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Nuclearmonkee posted:The mechanics behind losing stations suck bad though, and it's good that only crises can do that. Having devastation break the station down, disable all the modules (similarly how buildings are destroyed by bombardment) and making them lovely after being wrecked until repaired would probably be ok if you tweaked some costs, and make it a bit harder to just take over someone's stations and hold the ground with their own fortifications for free.
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# ? Aug 20, 2023 23:47 |
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# ? May 26, 2024 22:56 |
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Nuclearmonkee posted:The mechanics behind losing stations suck bad though, and it's good that only crises can do that. Make losing a station give you a claim on the system, and then change it so that if you have a claim it's free to build a starbase there.
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# ? Aug 21, 2023 02:39 |
binge crotching posted:Make losing a station give you a claim on the system, and then change it so that if you have a claim it's free to build a starbase there. I would love to see some sort of distinction between "claimed" territory and actually developed territory in the game. Borders on our actual planet can be awfully fuzzy, in space they should be even more so. I'd love for there to be contested territory or a Neutral Zone that naturally develops between rival empires that produce small scale raids or diplomatic disputes without the only interaction being full scale war. Might be a good design space to turn the whole vestigial piracy mechanic into something that's actually interesting. Probably outside the scope of the game as it is, though CainsDescendant fucked around with this message at 03:39 on Aug 21, 2023 |
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# ? Aug 21, 2023 03:37 |
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CainsDescendant posted:I would love to see some sort of distinction between "claimed" territory and actually developed territory in the game. Borders on our actual planet can be awfully fuzzy, in space they should be even more so. I'd love for there to be contested territory or a Neutral Zone that naturally develops between rival empires that produce small scale raids or diplomatic disputes without the only interaction being full scale war. Might be a good design space to turn the whole vestigial piracy mechanic into something that's actually interesting. Probably outside the scope of the game as it is, though Stellaris had something like this, once. Back in the days when influence grew naturally from your colonies, you sometimes got those weird little stretches of neutral ground surrounded on all sides by your own territory. Technically speaking, no-one else could really do anything with those neutral stretches of space, but your people still claimed them by making it impossible for other civilizations to get to them. (Then there was the thing where border regions would sometimes move back and forth, with individual systems changing hands, depending on which empire had the most "influence" coming in from nearby colonies. This all happened without war. Sadly though also without political events telling you about this. It just happened, most of the time without you noticing.)
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# ? Aug 21, 2023 12:05 |
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Libluini posted:Stellaris had something like this, once. Back in the days when influence grew naturally from your colonies, you sometimes got those weird little stretches of neutral ground surrounded on all sides by your own territory. Technically speaking, no-one else could really do anything with those neutral stretches of space, but your people still claimed them by making it impossible for other civilizations to get to them. (Then there was the thing where border regions would sometimes move back and forth, with individual systems changing hands, depending on which empire had the most "influence" coming in from nearby colonies. This all happened without war. Sadly though also without political events telling you about this. It just happened, most of the time without you noticing.) Back in the day you also had multi-empire systems occasionally.
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# ? Aug 21, 2023 13:03 |
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There was an entire mod based around being able to have multi-empire systems, with you starting out with two other empires in the same system vying for power.
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# ? Aug 21, 2023 13:13 |
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Libluini posted:Stellaris had something like this, once. Back in the days when influence grew naturally from your colonies, you sometimes got those weird little stretches of neutral ground surrounded on all sides by your own territory. Technically speaking, no-one else could really do anything with those neutral stretches of space, but your people still claimed them by making it impossible for other civilizations to get to them. (Then there was the thing where border regions would sometimes move back and forth, with individual systems changing hands, depending on which empire had the most "influence" coming in from nearby colonies. This all happened without war. Sadly though also without political events telling you about this. It just happened, most of the time without you noticing.)
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# ? Aug 21, 2023 13:26 |
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Libluini posted:Stellaris had something like this, once. Back in the days when influence grew naturally from your colonies, you sometimes got those weird little stretches of neutral ground surrounded on all sides by your own territory. Technically speaking, no-one else could really do anything with those neutral stretches of space, but your people still claimed them by making it impossible for other civilizations to get to them. (Then there was the thing where border regions would sometimes move back and forth, with individual systems changing hands, depending on which empire had the most "influence" coming in from nearby colonies. This all happened without war. Sadly though also without political events telling you about this. It just happened, most of the time without you noticing.)
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# ? Aug 21, 2023 13:28 |
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Russia and the US ending the cold war by bonding over their shared apathy toward the UK.
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# ? Aug 21, 2023 13:29 |
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Remember when Cohesion was a thing? No, not that Cohesion. The other Cohesion. The Cohesion that existed at the same time as the current Cohesion at a time.
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# ? Aug 21, 2023 13:29 |
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Yami Fenrir posted:Back in the day you also had multi-empire systems occasionally. I must admit I dislike how the current "Each system is controlled by a starbase and can have only one owner" is so rigid, and can't handle edge cases. I realize its simpler and better overall than the old ''Buildable Frontier Outposts" and "Colonies extend your Border Range", but the new mechanic is so absolute, you can have cases where a primitive civilization can emerge on Mars (via subterranean event) and once it reaches FTL it gains inmmediate total control and ownership over Earth, even if your empire controls most of the galaxy. No way to appeal it, stop it, etc - the game mechanics demand that systems only have one owner, so you instantly lose your homeworld by event fiat.
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# ? Aug 21, 2023 16:30 |
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Libluini posted:A lot of good ideas about habitats! And I feel like backporting this to the starbases and using devastation as a measurement of how broken the stations are is good, too. Where's my button to depopulate and deorbit a habitat onto the planet below as a primative doomsday weapon?
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# ? Aug 21, 2023 16:47 |
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Tigey posted:I must admit I dislike how the current "Each system is controlled by a starbase and can have only one owner" is so rigid, and can't handle edge cases. In my last run I had an edge case happening. Two planets, one system. One are primitives slowly climbing into space, the other a young colony of my empire. The primitives finally invented hyperdrives and we (xenophiles) excitedly handed control of that entire system to them. But then the game checked for system control before handing over the star base or my colony, and instead handed the independent neutral capital right back to us, resulting in an alien empire being born and destroyed in a single day. Warmachine posted:Where's my button to depopulate and deorbit a habitat onto the planet below as a primative doomsday weapon? I'm guessing the devs aren't fans of Gundam
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# ? Aug 21, 2023 17:06 |
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Libluini posted:In my last run I had an edge case happening. Two planets, one system. One are primitives slowly climbing into space, the other a young colony of my empire. The primitives finally invented hyperdrives and we (xenophiles) excitedly handed control of that entire system to them. This is what happens every time a pre FTL society in my borders achieves spaceflight. I didn't know it was even possible for it to go any other way.
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# ? Aug 21, 2023 17:11 |
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I have issues with the existing system. I had Earth as part of my empire- conquered the primitive WW2 era humans. Terraforming Mars revealed an atomic age subterranean civ. When that civ became a regular empire the game gave them Sol. All of it. Including Earth. One of my core planets. I was forced to reload, change my laws, and conquer Mars just to keep one of my most important planets. In the old days we would have shared the system. In the current version it just... frustration.
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# ? Aug 22, 2023 13:30 |
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Jabarto posted:This is what happens every time a pre FTL society in my borders achieves spaceflight. I didn't know it was even possible for it to go any other way. Normally I don't have multiple good planets in the same system, and combined with another species homeworld even rarer, so I never encountered this bug before. If there's a second planet and you colonized it already, this seems to be what happens. Otherwise, your star base is just handed over to the natives and you get a new pet protectorate. The new system of course makes this hilariously harder. In earlier games, I would slowly assemble a small zoo of tiny protectorates around my main empire, but this time, well. Back then, primitives nuking themselves was only a problem for species already almost there, if you helped them out before they invented nukes, everything was fine! Now there are a lot more pratfalls along the way, and boy howdy, do my xenophile space foxes make sure their new charges hit every single one along the way. Last run: 1 nuked civilization, the survivors eventually turn out to be artificially created, and hidden space penguins appear to take over 1 civilization taken over by AI they've created and ended up as my protectorate anyway This run: 1 civilization taken out by a plague, no survivors. If aliens show up and they're bipedal foxes, we're so hosed.
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# ? Aug 22, 2023 23:28 |
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Is Javorian Pox bugged for anyone else? On a vanilla co-op run my friend and I parked our fleet over a planet, set bombardment to Pox, and the ships just sat there not virus-bombing anything. Randomly generated empire gave us Egalitarian/Fanatic Materialist.
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# ? Aug 24, 2023 03:23 |
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https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-310-matters-of-life-and-death.1596395/ New dev diary! Run-down: -Two new species portraits in the Humanoids pack -New policy tree in the Humanoids pack (Enmity, focused around rivalries and giving bonuses related to rivals and allowing you to have more rivals) -Three new traits added to Humanoids pack: Psychological Infertility (basically your pop growth craters when at war), Existential Interoperability (the opposite), and Jinxed (your leaders get more negative traits) -Mechromancy AP for gestalts that allows them to purge organic pops to turn them into zombie cyborgs. And, of course, the standard reanimation of slain organic leviathans. -Trade has been changed: way fewer merchants, clerks provide less base trade value but more amenities, and now there's a specialist level Trader. Probably hurts pure trade builds a little but might make clerks less aggressively useless for non-trade builds -Worker Cooperative civic for Megacorps that works a bit like Shared Burdens but not exactly -Also 3.8 beta changelog Kurgarra Queen fucked around with this message at 20:30 on Aug 24, 2023 |
# ? Aug 24, 2023 19:55 |
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Specialist trader pops? Buffed clerks? Corporate worker coops? Improved habitats? This patch is going to be amazing. EDIT: The rivalry tradition sounds...really bad though. They really need to rework the original traditions (aka the good ones) if they want us to give a poo poo about all these oddball gimmick trees. Jabarto fucked around with this message at 20:32 on Aug 24, 2023 |
# ? Aug 24, 2023 20:30 |
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Lance of Llanwyln posted:https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-310-matters-of-life-and-death.1596395/ As a fan of Simon R. Green's Deathstalker series, I appreciate this. Shub Ghost Warriors, here we come!
