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Demiurge4
Aug 10, 2011

I like the sound of the art blog and it looks like ship combat is going to be very interesting to watch. I hope we get a varied number of weapons and special effects that add a bit of randomness to combat rather than it being a linear thing where armor and weapons level always wins out. I also hope that impacts matter, I want some grit and fire coming off ships hit by especially devastating attacks and I hope missiles keep homing in when a ship dies and detonates on it's lifeless husk rather than despawning or circling it until they run out of fuel like in some games.

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Demiurge4
Aug 10, 2011

Yeah I'm saddened that there won't be tons of busy systems. I hope to really, really settle Sol and have ships zip around everywhere with mining colonies littering space at every turn. I realise it's a performance issue but I feel like creating a mechanism for system infrastructure as a purely cosmetic entity that isn't tracking every individual point could be a good tradeoff. Take a system with 12 planets and an asteroid belt. Give it one habitable planet and designate the other planets as resource indexes that each adds to the systems total infrastructure potential. As the system population grows it visually becomes more busy as remote mining colonies, research bases and orbital habitats become the norm, but they are not actually tracked individually and are merely a cosmetic representation of the systems infrastructure level.

Demiurge4
Aug 10, 2011

RabidWeasel posted:

Pretty sure it will be moddable, this is Paradox we're talking about.

Yeah. Maybe a bunch of small, tight, story-based scenarios will emerge from the modding community. I'm thinking 10-20 systems tops based around popular sci-fi themes. I'm pretty drat sure some sort of Fading Suns mod will emerge.

Demiurge4
Aug 10, 2011

Danann posted:

:siren: Paradox Publisher Weekend on Steam. Lasts from October 1 to October 5 :siren:

The discounts are going as high as 80% for some games and bundles. Grab your DLCs and any games that haven't been brought yet while you still can.

Dear lord, I didn't realise they were still selling SotS 2.

Demiurge4
Aug 10, 2011

Lum_ posted:

If they're charging over $1, it's too much.

Paradox should sever :colbert:

Demiurge4
Aug 10, 2011

Groogy posted:

We don't do betas as PR stunts and our betas are probably much closer to the actual development than what you are used to if you've been in a beta for any other company before. But if you want to get early access for Stellaris there's a really simple solution.

Get hired by Paradox.



Reminds me, I have to play it more.

You can't just wave it around like that man. We're all in extreme space 4x starvation mode.

Demiurge4
Aug 10, 2011

Darkrenown posted:

We've got a few job openings at the moment besides that one, including a QA slot:
http://career.paradoxplaza.com/jobs

Scandinavia is basically Stockholm and Iceland is part of the Nordic group, so by association I'm technically in Stockholm and should thus qualify.

No but seriously I live in loving Iceland, I smell like fish, have nothing to do in my spare time and would beta test the poo poo out of Stellaris :v:

Demiurge4
Aug 10, 2011

Slime Bro Helpdesk posted:

I wonder if ships will need supplies like most other armies in Paradox games. I'd assume that'd be the big risk- you launch in to a distant system you can't get supplies to, so either you occupy the existing system to plunder it quickly, or you're going to starve to death.

Maybe.

It'd be a cool way to seed your culture though. If you can just send an independent colony ship and a few escorts to random spots in the galaxy and hope they don't get eaten by Grues.

Demiurge4
Aug 10, 2011

Man. Militaristic, xenophobic individualists sounds like the perfect Starship Troopers game.

Demiurge4
Aug 10, 2011

Hitlers Gay Secret posted:

Has anyone tried out the game Rouge State? Looks interesting enough. And has a catchy national anthem. :allears:

Oh poo poo I totally forgot about this and it's out! Yessss. Will report back.

Demiurge4
Aug 10, 2011

Utopian Abundance might not be quite the same as post-scarcity. I think Viceroy had some cool effects in that you can (and actually have to in order for a planet to be accepted as part of enlightened galactic society) implement immortality treatments. Once a planet reached high enough wealth it was basically considered that even the poorest member of the planets society had wealth beyond measure of entire, less enlightened, planets.

I'm more interested in what the more obvious :godwin: policies are that talk about genetic tailoring and selected lineages.

Demiurge4
Aug 10, 2011

UrbicaMortis posted:

So what exactly are POPs? Is it a representation of a specific group in your empire? Does this mean that if you conquered a race of insect pacifists, there would be attempts to install governors that are chill peaceful antmen?

