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Communist Bear
Oct 7, 2008

Soup du Journey posted:

Hierarch Triumvirate is a super cool and good name for a polity that uses that flag symbol

Thanks :)

I'll post my species submissions later. Made a whole bunch of civilisations based upon ideas and created biographies along the line of an Alpha Centauri style. Makes the game more fun if you try to come up with a reason behind your chosen race.

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Sandweed
Sep 7, 2006

All your friends are me.

PittTheElder posted:

What's your fleet composition like? How are you engaging them?

Because so much of their fleet is built for ranged engagements, a pretty sure way to beat them is to fly 10 corvettes into their space to draw aggro, then have those corvettes retreat to a system where the rest of your fleet is waiting. When the FE/AE fleet jumps in, you get to fight them at point-blank range, and a fleet that is built on kinetic and plasma weapons (as all good fleets are) will absolutely shred them, even at a fleet power disadvantage. In my last game my 175k fleet took down 230k in exchange for about 20k in losses.

I just beat them by having the shroud giving me a shield boost and all my ships being shield heavy. Now my flesh harvesters are coming for their young.

Wild Horses
Oct 31, 2012

There's really no meaning in making beetles fight.
Is anyone going to talk about the shroud basically being chaos from wh40k

Poil
Mar 17, 2007

The Zerg has infestation, the Tyranids have genestealers and there are plenty of similar stuff in other fiction. The Prethoryn Scourge should have that too, it would be a lot of fun.

Wild Horses posted:

Is anyone going to talk about the shroud basically being chaos from wh40k
It seems way too safe for that. There isn't a 90% chance of your pops growing spikes, tentacles or plague inducing body odor.

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

Poil posted:

It seems way too safe for that. There isn't a 90% chance of your pops growing spikes, tentacles or plague inducing body odor.

Someone hasn't formed a pact with the Weaver, I see.

Shibawanko
Feb 13, 2013

How are planets and terraforming in this game? What I like most about space 4x is finding odd planets and slowly making them habitable and stuff, the actual space part rather than combat or empire building.

Sandweed
Sep 7, 2006

All your friends are me.

Gene modding your people to adapt to the planet they live on is way faster and more efficient than terraforming. Late game I'm doing more terraforming since I can create Gaia Worlds.

Demiurge4
Aug 10, 2011

Sandweed posted:

Gene modding your people to adapt to the planet they live on is way faster and more efficient than terraforming. Late game I'm doing more terraforming since I can create Gaia Worlds.

Yeah I'm a huge control freak and cut migration once I get to a certain size so I can bundle all my pops onto planets. I'd really like for the gene mod tech to come up a bit earlier or at the very least the climate option. Right now you need 3 other mostly useless techs to get there. 10% growth (this one is good), +10 lifespan on leaders (lol), cloning (lol), gene mods. It comes up just a little too late for my liking, maybe if they put it before cloning.

GunnerJ
Aug 1, 2005

Do you think this is funny?

This loving owns and sounds so much like my first scrape with the swarm. But I couldn't save my newly enlightened protectorate. :smith:

GunnerJ
Aug 1, 2005

Do you think this is funny?

Shibawanko posted:

How are planets and terraforming in this game? What I like most about space 4x is finding odd planets and slowly making them habitable and stuff, the actual space part rather than combat or empire building.

If you have enough energy and were ~lucky~ enough to randomly be allowed to terraform by the tech card system, you press a button and wait 10 years.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

Rougey posted:

So last night, and by last night I mean 5am this morning, I defeated the Prethoryn Scourge. It was not the first time I've beaten the swarm, but it was by far the most intense.

(tldr cool as heck long story)

Thanks for posting this! I love reading stuff like that. I never seem to get edge-of-my seat events like this, I play far too cautiously :(

quote:

[*] Despite literally copying over each Empire and maintaining all the naming conventions, traits etc. I wound up with seven different species of human – I'm pretty sure pre-Utopia if species had exactly the same appearance/traits/naming they would be seen as the same species however that now appears to be broken.

Nope, it was always that way, sadly. You could never have multiple empires of the same species on auto-generation.

LogisticEarth posted:

I feel like there shouldn't be discreet techs for military stations and habitats and such, but rather a generalized tiered system for "station" sized, "fortress" sized, and larger structures. Probably tied to starport sizes?

I really feel like Habitats shouldn't come so late, but also should start out kinda lame and only become the science/energy powerhouses they are later in the game.

Like, maybe we could build different levels of habitats, similarly to how there are varied sizes of planets?

I made a thing that does precisely that. Early habs have outputs slightly worse than planets, but for WAY more mineral investment, then they gradually ramp up towards awesomeness. The tradeoff is that by taking them early you gimp your ability to terraform.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Rougey posted:

[*] Despite literally copying over each Empire and maintaining all the naming conventions, traits etc. I wound up with seven different species of human – I'm pretty sure pre-Utopia if species had exactly the same appearance/traits/naming they would be seen as the same species however that now appears to be broken.
I think there's a script that fires for the Commonwealth of Man that spawns the UN and makes them the same race that you use for the Commonwealth (so if you edit your start and change up your humans, the UN humans will be the new ones too). You could look that file up and mod it to do the same for your other Ark ship nations.

