ignore things, maybe you support one group over another, maybe you try to have them make peace with each other. As different worlds come to have new traits based on choices to those events, it could become easier to simply release them as a vassal than deal with the upstart spiritualist faction growing on Alloy Planet because they for example built religious idols or found a sentient cave or whatever that they're worshipping which increases drastically faction pull on that colony.

DJ_Mindboggler
Nov 21, 2013
I've been playing this game and reading this thread since launch, and I'm always astounded by people who say they routinely finish games. I came into Stellaris as a huge CK/EU fan, and in the 6000 combined hours I have in both of those franchises, I've "beaten" the game maybe 5-6 times. Same with Stellaris, maybe 3 "wins" in almost 2800 hours. I always thought the point of these games was to either get some particular achievement or tell yourself a story. Closing out a game at 2445 when you've beaten the crisis and/or dominate the entire galaxy is fine.

The endgame absolutely needs more interesting stuff right now, but this seems like a problem in every Paradox game that allows the player to out-tech and out-resource the competition.

An idea: Ascension perks similar to Become the Crisis, but with non-apocalyptic capstones. Materialistic empires could build a hyper-dimensional supercomputer and upload their empire's consciousness, bio-empires could do some sort of instrumentality project to merge all of their pops into a living planet, Psionics could shed their corporeal forms, etc. You could of course just not take these perks and wait out the end of the game, as before. Give every empire a "Civ" style victory option besides genocidal ones.

I'd pay $15-$20 for DLC that spruced up the endgame even more. Stellaris: Singularity.

DJ_Mindboggler fucked around with this message at 06:10 on Jun 18, 2022

feller
Jul 5, 2006


DJ_Mindboggler posted:

I've been playing this game and reading this thread since launch, and I'm always astounded by people who say they routinely finish games. I came into Stellaris as a huge CK/EU fan, and in the 6000 combined hours I have in both of those franchises, I've "beaten" the game maybe 5-6 times. Same with Stellaris, maybe 3 "wins" in almost 2800 hours. I always thought the point of these games was to either get some particular achievement or tell yourself a story. Closing out a game at 2445 when you've beaten the crisis and/or dominate the entire galaxy is fine.

The endgame absolutely needs more interesting stuff right now, but this seems like a problem in every Paradox game that allows the player to out-tech and out-resource the competition.

An idea: Ascension perks similar to Become the Crisis, but with non-apocalyptic capstones. Materialistic empires could build a hyper-dimensional supercomputer and upload their empire's consciousness, bio-empires could do some sort of instrumentality project to merge all of their pops into a living planet, Psionics could shed their corporeal forms, etc. You could of course just not take these perks and wait out the end of the game, as before. Give every empire a "Civ" style victory option besides genocidal ones.

I'd pay $15-$20 for DLC that spruced up the endgame even more. Stellaris: Singularity.

People move the end date up.

Bar Ran Dun
Jan 22, 2006




yeti friend posted:

People move the end date up.

But

But

I don’t wanna.

DJ_Mindboggler
Nov 21, 2013

Bar Ran Dun posted:

But

But

I don’t wanna.

I honestly couldn't say off the top of my head where my end date is set, it's been so long since I've seen it. You can only get the achievement for a "completed" game once anyways.

Warmachine
Jan 30, 2012



My end date is whenever the engine buckles under its own weight and the difference between normal and max speed disappears in the per-tick calculations.

Tirranek
Feb 13, 2014

Bit by bit Stellaris is becoming more like Distant Worlds with regards to automation and I think that's a great direction to be going in.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Warmachine posted:

My end date is whenever the engine buckles under its own weight and the difference between normal and max speed disappears in the per-tick calculations.

Same, although I'll keep the game going past that point if there's something particularly interesting going on and not just being a victory lap.

midnight lasagna
Oct 15, 2016

this pit is full of stat boosters
Just started next to a federation of two militarists and a pacifist. The pacifists enlightened a fanatical militarist xenophobe pre-ftl empire who immediately joined their federation on account of being their vassal... And then the federation kicked the pacifists who enlightened them out because it was 3 militarists to 1 pacifist.

Splicer
Oct 16, 2006

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

Tirranek posted:

Bit by bit Stellaris is becoming more like Distant Worlds with regards to automation and I think that's a great direction to be going in.
There was a massive outpouring of "Holy poo poo DW automation is amazing for the love of god devs please" threads on the PDX forums immediately after release.

Charles 1998
Sep 27, 2007

by VideoGames

Tirranek posted:

Bit by bit Stellaris is becoming more like Distant Worlds with regards to automation and I think that's a great direction to be going in.

Yea, but it's pretty hard with slave empires. A planet will have avaliable specialists jobs, but the full citizens will be in the bronze tier jobs (forgot name) while slaves are unemployed. It's quite annoying.