In the Victoria games a POP is a class group of varying sizes that inhabit a province. I think each POP could grow to 10k size before starting a new one and each POP can have its own religion and political stances. So one province might be uniformly christian where you have craftsmen, farmers and others. While another province might take in a lot of immigrants and have different religious and political leanings within the same POP type. These POPs can promote or devolve depending on whether they can afford their basic needs and luxury goods (poor strata consumed booze and canned food as a basic, rich people take in luxury furniture and cigars as a luxury). If you have no political freedoms your immigrant protestants will get dissatisfied. POPs are awesome.

Demiurge4
Aug 10, 2011

Eh, you can abstract the leaders as really special individuals with superior skills and just say that every other planetary government is staffed by bored wage slaves. When the Pegasus Region becomes the cultural center of my Empire I want to put a cool dude in charge of it.

Demiurge4
Aug 10, 2011

Randarkman posted:

I expect the limit on leaders in Stellaris will be like the limit on military leaders in EU4. You can go over the limit but it will cost you something in upkeep. Influence or whatever seems like the logical choice. Some ideas and decisions and triggered modifiers can increase the limit and so on.

They have mentioned that the game increases in complexity at certain milestones. I'm taking this to mean that in the early game you are juggling a few planets/systems and prioritizing your governor to the richest of them and/or the growing frontier systems. Then when you reach a certain point you graduate to sectors where you no longer manage individual planets and the governors "promote" into sector governors.

Demiurge4
Aug 10, 2011

Not gonna lie, I just discovered you can play as a fungoid in Stellaris and now I'm abandoning my plans for a militaristic humanity and going with these dudes:



Spiritual collectivists?

Demiurge4
Aug 10, 2011

A Buttery Pastry posted:

Well, that still assumes equal representation in the colonization project for everyone on Earth. Like, if the world isn't officially united, just dominated by a single super power, then it might skew massively toward the majority ethnicity of that state, with everyone else just being left behind. In conclusion, the more democratic your empire is, the more closely it should match predictions in terms of "racial" makeup, representing the single super power having evolved into a truly representative world government by the time you start reaching for the stars. At the beginning of the game you would of course be able to choose your dominant ethnicity, so as to be able to create a truly Serbian Empire.

What will truly make Stellaris a masterpiece in my eyes is if there's a pre-warp Earth start with seven different empires on Earth, all trying to colonize and plant their flag until the player unites them. I will also grudgingly accept a massively different representation of POPs and events that encourage ethnicities/political blocs to settle specific planets to really bring home the plurality of an early space empire the player is desperately trying to hold together.

Demiurge4
Aug 10, 2011

Darkrenown posted:

There's like 6 difference human cultures you can choose from or randomly meet. Maybe the Asians rule space, maybe you run into space-USSR, who knows?

Can multiple nations exist on the same planet?

Demiurge4
Aug 10, 2011

Darkrenown posted:

Nope, one planet one race. I think in theory you could make multiple races start in the same system, like maybe we banished the French to Uranus, but a planet can only have a single owner.

That's cool. I wanted to do a Marsian Russans dual-start for a USA vs the Reds with a friend.

Demiurge4
Aug 10, 2011

I'm planning to start a game as militarist/xenophobe/individualist but I wasn't really going for the nazi angle and the varied portraits are welcome. I'm probably going for a more Starship Troopers angle but I like to think that humanity is just poo poo scared of what's out there and gearing up for the worst.

Demiurge4
Aug 10, 2011

Rakthar posted:

The next company Paradox will buy is Kerberos so they can proudly bring you Sword of the Stars 3 :hellyeah:

Mecron will take that IP to his grave purely out of spite.

Demiurge4
Aug 10, 2011

zedprime posted:

Hate to ruin the party but making a game with a licensed publisher owned IP goes against everything Obsidian has said they were focusing on in the near future.

Paradox and Obsidian to merge! Immediately go public and get bought out by EA.

Demiurge4
Aug 10, 2011

Dibujante posted:

Sorry, but much as I loved SotS, the sequel was appalling.

Yeah the game sucked but the underlying universe and lore is still incredible and stands against all reason. Space Dolphins are unironically cool.

Demiurge4
Aug 10, 2011

Baronjutter posted:

Buy emperor of the fading suns and make a good space game.

Fading Suns is legit the greatest option for a grand space RPG/strategy game. I bet it's cheap too and Obsidian would have a field day with it.

Daeren posted:

Bloodlines 2 by Obsidian is, on its own, probably enough to justify a couple million dollars for the entire IP warehouse.

It'll also be something else for them to do besides a Fallout 4 expansion.

Demiurge4 fucked around with this message at 23:29 on Oct 29, 2015

Demiurge4
Aug 10, 2011

VostokProgram posted:

Oh, duh.

I hope you Paradox devs are taking notes, I'll be expecting this feature in EU5. :getin:

Paradox should use all that money to hire some idea guys :smug:

Demiurge4
Aug 10, 2011

Drone posted:

I've said it before, but Paradox should most definitely buy the rights to Darklands and remake that poo poo. I can think of no other RPG title that is more up their historical alley than that, and it was a fantastic game for its time.

I keep saying that a Darklands in the Fading Suns universe would be the most glorious poo poo ever. I reckon Paradox are getting into RPG's with WoD since they've been wanting to do that since Runemaster.

Demiurge4
Aug 10, 2011

I just really hope Paradox haven't gotten it into their heads they can do an MMO themselves. Bethesda tried and it was an abject failure, don't do it Paradox :(

Edit: I just had a thought about Stellaris. If POP's are tracked by their social status and race, plus the game has genetic modification and possibly means of tracking castes within insect races. Would it not be plausible that the game also allows for variants within the same race? So if I colonize a high-gravity world and have the tech to adapt my human colonists genetics for it, I could potentially recruit strong shock troops from that planet with increased size and strength!

Demiurge4 fucked around with this message at 00:37 on Nov 1, 2015

Demiurge4
Aug 10, 2011

Baronjutter posted:

I'd be so happy if we could realistically just totally ignore planets and once we get off our homeworld and into space survive entirely in huge orbital habitats and asteroid mining.

A bunch of visual effects in systems to represent development would be grand. Lots of civilian shipping, asteroid mines and space stations. Even if they don't do anything except look nice.

Demiurge4
Aug 10, 2011

I bet the best way to use scientists is to send the fresh young ones out there and when they hit 45 years you'll retire them to the academies. Maybe once in a while they'll be sent back out to trigger a particularly lucrative or high level anomaly.

Demiurge4
Aug 10, 2011

Or maybe not every game is about minmaxing 180% and a bit of randomization is good to give the player a different experience next time.

Demiurge4
Aug 10, 2011

The Incredible Machine was a game without a real failure state, just escalating challenges to be overcome that could stall the player temporarily if it was especially complex. Today it's games like InfiniFactory or whatever crazy automation setup you build in Minecraft. Losing is Fun when it's part of the games design, Dwarf Fortress is basically a strategy roguelike where the player expects to lose everything eventually because the game is designed to throw increasingly insurmountable challenges at him. Crusader Kings 2 is hard to lose because you're not playing a country, but a dynasty and any surviving member continues the game. A lot of players have trouble making the distinction though.

I don't think Stellaris will suffer from failure states in the anomalies because they are basically a secondary module to the main game. Presumably the game has a tech tree that might even branch and let the player go different directions. Anomalies give the player opportunities to accelerate up that tech tree or in rare cases unlock a technology that throws the entire game wide open when you suddenly find a rogue AI that infects your formerly perfectly safe robotic workforce.

Demiurge4
Aug 10, 2011

The Sharmat posted:

Being stalled is a failure state

If you're putting together a puzzle map but can't find the piece that fits in that one spot, have you lost the game?

Demiurge4
Aug 10, 2011

FreudianSlippers posted:

Sweden is basically just Stockholm. The rest of the country is filler a place to hunt deer.

Demiurge4
Aug 10, 2011

Oberleutnant posted:

jesus fucing christ this looks like it takes longer to play than warhams or battletech.

I got roped into playing it online once with some god awful program that had all the pieces scanned. When we were still doing the setup 3 hours later I just bailed, gently caress that.

Demiurge4
Aug 10, 2011

Drone posted:

You know, if PDS ever should find itself looking to hire someone with a degree in history... :allears:

Found the barista.

Demiurge4
Aug 10, 2011

Elias_Maluco posted:

"historical accuracy" is an unattainable goal and trying too hard to achieve is probably the best receipt for bad gameplay.

At the same time, I do have some problems with the "historicity" of EU4 model. Specifically: monarch points.