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


Rougey posted:

TL:DR – Swarm showed up as early as it possibly could and after several mishaps I drowned them in battleships and saved some Butterflies.

This is a really cool story. That's why I love this game.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

WMain00 posted:

Thanks :)

I'll post my species submissions later. Made a whole bunch of civilisations based upon ideas and created biographies along the line of an Alpha Centauri style. Makes the game more fun if you try to come up with a reason behind your chosen race.
yeah please do. i'm always on the lookout for new and interesting races to add to my games.

that hierarch triumvirate thing has really captured my imagination, btw. i might mod a start for myself where that's an hg wells time machine kind of dystopia, with humanity diverging into 3 species: the eloi analogues live on stations and gaias and the two morlock races toil as planetbound laborers and soldiers.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
I think Migration not working has sort of cratered my enjoyment of the game. I never realised how much it mattered to me!

I'm having a bash as a hive mind and it feels a little flat. I know it's not really possible to re-write every event for it but it kinda feels like it NEEDS that.

Rougey
Oct 24, 2013

Others posted:

*praise*


Thanks, I had fun writing it. I'm not working at the moment and after going for a run and grabbing a coffee I was wandering home thinking about the whole bloody thing and thinking I need to tell somebody.

It was was a hell of a game, and today felt like one long as victory lap farming achievements. I just finished crushing the FE to the North, they attempted to attack my Butterfly Sanctuary and so I gave them them a right royal rogering at the hands of some uplifted... thing. To my surprise I had to war option for them to cede their planets to me so GG there you wankers, pulling them into my Empire finally allowed me to get my Psi-Corps on (I had two spare ascension slots I was saving) but at this late stage in the game there is no point, in the end I just dumped the points in Genetics and got that 7 trait achievement but it felt hollow. Once the Dyson sphere was complete and I considered putting a Ringworld together for the hell of it but I think I'm done, I need another challenge.



Fun fact which I though I had in the write up, Admiral Rodriguez was leader of the Xenophile faction.

I only noticed when I was writing it up, and I honestly lost my poo poo when I saw that. It was beautiful.

Of course while I was writing it up I was running the game in the backround, and she died of old age :ohdear:



EDIT: Also yeah I have it completely wrong on the human species front - I haven't done any serious modding in the last decade but I think it's time to try my hand at it again and make a fun little scenario.

Alternatively I might just give them separate traits and species names - Neo-Huamn, Homo-Superior, Sebacean, Neanderthal etc.

Couple of things about the Scenario; continental worlds are the determining factor in Empire Growth early on, until a species gets their hands on other species. If you can grab any around another Empire, like I did with the Commonwealth, you can nip them in the bud. The Coalition and their Robots did pretty drat well for themselves, but considering their closest neighbor starting out was me, and we only had one habitable planet between us, they got lucky.

At any rate, I have another go at it - this time as the Reaver Crusade to get some cathartic purging in, including all the unclean other humans! :black101:

Rougey fucked around with this message at 14:19 on Apr 27, 2017

Communist Bear
Oct 7, 2008

Soup du Journey posted:

yeah please do. i'm always on the lookout for new and interesting races to add to my games.

that hierarch triumvirate thing has really captured my imagination, btw. i might mod a start for myself where that's an hg wells time machine kind of dystopia, with humanity diverging into 3 species: the eloi analogues live on stations and gaias and the two morlock races toil as planetbound laborers and soldiers.

I'm having a bit of an issue at the moment with my user defined file, so some text biography is missing (it looks like mostly the long ones or ones that have special characters). I'll post my species submissions, with there full biographies, but be warned to backup your user file in case bad stuff happens. Stupid compiler.

Species Submission

The Strife

https://pastebin.com/njDGQ0er

The Argols are born in pain, such is the way of their sun bleached desert world. Nomadic and deeply spiritual, the Argol believe that their wretched existence is penitence for prior lives of lust, corruption and evil. They worship a deity known as the Cryer and the blood soaked statue of their God can be found in every hovel, temple and dust filled sandhouse across their world.

They tolerated our presence, but believed us to be blasphemers and heretics, claiming that unless we repent our “ways of sin”, we would meet the same fate as them. We followed their teachings and integrated as best we could, but they seemed to despise and envy us. When they started attacking us with stones we pulled out our expedition to high orbit and haven’t tried first contact since.

Two years later our researchers discovered the deeper truth - the Argols had destroyed their world about two thousand years ago in a thermonuclear war. What we were seeing was the remnants of their dying world. We’re still investing who or what the Cryer is, though our researchers believe it to be a symbol of the concentrated anguish the Argols are in from destroying their world.

Our last report is that they’ve now moved into space-faring level. I’ll be curious to see how they evolve, but I certainly wouldn’t want to be anywhere near their space during that time.

Se Jirathall - Argol Xenobiological Studies - Camba Institute

The Entex Conglomerate

https://pastebin.com/1Fc36cM4

The economics of galactic empires are of the most complex mechanics, that to an untrained eye it would appear as if the entire process ran by magic and simulation. If you were to take a grain of sand and apply it with the economics of a stock market - then say that your sand castle is the entire accumulated economics of your homeworld - then the entire beach would be the combined economics of the Galaxy.

We specialise in molding the sand as we see it - folding it, building upon it and crafting it to our purpose. To us the economics of money is a religion, to be revered and respected above all else. We weave the fabric of the sand through our hands and that way we control the Galaxy. Peace, War, these are commodities.

We will finance the empires of the future and those we find unfit, we will sweep away into the tide.

Visor Erda Xet - The Economics of the Universe

The Xent Combine

https://pastebin.com/0G5MVxWJ

The Xent were originally an arachnid race, quite large and quite quite terrifying, going by archaeological records. About two millennia ago they chose to genetically engineer themselves to the form they are today, deciding that the only way they were going to get anywhere in regard to diplomacy and peaceful relations with their galactic neighbours, was by changing their looks into something more...soothing.

While they were in the process of changing, they discovered within the underlying fabric of their genetic code the ability to communicate telepathically and manipulate objects telekinetically. As such a large proportion of their cities are made up of functional, if somewhat depressing, buildings. A lot of the imagination that goes in a Xent mind is passed between each other in the ether. It does give the appearance that the Xent are dull, but I assure you, they’re anything but.

Se Jirathall - Xent Studies - Camba Institute

The League or Nerlian Worlds

https://pastebin.com/BmjiSWrX

We hail from an arctic planet, so cold in fact that most of our cities are built on permafrost millions of years old and many miles deep. Our Government was originally a warrior caste system, but this changed to a functional democracy about a quarter of a millennium ago. Our species is a long lasting one, with many of us living four or five hundred years. Some of the original founders of the League are still with us even today!

We believe in the teachings of the Toek, which tells us that every form of life in the Universe is special and that only together can we hope to enlighten and carry on into the next part of our journey. As such we welcome everyone and love interacting with the greater Galaxy. It’s just a shame that so many find our climate a bit cold!

Herebus Brull - Notes on Nerlian Civilization

The Dragon Syndicates

https://pastebin.com/1L8DVj32

The Syndicates are a conglomeration of mega corporations working together in order to supply the Galaxy the very best in materials and resources that a budding civilization, galaxy spanning empire or fallen civilization might need. Our aim is to supply - if you need something, we’re the ones to ask.

What do you say to those that describe the Syndicates as pirates or a criminal cartel?

Piracy is a bit of a strong word surely? Would a pirate be willing to talk? Arrange treaties? Negotiate bonds? They’d simply take and destroy. No, our role is simply to meet demands and perform services where requested.

Those demands including weapons, contraband, narcotics?

The Galaxy is a dangerous place. An upper hand might be all that’s needed to save your world from a ravaging horde, or an expanding empire. Narcotics? Well, who doesn’t like to have fun every once in awhile.

And slaves? Rumour has it you use similar technology to the Serexium to enslave entire populations?

...As I said. If there’s a demand, we supply.

Jakob Lance - Interview Excerpts on The Dragon Syndicates

The Sarkelzian Enclave

https://pastebin.com/79u6rpVq

Strictly speaking, the Sarkelzian certainly show signs of conscious, sentient thinking and free will, but even your favourite pet can show signs of intelligence. I for one don’t believe for a second that they researched the necessary technology for intergalactic space travel. Scientific advance is simply not something you’d attribute with them.

No, I’d argue that they likely found the technology on their desert planet, such as it is littered with remnants of prior civilizations. What they lack in intellect they make up for in muscle and strength, making useful farmers and builders and, if you have the patience to train them, hardy warriors.

They share their world with a larger species they call the Do-ek-ka. These life forms appear to act as servants and work horses of the larger Sarkelzian population.

The Sarkelzian don’t appear to have any form of real Government, preferring instead to form diplomatic decisions via a democracy based upon tokens and flags. It was originally thought that this crude form of Government may hide an underlying complexity, but further study has revealed the sad truth - that the Enclave is simple in every way.

Faye Guyrundi - Expeditions in Xeno-Culture

The Vale Empire

https://pastebin.com/xyUVvtVQ

Thousands of years ago the remnants of humankind lived as nomads, adrift in an ocean of rock and asteroid orbiting a warm star. Their past and origin long since forgotten in the echos of time, the communal humans worked together in the harshest of conditions, striving to create a better world for their children and children's children.