I can click through all the specialist jobs on a planet to prioritize, and it will move all the ruling species up and fill in the slots and then I depriotize and all the slots will be filled.

Is there a way to prioritize multiple slots? That way my full citizens are always trying to be rulers and specialists. Also have them auto migrate if there are no ruler or specialist slots avaliable.

Charles 1998 fucked around with this message at 16:26 on Jun 18, 2022

Staltran
Jan 3, 2013

Fallen Rib

winterwerefox posted:

My corvette designs dont use armor, rather, I use crystal infused/forged plating if I can get it. Cheaper, more HP and more chances for hit and run policy to save their asses. Plasma and other +hull weapons hurt more, but such is life. I save 20-25% in alloys just from not using armor where I can. 1 shield, 2 crystals. My refit to this usually refunded 60-120+ small armor plates worth of alloys, to make more corvettes when the refit hits. This will effect how I played, but it felt like an oversight.
You don't have to fill every slot. If you don't have crystal plating and are out of energy for more shields, you can just leave the slots empty instead of putting on armor. And armor is expensive!

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Staltran posted:

You don't have to fill every slot. If you don't have crystal plating and are out of energy for more shields, you can just leave the slots empty instead of putting on armor. And armor is expensive!

Building unarmored half ships because of market incentives is just so Stellaris.

hobbesmaster
Jan 28, 2008

Staltran posted:

You don't have to fill every slot. If you don't have crystal plating and are out of energy for more shields, you can just leave the slots empty instead of putting on armor. And armor is expensive!

What is this, HoI?

LtSmash
Dec 18, 2005

Will we next create false gods to rule over us? How proud we have become, and how blind.

-Sister Miriam Godwinson,
"We Must Dissent"

Kaal posted:

Building unarmored half ships because of market incentives is just so Stellaris.

There should be a megacorp only armor tech that inflates fleet power as though it were armor of the same tier but doesn't actually add any hp.

DJ_Mindboggler
Nov 21, 2013

LtSmash posted:

There should be a megacorp only armor tech that inflates fleet power as though it were armor of the same tier but doesn't actually add any hp.

A "Skillful Propagandists/Hyberbolic Advertising" Civic that boosted diplomatic weight seems like a logical addition, maybe with additional bonuses to improve/harm relations or Subject loyalty.

Charles 1998
Sep 27, 2007

by VideoGames
I was playing coop with a friend, and in one system I dug up something ancient and horrific. I decided to release it and it consumed a the system with 3 habitual worlds. I agreed to be friendly to it and got a small research boost from it. I realized my folly and asked my friend about if it's an issue. He started yelling at me because it was on each other's borders and I deleted 3 perfectly good worlds. I had cut him off from travel to my entire empire, so he would not be able to grow help me in a defensive war.

He asked why I would do something so insane as release a horrific monster like that, and my only answer is that I just wanted to see what would happen. But now I learned my lesson: do not purposely release ancient cosmic horrors from the deep.

Splicer
Oct 16, 2006

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

DJ_Mindboggler posted:

A "Skillful Propagandists/Hyberbolic Advertising" Civic that boosted diplomatic weight seems like a logical addition, maybe with additional bonuses to improve/harm relations or Subject loyalty.
Your diplomatic weight and fleet upkeep has a floor based on your fleet capacity and tech. Actually having any ships is optional.

Splicer
Oct 16, 2006

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

Charles 1998 posted:

I was playing coop with a friend, and in one system I dug up something ancient and horrific. I decided to release it and it consumed a the system with 3 habitual worlds. I agreed to be friendly to it and got a small research boost from it. I realized my folly and asked my friend about if it's an issue. He started yelling at me because it was on each other's borders and I deleted 3 perfectly good worlds. I had cut him off from travel to my entire empire, so he would not be able to grow help me in a defensive war.

He asked why I would do something so insane as release a horrific monster like that, and my only answer is that I just wanted to see what would happen. But now I learned my lesson: do not purposely release ancient cosmic horrors from the deep.
Your friend is wrong, accidentally deleting entire systems is a rite of passage and if it happens in a comp stomp game to someone who had no idea it was going to happen the correct response is to laugh and reminisce.

DJ_Mindboggler
Nov 21, 2013

Splicer posted:

Your diplomatic weight and fleet upkeep has a floor based on your fleet capacity and tech. Actually having any ships is optional.

"Fleet in Being" Civic: Boost to diplo weight in peacetime from fleet capacity, increased upkeep costs. Other Empires will only dare to rival you if their fleet power is "Superior" or greater, or if you rival them first.

