Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Stellaris - Paradox new sci-fi grand strategy game

Dead Guy

Cipher
Joined
Sep 12, 2012
Messages
281
I've been playing this for a while now and all my resource storages are full so I've started replacing half my production with research labs to see how much I can crank out, even though every normal empire is already pathetic to mine in every regard. I'm playing pacifist so it's starting to get pretty boring. Still got a fraction of the fallen empires military power, though. I'm in a federation with another empire but I'm not sure how to get more empires willing to join, 3 or so are already associates but their trust is capped and factors like distance and offensive wars not allowed prevent them from joining.

Right now 30% habitability immigrants (and most of the time it's not even immigration, right? These other species just spring out of the ground on planets they hate living on, while the 40 pops of natives stop mating or something? This mechanic is seriously weird) and robots not giving their specialist jobs up automatically for jobs they were built for are seriously pissing me off. Moving pops between jobs isn't exactly user friendly.

Will this get fun again? