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Stellaris - Paradox new sci-fi grand strategy game

Preben

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Glory to Ukraine
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Sector should be a faction in their own rights, pushing for more autonomy.

In general though, the game is finally going in the right direction. Fix the diplomacy next and give a bigger role to characters. Too bad that it's more than 2 years since the game was released. It was an absolute turd way back in 2016. Whoever was behind the initial design should be sent to a gulag for sabotage and wrecking.
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
A bit more precious incline.... First image of TRADE ROUTES (WIP etc etc):
DnnxwMeXoAMOKJe.jpg:large
 

Jimmious

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Steve gets a Kidney but I don't even get a tag.
Stellaris Dev Diary #127 - Trade Value and Trade Routes

Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Trade Value and Trade Routes. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.

Trade Value
Trade Value is a new value that's being added in the Le Guin update for non-Gestalt empires, representing the civilian and private-sector economies of these empires. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more trade value, and is also produced by a number of different jobs such as Clerks and Merchants. Additionally, Trade Value can be found as deposits in space, representing various resources that don't have a direct industrial application but might still be desirable to your population (for a real-life example, think of things like as precious stones used in jewelry). Trade Value has no inherent purpose, but can be turned into other resources by being exploited, representing taxation and tariffs imposed on the civilian economy by an empire that has the necessary infrastructure in place to benefit from it.
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In order for Trade Value to count as exploited, it has to fulfill two conditions:

1) There must be an upgraded Starbase in range from the system to collect the Trade Value. By default, upgraded Starbases can only collect inside their own system, but their collection range can be extended by constructing additional Trade Hub modules, with each module extending the collection range by a single system up to a maximum of 6 hyperlane jumps away. You do not need to build an orbital station to collect trade value from planets - this is done automatically if it is in range of a collecting Starbase.

2) Once collected, Trade Value needs to be sent to your capital system. This will be done automatically if the Starbase collecting is located in said capital system, but otherwise the Starbase must be connected to the capital through a Trade Route (more on that below).

Trade Value that is successfully exploited will be converted into other resources (currently, trade value is turned into energy credits at a 1:1 conversion rate, but which exact resources it becomes is fully scriptable and may differ depending on your empire type) and added to your monthly income.
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Trade Routes
Trade Routes are paths are that used to connect remote Starbases to your capital in order to exploit the trade value collected there. Each upgraded Starbase can support a single Trade Route by connecting to another Starbase, which is where the first Starbase will send all of its collected trade value. For example, an empire might have a remote Starbase (we'll call it starbase A), which is sending trade value to another Starbase closer to the capital (starbase B), which in turn sends on both its collected trade and all trade sent to it by starbase A on to the capital. The player has full control over which Starbase sends its value where, and can redraw routes, though there may be an efficiency loss on a newly drawn route for a time.

This means that if starbase A collects a value of 10 from the systems around it, and starbase B collects 15, 10 value will be sent from A to B and all 25 combined value is then sent on to C (the capital) and is successfully exploited. Any trade value that fails to reach the capital, either because of lack of collection, lack of a route, or piracy (more on that below) is wasted - the empire gets no benefits from it - so it'll be especially important to ensure any populous colonies that are generating a lot of trade value are properly connected via trade routes to your capital.

Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later.
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(Ignore any weird visuals such as sector borders, it's just a bug)

Piracy and Trade Defense
Of course, all that lucrative merchandise being moved through space won't exactly go unnoticed by the less savory elements of your empire. Over time, piracy will begin to accumulate along trade routes, especially routes with a high degree of trade value moving through them. For each system with piracy that the trade route passes through, a certain amount of the trade value will be lost. To combat piracy, an empire can make use of a combination of Starbases and fleet Patrols. All upgraded Starbases will have a trade protection value, that is essentially a minimum amount of trade value that will always make it through any system under their protection, regardless of the level of piracy (representing heavily escorted merchant convoys). By default, this trade protection is only for the system they are located in, but can be extended to additional systems by building defensive modules such as Hangar Bays.
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Additionally, any military fleet can be given orders to patrol a route between two Starbases to actively eliminate pirates and reduce the amount of piracy in the systems. The old system of spawning pirate ships in empty systems adjacent to your empire will also change - instead, pirate fleets may spawn in systems where a large amount of trade value is being lost to pirates. Overall, pirate fleets is something you will experience less often and can actively work to prevent, but will be more of an actual threat when they do spawn. We will most likely keep some sort of penalty for having a sprawling empire with a lot of unprotected connections, possibly by simply raising the amount of piracy experienced along your trade routes, or some sort of efficiency penalty. We may also have a system similar to the old pirates for Gestalts, since they do not have access to Trade Value or Trade Routes.
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(Yes, we know the grammar/spelling is wrong, no need to point it out - the icons are also placeholders)

That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Decisions and Planetary Bombardment

A bit of a simplistic approach regarding pirates, not too excited about this one so far
 