Nemo2342
Nov 26, 2007

Have A Day




Nap Ghost

Splicer posted:

Your friend is wrong, accidentally deleting entire systems is a rite of passage and if it happens in a comp stomp game to someone who had no idea it was going to happen the correct response is to laugh and reminisce.

I mean, why wouldn’t I bring home this corpse of an eldritch being? I killed it, I keep it!

Splicer
Oct 16, 2006

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

Nemo2342 posted:

I mean, why wouldn’t I bring home this corpse of an eldritch being? I killed it, I keep it!
I know right?

That kind of thing happening to your partner in a comp stomp is the best because you get to see it happen in person instead of a post-action "Hey so you know that thing with the cult..."

Sloober
Apr 1, 2011

Kaal posted:

Building unarmored half ships because of market incentives is just so Stellaris.

Don't think about why my corvette ship class is called "sitting duck"

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Still gonna use armor until I get crystals. The refund was nice, but hardly game breaking. Ive used naked corvettes as a cheap patrol ship for my trade lanes, no armor, no guns, t1 everything, set to patrol. Quality of ship has nothing to do with level of pirate suppression. I've stopped doing that, and instead put platforms on pirate spawning systems with hangars. Pirates dont use point defense, and 3 can easily kill the 10 corvette fleets that usually spawn. Unyielding Tradition, you can have 5 platforms per outpost. If I dont just build anchorages over the entire trade lane.

Haven't been doing that lately, been getting my fleet cap from warrior culture, citizen service, with duelists and fortresses on each planet, supremacy diplomacy, mercenary enclave fleet aid. I end up getting unity from each soldier, then unity from the defense armies the soldiers spawn, then unity from the duelists. So platforms on outposts. Starbases end up being forward shipyards, border bastions, and trade hubs.

Planet build order is usually robot factory, holo-theatre, alloy factory, stronghold. then working on anything else the planet does. So about 16 fleet cap per planet before building upgrades and multipliers.

winterwerefox fucked around with this message at 08:03 on Jun 19, 2022

Rev. Melchisedech Howler
Sep 5, 2006

You know. Leather.
How do you guys space out your starbases in the early game, especially if you're not encountering any other civilisations yet? I tend to keep spreading out until I meet some and then slap them down to secure choke points, but in my current game I'm sprawling and haven't met any yet. Should I still be putting some down?

Danaru
Jun 5, 2012

何 ??

Rev. Melchisedech Howler posted:

How do you guys space out your starbases in the early game, especially if you're not encountering any other civilisations yet? I tend to keep spreading out until I meet some and then slap them down to secure choke points, but in my current game I'm sprawling and haven't met any yet. Should I still be putting some down?

I personally wouldn't bother, I set up trade stations/anchorages in systems with colonies but beyond that, I only put down bastions when I know a border will become "permanent".

Or for piracy but honestly I got that mod that removes piracy a few pages back

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

Rev. Melchisedech Howler posted:

How do you guys space out your starbases in the early game, especially if you're not encountering any other civilisations yet? I tend to keep spreading out until I meet some and then slap them down to secure choke points, but in my current game I'm sprawling and haven't met any yet. Should I still be putting some down?

I'll put down stations in strategic chokepoints, but I'll load them up with economy modules instead of guns. Swapping modules is fast and cheap, it's upgrading to higher tiers that takes a long time so it's worth doing in advance of actually needing it.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

I keep my capital shipyard, replace the starting trade hub with another shipyard, then one jump out from there make a trade hub station to snag everything within 7 jumps eventually. As above, my fleet cap is made with strongholds/duelists, so each anchorage I dont build is 4-5 more corvettes in alloys I can use for my navy early game.

DJ_Mindboggler
Nov 21, 2013

Rev. Melchisedech Howler posted:

How do you guys space out your starbases in the early game, especially if you're not encountering any other civilisations yet? I tend to keep spreading out until I meet some and then slap them down to secure choke points, but in my current game I'm sprawling and haven't met any yet. Should I still be putting some down?

I usually put mine in habited systems, so I can slap down Deep Space Black Sites and Transit Hubs (though the advent of orbital rings has made that less necessary if you're playing tall). This strategy also means I don't need trade collection hubs, so all of my module slots can be anchorages. Piracy is a minor annoyance at most, I just deal with the fleets as they spawn.

feller
Jul 5, 2006


DJ_Mindboggler posted:

I usually put mine in habited systems, so I can slap down Deep Space Black Sites and Transit Hubs (though the advent of orbital rings has made that less necessary if you're playing tall). This strategy also means I don't need trade collection hubs, so all of my module slots can be anchorages. Piracy is a minor annoyance at most, I just deal with the fleets as they spawn.