This is some kind of magical energy which is required to do almost anything in the world, like improving or technology and infrastructure, defining you culture, fixing you economy, making peace deals, developing your cities. Anything. And basically the only source for this mystical fuel is your current ruler's rear end (that and advisors, but their contribution is a lot less). I just cant understand what in the real world this system is supposed to represent.

It does works very well as gameplay mechanic so who cares anyway. The old ledger system was probably more realistic, but also a lot less fun.

Monarch points aren't mana. They specifically are supposed to model the competency of your nations administration. More competent leadership let's you progress faster.

Demiurge4
Aug 10, 2011

Westminster System posted:

There's the concept, even modern, that the UK can't feed itself - from memory I believe today the UK produces around 70%, or has the potential to feed 70% of its own population. It's just that a lot of land management is wasteful ranging from actual incompetence to herds of sheep or whatever when actual crops would feed more people - and that there are a lot of export or non staple crops of course. Not that it wasn't a factor as in the 1930's the UK only produced 30% of its own food, obviously, but Paradox games shouldn't be going out of their way to model some dissent about Farmer Jim's Wife switching from rhubard to corn or whatever whilst Daisy plants some cabbages in her garden, and Cecilia really doesn't agree, the war effort demands carrots! Events about it with effects are great, but its questionable whether its a long term thing that produces fun™.

The real problem for the modern age at least is that pretty much most Western economies, particularly when it comes to food, are wasteful in general, and operate on a 24 hour logistical cycle, and if that is interrupted for any reason, particularly suddenly, the entire distribution network would collapse and there'd be farms and warehouses full of food but empty super markets - and the transition to getting everything working amidst chaos and riots and what have you is what causes starvation and thus societal breakdown. So the irony is everyone worried about the apocalypse is effectively what would start that cycle.

Pray we don't run out of oil or have a sudden shock to the supply system anytime soon.

I apologize,. I may of read a book about the latter. Obviously simplified and full of holes for resident thread experts to fix, my sweet knights of lore.

Food security has been a huge priority for all European governments since WW2 and there's a ton of pre-planning gone into emergencies. It's also why the UK could supply 70% of its own food supply today if it got cut off. Cities will of course be the hardest hit.

Demiurge4
Aug 10, 2011

What's got the Pdox forums up in arms about the supply system?

Demiurge4
Aug 10, 2011

I just wrote "I like beer" into the field and figured Wiz would accept his kindred spirit.

Demiurge4
Aug 10, 2011


Adjacency could work really well or really badly. I think they took more inspiration from Master of Orion 3 than they did from Galactic Civilizations with regards to planet tiles, which is a good thing because MOO3 actually had a very cool system in place so here's to optimism :toot:

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Demiurge4
Aug 10, 2011

Pharnakes posted:

The tiles being there isn't bad in itself, it's an OK way to visualise a planet I think. But I do agree that since it seems there will be a clear optimal development plan for each planet there should be a button that builds it for you, rather than having to work it out yourself for however many planets. I'd also be sad to see the optimal path be monopoly planets.

Specialized planets are boring as hell. It's why Galciv has failed to capture because it just doesn't make sense that one planet just produces culture and another makes a bunch of money. Primary hub planets should do all those things well but have one thing they're better at. Therefore I hope that planet tiles will lean towards giving the best bonus for their tile type. Mountains are of course best for mining minerals but if your race is subterranean it can also give a population limit boost. Swamps can be terraformed into better farmlands and so on. Buildings would shake this up a little bit so if you have a plains tile surrounded by two mountains on either side it's a prime location for a manufactory which gains a production bonus from the mines you have in the mountain tiles. Planets should also have the ability to host various improvements that boost the sector as a whole. For example if you have three planets in a system you can build a system capital on the best one and it'll provide some passive bonus to the other two at the cost of a tile, but if its a lonely planet in a system that tile is better used for something else.

Planetary interaction can absolutely work really well with tiles but it shouldn't naturally give over to X planet just stacked mines and a spaceport because mines boost adjacent mines.

Edit: In fact you can make adjacency bonuses work well with limiters. So say you have two mines on either side of a tile and put a manufactory in the center tile. The manufactory has 2 slots for mine bonuses so it is of course best to surround it by mines. But the mines themselves only have 1 slot and that is given over to the manufactory so it's not optimal to simple spam the tiles as Mine-Manufactory-Mine-Manufactory in a straight line forever.

Demiurge4 fucked around with this message at 20:46 on Nov 16, 2015

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