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# ? Aug 24, 2023 20:43 |
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Jabarto posted:EDIT: The rivalry tradition sounds...really bad though. They really need to rework the original traditions (aka the good ones) if they want us to give a poo poo about all these oddball gimmick trees. Also, Mechromancy loving rules for anyone playing Skynet or Borg.
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# ? Aug 24, 2023 20:44 |
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CapnAndy posted:What, that tradition looks nasty as hell if you're playing a race of bastards. An agenda that lets you break a truce is nifty as gently caress.
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# ? Aug 24, 2023 21:02 |
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Jabarto posted:EDIT: The rivalry tradition sounds...really bad though. They really need to rework the original traditions (aka the good ones) if they want us to give a poo poo about all these oddball gimmick trees. The Unyielding tradition is pretty solid, and Enmity looks to be the best of the new traditions after that. And still better than Diplomacy, Authority, and maybe even Expansion.
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# ? Aug 24, 2023 21:12 |
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Are you guys seeing something I'm not? Because remember you can't rival anyone much weaker than you are, a category which will very rapidly encompass the entire galaxy if you're playing aggressively (and why wouldn't you be, if you took that tradition in the first place?).
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# ? Aug 24, 2023 21:53 |
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Jabarto posted:Are you guys seeing something I'm not? Because remember you can't rival anyone much weaker than you are, a category which will very rapidly encompass the entire galaxy if you're playing aggressively (and why wouldn't you be, if you took that tradition in the first place?).
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# ? Aug 24, 2023 22:23 |
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This patch looking tight as hell.
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# ? Aug 24, 2023 23:37 |
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I'm sure THIS clerk rework will be the one that does it!
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# ? Aug 24, 2023 23:44 |
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dammit i like clerks i like munny
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# ? Aug 24, 2023 23:47 |
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bring back tiles! i will die on this hill that no one but me wants!!!
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# ? Aug 25, 2023 00:32 |
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Roobanguy posted:bring back tiles! i will die on this hill that no one but me wants!!! tiles would be fine if pops were just a floating-point number that increases, instead of distinct entities that have to be simulated individually
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# ? Aug 25, 2023 00:36 |
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Roobanguy posted:bring back tiles! i will die on this hill that no one but me wants!!! We’d much rather you die on the hill two squares to the east, you’ll get an adjacency bonus.
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# ? Aug 25, 2023 00:42 |
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Customizing pops to be good at specific jobs hasn't been worthwhile since tiles went away.
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# ? Aug 25, 2023 01:45 |
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CapnAndy posted:Customizing pops to be good at specific jobs hasn't been worthwhile since tiles went away.
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# ? Aug 25, 2023 11:01 |
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Splicer posted:I'm sure THIS clerk rework will be the one that does it! And dang that's some interesting habitat work. Splicer fucked around with this message at 11:14 on Aug 25, 2023 |
# ? Aug 25, 2023 11:09 |
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Splicer posted:While technically true you're forgetting that it wasn't worthwhile before that either, unless you really liked microing unit placement on dozens of planets. you just built your drill robots on minerals, your power robots on energy, research robots on science, etc. it was a one time and done thing for every planet
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# ? Aug 25, 2023 11:14 |
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So uhh...does that mean that I won't have to disable Clerk jobs on every planet anymore?
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# ? Aug 25, 2023 11:20 |
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Jack Trades posted:So uhh...does that mean that I won't have to disable Clerk jobs on every planet anymore?
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# ? Aug 25, 2023 11:24 |
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Splicer posted:You still will but it will take less clicks! Unfortunately you'll also have to disable a new, even shittier version of clerks called Traders.
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# ? Aug 25, 2023 11:28 |
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Splicer posted:You still will but it will take less clicks! Unfortunately you'll also have to disable a new, even shittier version of clerks called Traders. Maybe you non-Megacorp subhumans will. I will be enlightened by my trade value. And capitalism.
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# ? Aug 25, 2023 11:29 |
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# ? May 26, 2024 22:56 |
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I think you will be able to replace some entertainers with clerks/traders, because the latter now provide a bit more amenities. Which might be a net plus. Some of the council positions that buff trade value builds also seem quite strong. Numistic priests are also interesting, providing trade value, amenities and unity, and benefiting from all bonuses that affect clerks and administrators. So straight up output buffs for administrators, for example which usually might only increase unity and amenities, will then increase trade value as well.
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# ? Aug 25, 2023 11:43 |