Yeah I do the same. Chokepoints, then rest over planets

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
In order:
Unique systems (enclaves etc) with the system special module and otherwise specced as trade/anchorage/shipyard depending on location.
Large colonies or multi-planet systems which aren't covered by other trade stations, again specced as whatever economy thing best fits the location, plus a black site and/or a transit hub depending on the colonies.
Choke points.
A trade station in the middle of nowhere if it will hoover up a lot of trade not covered by the above.
Tiny colonies.

e: This is assuming I'm just kind of expanding. If I meet someone choke points jump up the list by a lot.

Splicer fucked around with this message at 19:22 on Jun 19, 2022

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Something weird happening in my current run:



We're the Valinor Republic, a proud nation of space vampire vixens, and beloved for some reason by a small number of tiny empires around us. Except the Alliance of Void Cities, a space human nation that's slowly getting destroyed by our allies, the fungoid hive mind of the big purple blotch to our left. They hate us.

Now the weird thing is, after the war of the human menace turned hard against them, some of their enslaved alien planets started rising up in rebellion, and thanks to a mod making rebellions more interesting, those new nations immediately turned to our freedom-loving space vampires, who literally turn every alien into more of them, and asked us if they may join us.

So I agreed. Then it happened again. That's the reason for the big red number above, we're getting new population faster then I can keep up with. :shepface:

Funny, when I started I made it a point to roleplay the space vampires as nice and peaceful as possible (we even stayed away from the nearby freeby planet with primitives, instead of landing troops or enlightening them into our waiting jaws, they're still little stone age guys completely safe from us), I thought this would be a challenge. But I guess if the people of the galaxy all want to become space vampires too, who am I to turn them away? :shrug:

DJ_Mindboggler
Nov 21, 2013
Doing my first Subterranean game, you should just write off the colony that spawns the Space Balrog until you get Xenomorphs/some other decent, morale-less unit, right? Also, Xenomorphs should be a dangerous tech, with the chance of them overrunning a world they're garrisoned on. Having them be outright better than Space Marines with no drawback kinda sucks for bio empires.

Charles 1998
Sep 27, 2007

by VideoGames

DJ_Mindboggler posted:

Doing my first Subterranean game, you should just write off the colony that spawns the Space Balrog until you get Xenomorphs/some other decent, morale-less unit, right? Also, Xenomorphs should be a dangerous tech, with the chance of them overrunning a world they're garrisoned on. Having them be outright better than Space Marines with no drawback kinda sucks for bio empires.

If squint at the Stupid Newbie profile pic, it look like a miniature xenomorph from Alien snuggling up against that dude's neck.

DJ_Mindboggler
Nov 21, 2013

Charles 1998 posted:

If squint at the Stupid Newbie profile pic, it look like a miniature xenomorph from Alien snuggling up against that dude's neck.

I used to think it was a parody of that famous Aliens 3 screenshot

IllusionistTrixie
Feb 6, 2003

Danaru posted:

I personally wouldn't bother, I set up trade stations/anchorages in systems with colonies but beyond that, I only put down bastions when I know a border will become "permanent".

Or for piracy but honestly I got that mod that removes piracy a few pages back

Which one, a quick check for mods on steam just shows stuff from V2 ?

Danaru
Jun 5, 2012

何 ??

IllusionistTrixie posted:

Which one, a quick check for mods on steam just shows stuff from V2 ?

This one works for me

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Hahaha okay so I’m slogging through the late game of my starfish purifiers. Most of the galaxy is cute now!

But there’s a snag: a fallen empire work up at exactly the same time the unbidden arrived. Like days apart.

And both are sitting within jump drive distance of my core worlds! The awakened empire hasn’t declared war on me yet but it’s only a matter of time.

I’ve never actually fought the unbidden before! I always got the Contingency or Scourge.

What’s the best way to deal with them? All the shields plus kinetic weapons?

I’m also tempted to just fortify the gently caress out of my core worlds, and ignoring them all, because I’m like maybe 10 years away from winning from the aetherspheric engine alone.

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Sloober
Apr 1, 2011

DJ_Mindboggler posted:

Doing my first Subterranean game, you should just write off the colony that spawns the Space Balrog until you get Xenomorphs/some other decent, morale-less unit, right? Also, Xenomorphs should be a dangerous tech, with the chance of them overrunning a world they're garrisoned on. Having them be outright better than Space Marines with no drawback kinda sucks for bio empires.

Yes, or you could insanely slowly whittle it down by maintaining planet bombing in between attempts to kill it to make sure it doesn't Regen. It dies faster than it's stats tell you it would expressly due to it only being able to hit one at a time. Also you could just not disturb it, go two levels down and be happy with 15% minerals. Killing it gives you a reward but you probably won't care about it by the time you kill it

Also you don't get rewards if you bomb it to death. Need to beat it in honorable combat with your glorious Nippon steel

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