This all ended in The Fall, when countless habitats and stations were invaded and destroyed by an unknown aggressive alien race. Tens of thousands were killed. Those unfortunate to be captured were catalogued, stripped and forced into indoctrination chambers, their minds and bodies changed until they exited the chambers mindless, docile and obedient to their new masters.

Extinction or enslavement seemed inevitable until one woman stood against them. She gathered the remaining fleets and in one attack pushed back the slaver horde into the abyss of a black hole.

What was left of the fragile society came together and landed on a solitary world. Broken, but not destroyed, they formed the Vale, with the saviour of them naming herself Empress. The Vale Empire was founded, a collection of Houses and families, working together for the betterment of humanity and for the continued progress of their species.

Janus of House Alghost - History of The Vale Empire

The Serexium Expanse

https://pastebin.com/aP2hNUyz

Very little is known about the origins of the Serexium. We believe that an eon ago they were originally humanoid, but some sort of cataclysm resulted in their grotesque appearance today. We do know that any race they encounter they either exterminate or enslave. Any attempt at diplomacy has always failed.

Autopsy analysis and historical encounters has found the Serexium to be cunning, intelligent but fundamentally frail and weak. They appear to need slaves because their biology and physiology is so mutated that breeding is a slow and painful process for them. As such, most of their scientific focus is in the engineering of machines necessary to bombard and enslave quickly and effectively.

Examples include the nerve-stabling of the Sorda, the genetic subjugation of the Fild and the indoctrination of the Quisit Hadra. We also believe that the Serexium were the principal force behind the attack on The Vale, in which mind control and indoctrination was used in order to create new slaves.

Our recommendation is a proximity firewall of defence stations around expanse territory, possibly followed by intervention wars if necessary to curtail and slow the progress of any Serexium expansion.

Retho Gora-Bin - Studies on Serexium Incursion Patterns - Camba Institute

The Gex Hivemind

https://pastebin.com/aQx1kyH1

The Gex are an insectoid species, grouped together by a pheromone link similar to that of an ant. They have a Queen and some of their brood are allowed more intellectual power than your average drone, but let’s get one thing clear, they’re a menace. They feed on everything. You ever seen a planet invested by Gex? You ever wondered why there’s so many barren rocks in the Galaxy? That’s them. Their homeworld is some sort of jungle planet, the sort of place where if the humidity doesn’t kill you the wildlife certainly will.

Look, if you see a Gex, just run. There’s no point killing it. You see one, there’s a thousand more just round the corner, ready to consume everything in their path. Including you.

Hora Gelzun - Comments on Xeno Hive Societies.

The Hierarch Triumvirate

https://pastebin.com/ncZ9GwS8

The Hierarch are a collection of pan-humanoid species living on a mountain planet. When we first encountered them we found them cordial, but very cautious. They refused to let our ship near to their home planet and instead only allowed three of our crew members access.

We landed inside the crevice of a giant mountain several miles away from where our scanners believed the capital was. They led us through a mountain pass, steep and covered in snow. The winding path seemed to go on forever and they informed us that this was the path “new ones must take toward enlightenment.” When we reached their city, we were surprised to find it a gleaming capital of science and technology. The streets were filled with people of many different races, all seemingly happy and going about their day to day life. The air was rich spices and laughter and music. We noticed that all of the denizens were wearing the same type of clothing - a crimson red armour; a golden weaved cloak, or a glittering blue shroud. The aliens seem to bow quietly though whenever the pan-humanoids passed by and we noticed that many more of them were clothed in the blue shroud compared to other races.

We stopped at a temple, a black pyramid shaped structure that stretched into the heavens, and it was there I noticed the air suddenly changed, as if a great stillness had enveloped us. Inside the room was almost pitch black and it was difficult to see in front of us where we were going. Eventually a group of blue shrouded pan-humanoids came toward us and I noticed something different about them, almost as if my eyes felt pained at looking at them for too long. My other two crewman seemed to be utterly enthralled and it was then we heard a multitude of voices whispers in the dark. One of the pan-humanoids came forward and handed the crewman next to me red armour and the voices chanted “Sword.” The other crewman received a golden cloak and again the voices chanted, this time the word “Maker”. When they looked to me though their eyes seemed to fill with sadness and they turned and walked back into the gloom of the temple.

Two days after the expedition, we discovered the two crewman that were part of the journey missing, along with a shuttle. The logs showed that they had returned to Koros.

It’s been a year now, but those eyes, the silence - it still haunts me. Why wasn’t I chosen?

Admiral Willus Yintun - Exploration Logs - ISS Discovery.

The Charon Hegemony

https://pastebin.com/K1hYErpq

The important thing to remember is that the Charon pride themselves in being warriors. They don’t know any other way of living. Their homeworld was a vicious jungle and in order to survive they had to fight.

Every weapon they have ever forged was hand crafted, trained with, used in battle and bloodied in glory. The idea of a weapon as an ornament, or for ceremonial purposes, is an anathema to them. Peace is time for them to build and forge for the next War.

They’ve matured and evolved to be the ultimate warrior - adaptive, venerable and very strong. The perfect soldier. If you can work through their complex honour system and tribal way of thinking, then you’ve got yourself a fighting force to rival them all.

Of course, you’ll probably need to fight them first to get to that stage. Good luck with that.

Zet Tarus - The Ergonomics of War

JerikTelorian
Jan 19, 2007



Is anybody else watching the stream? Wiz talking about the plan for the future with one of the game designers (Daniel Moregard).

Apparently Different FTL types are probs on the chopping block

Conskill
May 7, 2007

I got an 'F' in Geometry.

JerikTelorian posted:

Is anybody else watching the stream? Wiz talking about the plan for the future with one of the game designers (Daniel Moregard).

Apparently Different FTL types are probs on the chopping block

Any more information on that? Not able to watch the stream, and that's the sort of thing that'd invite endless speculation without more details.

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde
'Ey Wiz, heres a oddball request/suggestion, could you have it so you can find pre-spacefaring races that have Delicious on them? low chance of course.

I want to find a planet of plant people who, through some quirk of evolution, just happen to be irresistibly tasty. Because I'm sure no ones going to get that upset that my empire started eating people. :allears:

JerikTelorian
Jan 19, 2007



Conskill posted:

Any more information on that? Not able to watch the stream, and that's the sort of thing that'd invite endless speculation without more details.

A few things they have covered so far with the BIG CAVEAT that these are all just thoughts and nothing is in stone.

Tradition:
A few tweaks here to find things they like a bit more, or to nerf a new OP traditions (like the research bonus from Planetary Survey)

Expansion
Borders probably shouldn't be like they are now, and you'll build something like frontier outputs to "claim" systems now, instead of an exclusive economic zone around you.

FTL
There was a lot going on here, but the tl;dr is that multiple FTL types makes it hard to balance some things, in particular defenses. FTL inhibitors and platforms are hard because making changes to clamp down on one FTL type often made openings (or bigger problems) for other FTL types. What they're thinking is reducing only to Hyperlanes, but making the map grid more dense with the caveat that there are "levels" of lanes that require advanced tech. This means you could also hide Leviathans and other cool poo poo behind higher level gates as later-game content.

The other big part of this is it would allow you to functionally fortify your empire by having border worlds and core worlds, and you could (for example) super fortify your core worlds to make them nigh invulnerable, but perhaps at the cost of fortifying the border world. One of their goals here is to make it so you don't need to capture the capital over everything; rather there should be more border skirmishes and wars.

Combat
Talking about maybe making static defenses stronger, at the cost of fleet power. The idea maybe being that your fleet cap is split among offense/defense so you could turtle hard, but that might leave your offensive options limited, whereas you could also go the opposite way.

Point-defense limits. PD could maybe be a flat reduction on incoming fire (e.g., 25% of missiles), with a cap based on something (ship type or computer, etc) to make it easier to understand exactly what PD is doing for your comp. "It's not clear right now how good 3 PD is over 2 PD on the same ship".

Maybe weapons that can damage hull even when Armor/Shields are up to disable ship systems? Wiz just said "Simpler to understand, but still complex to [design the right ship for the right situation]". Want to make the numbers clearer.

Ground Combat
"Very micromangey, not very interesting" - Wiz.
Haven't done many changes because they want it to be the focus of a major redesign. Don't want to introduce much more micro because it would be a pita in a game as big as this.
Daniel wants Hovertank Divisions! More flavor -- perhaps an "air supremacy phase" or something similar to EU4 attack phases rather than bombardment then landing. Also suggested something like Drop Pods that could pass the phase and just attack.

Endgame Crisis Rework
Swarm works okay (mechanically they like it), but needs balancing. Will scale to the size of the galaxy in 1.6.
Unbidden portal can't be attached while invincible. Unbidden frequency will also be balanced down (which is happening too often due to a bug)
AI Crisis ("Spaceport Destruction Simulator") is getting completely tossed and reworked to be more like the other crises. More fleets, more events, bigger overall and feels quality-wise closer to the others.

Federations
Maybe allow big uniting of federations into something like the HRE? They like the idea of going from a very diverse federation into something more centralized. Maybe a Federation Capital planet that has a whole diplomatic/political game -- vying for offices and the like, which you could use to accumulate power and take over.

JerikTelorian fucked around with this message at 15:58 on Apr 27, 2017

I Said No
May 21, 2007

jesus dude ur gonna kill someone with that av
I got the base game from that sale on Green Man Gaming just the other week, been having some fun with it.

After some fiddling around, the first race I played a game through to the end with was the Myrmidonian Primacy, a race of Fanatic Xenophobe/Spiritualist pissy space ants who want to make slaves of everyone. I started out as an irrelevant little shithole of an empire whose presence was only felt in the galaxy at large by their huge swarms of science ships scanning everything and getting loving everywhere. This was a warning they should have heeded - very early on, the Myrmidons knew where everyone were and what they were up to.
Not long after the science ships vanished, the Myrmidons began gobbling up every world near them and expanding into nearly the full northern quarter of the galaxy before lashing out at a nearby technocracy on the losing end of a war with their neighbor and making vassals of them. That war hardly ended before the Myrmidons and their new servants went on to quickly conquer the neighbor also. So it kept on for a while - the Myrmidons would brutalize empire after empire, barely pausing before moving onto the next. In time the vassals came to respect their masters and enjoy the carnage they were cordially invited to join in on as their masters would plunder, smash and generally murder their way through any resistance.

Their achilles heel turned out to be in spite of having the most territory and a monstrous industry supporting an absolute behemoth of a fleet, the Myrmidons actually had the worst technology of any nation on the map, even the lovely tiny vassal states of some of the larger southern empires that hadn't been reached by the swarm yet. The Myrmidons were thus somewhat rather confused and startled when, on an approach to a tiny weak vassal state to warm up for conquering their large imperial masters, the small empire decided well gently caress that and proceeded to invent an FTL drive so fast it tore a hole in reality and caused a bunch of rear end in a top hat ghosts to pop out and promptly go "BOOGITY BOOGITY WE'RE GONNA EAT YOU". They saw my invasion fleet coming, and essentially ate them for a loving appetizer before going back to the tiny vassal state and promptly wiping them the gently caress off the map.

Just prior to that, one of the fallen empires decided nothing good was on TV anymore, so they decided to do their part and fight the bugs by waking the gently caress up, grabbing their horrible death fleet with 80k power and... bombing one of my vassal states' homeworld repeatedly without invading it? :confused:

So to sum up - enslaving invader fleet dead on account of someone getting caught by the ghost cops for breaking the speed limit, super advanced precursors poised to jam a horrible deathstack up my rear end sometime in the future, my legions of vassals smelling opportunity and getting all pissy and revolt-y.

And then I won. :what:
Somehow i'd taken enough planets to just... win. Granted it would have let me keep playing but considering my horrible technological stagnation I don't think it would have ended anywhere good, so the story ends on perhaps a positive note for galactic freedom? :confuoot:

Conskill
May 7, 2007

I got an 'F' in Geometry.

JerikTelorian posted:

A few things they have covered so far with the BIG CAVEAT that these are all just thoughts and nothing is in stone.

Cool, thank you! Sounds interesting.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

A Tartan Tory posted:

Just started my first insane difficulty purifiers game...and this is the start I got. Legit did an evil laugh as soon as I seen it.





This is still my favorite start ever (I was doing science and didn't realize until afterwards how awful the start I got was, or I probably would've saved first and played it out)



Random isn't always your friend.

PittTheElder
Feb 13, 2012

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

JerikTelorian posted:

. One of their goals here is to make it so you don't need to capture the capital over everything; rather there should be more border skirmishes and wars.

Very curious to see how they do this, as far as I know no Paradox game has ever succeeded at this, mostly because the player would much rather fight a total war than ever concede even a small loss, hence why they had to make the AI do the same thing.

Taear
Nov 26, 2004

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

JerikTelorian posted:

A few things they have covered so far with the BIG CAVEAT that these are all just thoughts and nothing is in stone.

I like a lot of this, but I don't want them to change borders. I like the way borders work!!!

Conskill
May 7, 2007

I got an 'F' in Geometry.

Taear posted:

I like a lot of this, but I don't want them to change borders. I like the way borders work!!!

Borders as they stand don't really work well with hyperlanes, and if they're thinking about converting over to hyperlanes being the primary FTL method then it makes sense that they'd consider changing how borders are established.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
Do people naturally go for other empire's capitals when they go to war? I will usually focus on the systems I want to take first, or if necessary fly around smashing spaceports and whatnot to prevent them from constantly reinforcing. I've never founf taking the capital over everything else to be more beneficial; early in tbe game it's probably their most heavily developed planet, sure. But once you have 8, 10, 15 or more colonies then it doesn't make much of a difference any more.

It's not like you can perform a decapitation strike or your eny gets some sort of debuff for the morale loss/embarrassment.

DMW45
Oct 29, 2011

Come into my parlor~
Said the spider to the fly~
Well, I don't mind the whole FTL change--though, as I said before, I really would like it if they turned Wormhole generators into pretty much 'found mega-structures' like the others that you could fix up and use without any additional cost investment, but only if they're within your borders or allied space with specific access. Maybe allow them to be damaged again by enemies and you'd have to repair them again.

Maybe buff them accordingly?

JerikTelorian
Jan 19, 2007



BenRGamer posted:

Well, I don't mind the whole FTL change--though, as I said before, I really would like it if they turned Wormhole generators into pretty much 'found mega-structures' like the others that you could fix up and use without any additional cost investment, but only if they're within your borders or allied space with specific access. Maybe allow them to be damaged again by enemies and you'd have to repair them again.