Joined
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this seems the right time to introduce system defense ships.
let me have huge defenses, let me spend all my budget on being absolutely impossible to conquer but at the same time unable to attack either. unbeatable defenses have always ruled sci-fi while invincibile armadas are few and far between. considering how slow travel in stellaris now is, good defenses would mean an unprepared offensive ending in disaster. such scenarios open stellaris to a gigantic plethora of direly needed additions:
- planet destroyer missiles. let me choose between trying to conquer something of value or "fuck it, if i can't have it noone will". if you can make some sneak past the enemy's defenses.
- bidding influence and energy to buy systems. something not necessarily reasonable, like [base amount]x[trade]x[defense power/1k]x[population]x[distance], with a cooldown and +relations if the bid is accepted (and - if refused). numbers get out of control fast but stellaris has caps and not every system will be buyable.
- let me create privateers fleets from my attack ships (eu4 has this already). i can live without them, even more if i can have system defenses.
- steering trade away from nodes. as in eu4.

we need measures to make opms great again.
 
Joined
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Belém do Pará, Império do Brasil
This is a step in the right direction.

A bit of a simplistic approach regarding pirates, not too excited about this one so far

re: Pirates, they should go the Distant Worlds route and have them be their own peculiar kind of minor civ. Kinda like marauders, but nomadic.

I'm imagining proper pirates would essentially be fleets of roving pirates doing hit and run attacks to loot and bolt across borders and unowned space.

- let me create privateers fleets from my attack ships (eu4 has this already). i can live without them, even more if i can have system defenses.

Yup, this would rock. It would be a good way to make Barbaric Despoilers and Bandit Kingdoms more interesting. It would also make open borders a more interesting deal, because you could use it to move for raids. It would also make things like having patrolling fleets and bigger defenses, more important.

this seems the right time to introduce system defense ships.

Monitor Ships which cannot leave solar systems?
 
Joined
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ships with no ftl engines (which then have more space for equipment) with extremely low maintenance costs. a local fleet, available only in systems with shipyards, which can't move elsewhere. as in moo3.
 

Space Satan

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DD; Planetary bombardment
Hello everyone! We’re back yet again for another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, and as promised last week, the topic will be Decisions and Planetary Bombardment.

And before we get right into it I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that screenshots may contain placeholder art, interfaces and non-final numbers.

Decisions
Planetary edicts are gone - long live Decisions! Decisions is a new feature that will replace the old Planetary Edicts. We’ve always wanted to do more with planetary edicts, and Decisions now allow us to do a lot more cool stuff. Some Decisions can be enacted on any planet (colonizable or not) in your empire’s borders. Decisions can cost any resource, and can also require a certain amount of time to pass before the effect will take place. For example, the Mastery of Nature Ascension Perk now allows you access to Land Clearance – the Decision (see image below). Some Decisions will have toggle options – like for example Martial Law. Enacting the Martial Law Decision allows you to later on Revoke Martial Law should you wish to do so.

Kt5zDF7ysS6KVpmRVmsTy1H4su1CCRVoHlpUDfeCU1P6GcJO74VRhFMyH2TQr1DWjQwWQOVASHbUs4L5TPfpQYPLqkgWSQC8xkeQCOET4M1IghVV57djixJXkI3V5szhUhmqFHHx


The system will be fully moddable and we’re looking forwards to seeing what cool stuff the community can come up with.

Planetary Bombardment & Devastation
To better fit with the new systems, bombardment has been slightly reworked.

When a planet gets bombarded it will suffer Devastation. Devastation ticks up from 0 up to 100, and is a direct penalty to your planet’s housing, amenities, trade value and pop growth. Clearing Devastation will take time and cost resources, as one would expect.

Fleets, as you know, have different Bombardment Stances – each with its own effect on how fast Devastation ticks up and how large chance there is for a Pop to be killed during bombardment. The higher the Devastation is on a planet, the higher the chance is for a Pop to be killed. When a building slot becomes invalid due to no longer having the amount of Pops required for it to operate, the building occupying it will become Ruined. A Ruined building may be repaired once the requirements of the building slot are once again met.

c60pxo4Wqly2mChUwM0sKjLR5dKmAqm-LV74TokLk95hZ4NriBZ36dWyuVZg-AkY0F2ajq8iyVbvFGugL77Di2GvNyz9XrOJNFVksVNTFlBhZaabLdgDzTiCkGPC1aPRsdrEzOo4


For those concerned that Devastation is too punishing, rest assured that we will be looking into that. Recovering from Devastation should never feel like an impossible task.

Next week our we will continue covering the features of the 2.2 ‘Le Guin’ update with the topic of Tradition rework. Because this week’s dev diary is a bit shorter, I’ll leave a teaser for next week. Enjoy!

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Last edited: Today at 13:09
Twitter.
 