Maybe buff them accordingly?

This could be neat! You could also make them one-way jumps, so you could launch a fleet to a distant deep-strike but they can't be reinforced, making a sort of minmax there.

alcaras
Oct 3, 2013

noli timere
So I tried a Pacificist/Spiritualist/Xenophile game, with the intent of never declaring war and instead building an awesome Federation.

Things have gone swimmingly, except for the Federation part -- I can't seem to get anyone to join mine. The closest I get is -70 or so, and that's with the Diplomacy Tradition fully fleshed out.

I had two immediate neighbors -- a Ruthless Capitalist and a Slaving Despot -- I managed to get defensive pacts with the Capitalist and keep the peace with the Despot, but neither wants to join my federation despite my attempt at plying them with advantageous trades.

There is one, small tiny empire that will join my Federation -- but when I invited them, everyone else, including my two neighbors suddenly had a -1000 modifier -- not sure why (the tooltip said they didn't like us nor did they like the other empire in the Federation, but it didn't say why). I reloaded from save and went Federationless, but I'd really like to get my neighbors into a Federation.

Their reasons for not joining are something like:
-50 Defensive Wars Only Policy (I'm Pacifist though, I can't change this, and Pacifists are my largest faction, so I can't even drop Pacifist by going Fanatic Xenophile, since it'll always drop Spiritualist since, as I understand it, it drops the least representative pop).
-20 Border Friction

I'm Charismatic and Communal too, not sure what I can do to get these folks to join my Federation. No other federations want me to join either, but I can get association status with a few, but it's the same -50 Defensive Wars policy everywhere.

Are Pacifists just screwed on Federation joining? That seems unintended and counterintuitive?

(Is the correct answer to uh, Liberate, my neighbors and uh, adjust, their views to the proper ethics, whereupon they'll join my Federation? That also seems counterintuitive -- the entire point of this playthrough was that I wasn't going to fight wars, only Lend-and-Lease my federation mates to great victory. But to do that I actually need Federation mates...)

Strudel Man
May 19, 2003
ROME DID NOT HAVE ROBOTS, FUCKWIT

Autonomous Monster posted:

You could try scoping to the planet a pop is on and then all tiles on that planet with purging pops on them?
Actually, just plain old tile={ from pop scope works after all! I know I tried that before I came whining about it but I must have typoed or something because it didn't do anything the first time. I can pull this off after all.

It doesn't seem like I can make forced labor a variety of slavery that also requires purging, though, which was another idea I had to give it your slavery bonuses and make it work with the slave processing center.

deathbagel
Jun 10, 2008

alcaras posted:

So I tried a Pacificist/Spiritualist/Xenophile game, with the intent of never declaring war and instead building an awesome Federation.

Things have gone swimmingly, except for the Federation part -- I can't seem to get anyone to join mine. The closest I get is -70 or so, and that's with the Diplomacy Tradition fully fleshed out.

I had two immediate neighbors -- a Ruthless Capitalist and a Slaving Despot -- I managed to get defensive pacts with the Capitalist and keep the peace with the Despot, but neither wants to join my federation despite my attempt at plying them with advantageous trades.

There is one, small tiny empire that will join my Federation -- but when I invited them, everyone else, including my two neighbors suddenly had a -1000 modifier -- not sure why (the tooltip said they didn't like us nor did they like the other empire in the Federation, but it didn't say why). I reloaded from save and went Federationless, but I'd really like to get my neighbors into a Federation.

Their reasons for not joining are something like:
-50 Defensive Wars Only Policy (I'm Pacifist though, I can't change this, and Pacifists are my largest faction, so I can't even drop Pacifist by going Fanatic Xenophile, since it'll always drop Spiritualist since, as I understand it, it drops the least representative pop).
-20 Border Friction

I'm Charismatic and Communal too, not sure what I can do to get these folks to join my Federation. No other federations want me to join either, but I can get association status with a few, but it's the same -50 Defensive Wars policy everywhere.

Are Pacifists just screwed on Federation joining? That seems unintended and counterintuitive?

(Is the correct answer to uh, Liberate, my neighbors and uh, adjust, their views to the proper ethics, whereupon they'll join my Federation? That also seems counterintuitive -- the entire point of this playthrough was that I wasn't going to fight wars, only Lend-and-Lease my federation mates to great victory. But to do that I actually need Federation mates...)

In my Fanatic Pacifist, Materialist game I had no problem starting a federation and never starting a single war (and winning through a Federation victory) The key is to find neighbors with similar ethics or mutual rivals. You can also make trade deals with people to get them to like you better and also guarantee their independence. Eventually they will come around to joining your Federation. I was frustrated when two of my friendly neighbors hated each other and once I got one to join the other refused, but a few decades later the hatred disappeared (maybe because they loved me still so they got over their hatred of my Federation buddy, not sure) and then another empire that hated me ended up getting invited by one of the other member states and we solidified our position. Then I just waited until I was president and threw my massive production into making a giant Federation fleet and sat back while my Federation mates made all their dreams come true. The only bad part was the Federation was so successful that I won before I managed to finish my Ring World which was my main goal. I just wanted to sit back and build!