Joined
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Location
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They should revamp the Traditions to be something more akin to how Ideas in EUIV work.
Maybe take a page from EUIV by giving "National Ideas" that are unique to every combination of civics, ethics and traits, so a Ravenous Swarm, Democratic Crusaders and Fanatical Enslavers all have their own National Ideas, so to say.
 

thesheeep

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yeah, you use the mouse wheel, and every click scrolls 3 pixels.
That's weird. Works much faster for me (well, on the scrolling containers that are there so far). Does your mouse wheel work right in other applications or do you drag around sliders in your browser as well?
This could either be a bug or your mouse wheel sends like one command per second ;)

I... don't see any sliders. Are they actually so small or am I just blind? There's no mention of them.
Not setting sliders you'd use to do anything in the game.
Scrolling sliders for when a UI container cannot show all elements at once and thus the slider appears to indicate current position. Like in a browser.
The proper UI dev term would actually be "scrolling bar".
 
Joined
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Messages
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Not setting sliders you'd use to do anything in the game.
Scrolling sliders for when a UI container cannot show all elements at once and thus the slider appears to indicate current position. Like in a browser.
The proper UI dev term would actually be "scrolling bar".

Ahh, yes.

A shame, I loved the whole pre-EU4 slider system. You could re-imagine Stellaris's ethics as sliders quite easily and it would give a lot more variation to how the game plays. Who says fanatic authoritarian xenophobes can't also have an opinion on whether the state should be pacifist or militarist? Apparently space says so.
 

Space Satan

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Space Hell
DD Tech and Penal colonies
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of new technologies that we have added in the update. As said before, screenshots will contain placeholder art and interfaces and non-final numbers.

New Economic Techs
As part of the economic system and planetary management changing, we also had to deal with how the various technologies governing resources and the economy would change. Previously, new economic technologies would usually unlock building upgrades, leading to a spree of upgrade-clicking across your planets when your empire got access to a new level of mining technology or similar. As one of the stated goals of the planetary rework was to remove unnecessary micromanagement, we decided to split resource technologies into two types: Raw Resource Technologies, affecting jobs that produce basic resources such as Minerals, Food and Energy and Advanced Resource Technologies, affecting jobs that produce advanced resources such as Consumer Goods and Alloys.

Typically, Raw Resource Technologies provide an instant and straightforward bonus to production, such as a bonus to mineral output from Miners, while Advanced Resource Technologies offer upgrades to buildings such as Foundries into more efficient versions that provide more of that particular type of resource production job. There are, of course, exceptions to this rule (for example, buildings like Mineral Purification Plants that improve planet-wide mineral yields) but as a general rule it holds true. Also, we are aware that some people consider straight bonus technologies to be boring, but it would both be unfeasible and entirely undesirable for all of the hundreds of technologies that you can research in Stellaris to require active engagement on the part of the player - we'd simply end up with a whole lot more of the same kind of tedious chore that was the old building upgrade system.
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We've added several new technologies for Mining and Research stations that increase their efficiency, so space-based resource extraction now increases with time and technology just as planet-based resource extraction does. There's also a number of new technologies related to rare resources such as Exotic Gases to either be extracted from natural deposits, or synthetically created in the event your natural deposits are insufficient for your needs.
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Specialized Planet Technologies
Of course, not all the new technologies are related to resources. One of the advantages of the new planetary management system is that it allows us to create planets that are truly different from each other, and one of the applications of this potential will be technologies that allow you to designate a highly specialized role for a planet. Currently, there are two specialized planet technologies planned for Le Guin, Penal Colonies and Resort Worlds, each of which unlocks a decision that allows you to transform a newly colonized planet into a Penal Colony or a Resort World, respectively. At time of writing, you can only have one of each of these in your empire at a time, though this may change before release.
  • Penal Colonies are planets where the other colonies in your empire can dump their criminal elements. Penal Colonies have vastly increased crime, but get an increase to immigration pull and also reduce crime on all your other planets. You can only make a planet a Penal Colony while it still in the newly colonized stage (ie: before upgrading the capital at least once). The planet must also be at least size 15 to qualify for being a Penal Colony.
  • Resort Worlds are planets that have been set aside for tourism and leisure. Resort Worlds cannot have any districts built on them, and cannot support resource-producing buildings, but have maxed-out habitability for all pops (representing climate-controlled resorts) and increase amenities on all other colonies in the empire. Resort Worlds have their own special set of capital buildings that provide some housing. You can only make a planet into a Resort World if it has no districts and no buildings (besides the capital) constructed on it. The planet must also be at least size 15 to qualify for being a Resort World. Depending on what we have time for, it's possible that the 'quality' of the resort world will impact how much amenities it will give other planets (for example, a Gaia World would be an ideal resort).
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Finally, in no specific order, here's an assortment of some (but far from all) of the new and changed technologies you can expect to see in Le Guin:
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That's all for today! Next week we're going to be doing a dev diary, I just can't tell you what it's going to be about just yet. I'm pretty sure you're going to find reading it to be a net gain though, so stay tuned!

announcement%20teaser.png
 
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Vaarna_Aarne

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MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
Well at the very least we know that the management of sector Space Australia wouldn't struggle with upgrading buildings.
 

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