ZekeNY
Jun 13, 2013

Probably AFK

JerikTelorian posted:


Ground Combat
...
Daniel wants Hovertank Divisions!



Oh, hell yes!

:getin:

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

alcaras posted:

So I tried a Pacificist/Spiritualist/Xenophile game, with the intent of never declaring war and instead building an awesome Federation.

Things have gone swimmingly, except for the Federation part -- I can't seem to get anyone to join mine.

Pacifists in general aren't screwed, but I think you just have the wrong kind of neighbours, is the problem - neither of them sound like the type to join federations, more the type to cause them. Are you completely boxed in, or would you be able to reach out in another direction for friendlier neighbours?

Also, re the FTL rework, I'm cautiously optimistic - I trust Paradox more than I possibly should - but I really, really don't like the idea of making every game hyperlane-only.

Really, the problem is wormholes. And I like wormholes! I literally always play them. But they're too different. Hyperlane and warp on their own would basically be, say, MOO3's movement system - lanes are faster but path-restricted, warp is like "off-road" - slower but you can theoretically get around blockades rather than being stuck until you can batter a way through. Wormholes throw a monkey wrench into things and yeah, I can imagine them being a bear to balance.

As for wartime, well, I think there are three motivations for decapitation strikes:

1) you absolutely have to kill the enemy doomstack ASAP, and AIs tend to concentrate them at the capital
2) if you win it, while you're there you might as well capture it, especially since
3) Paradox players are used to capitals being worth more warscore (is this actually true in Stellaris? IDK.)

I feel like it would take a very dramatic rework to change this, especially since, as was said upthread, players will Always Escalate in pursuit of that handy-dandy 100 warscore auto-accept.

Also, fleet battles absolutely need to be worth more warscore. There are defines to do this in a mod (both a baseline value, and then a bonus warscore value for battles depending on what proportion of fleet power you kill vs. what proportion you lose) and I tweaked them a bit and now I can't go back.

Dallan Invictus fucked around with this message at 18:05 on Apr 27, 2017

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

alcaras posted:

Waa waa no-one likes me

Change your war policy to liberation wars, which you can do as a pacifist. You don't have to actually attack anyone, merely be willing to join in with people when they want to spread peace by force.

Soup du Journey
Mar 20, 2006

by FactsAreUseless

BenRGamer posted:

Well, I don't mind the whole FTL change--though, as I said before, I really would like it if they turned Wormhole generators into pretty much 'found mega-structures' like the others that you could fix up and use without any additional cost investment, but only if they're within your borders or allied space with specific access. Maybe allow them to be damaged again by enemies and you'd have to repair them again.

Maybe buff them accordingly?
MoO1 had stargates that let you travel instantaneously between two systems if they both had stargates built. Maybe wormholes could be a lategame tech that let you do something similar? To borrow some Civ language, regular hyperlanes could be like a road network that branches out more with higher techs, but wormholes could be a railroad analogue, letting you zip instantaneously between hubs. Maybe keep the radius around wormholes, but have it be exclusionary, so you can only have one wormhole station in a wide area centered around an already existing station. Endgame repeating techs could shrink that radius down a bit?

Soup du Jour
Sep 8, 2011

I always knew I'd die with a headache.

I came in all ready to post my ideas for what Wormhole could look like in a Hyperlane-based system, but Soup du Journey has almost the exact concept I do. My idea was to have them as early-mid game and prevent spam based on high energy upkeep that's brought down by tech, but retaining their radius could work just as well.

PittTheElder
Feb 13, 2012

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

Dallan Invictus posted:

Also, fleet battles absolutely need to be worth more warscore. There are defines to do this in a mod (both a baseline value, and then a bonus warscore value for battles depending on what proportion of fleet power you kill vs. what proportion you lose) and I tweaked them a bit and now I can't go back.

How are you ever going to decide what victory means though? Lets say I get in a fight with a peer fleet, destroy 80-90% of its strength while taking relatively light losses of my own. But then a bunch of reinforcements from their allies arrive, so I jump away to repair. I would say I won, since I would have killed much more than I lost, but because I've withdrawn from the field that's technically a loss.

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Jeb Bush 2012
Apr 4, 2007

A mathematician, like a painter or poet, is a maker of patterns. If his patterns are more permanent than theirs, it is because they are made with ideas.

PittTheElder posted:

How are you ever going to decide what victory means though? Lets say I get in a fight with a peer fleet, destroy 80-90% of its strength while taking relatively light losses of my own. But then a bunch of reinforcements from their allies arrive, so I jump away to repair. I would say I won, since I would have killed much more than I lost, but because I've withdrawn from the field that's technically a loss.

make the warscore depend mostly on kill count and only slightly on who held the field, then

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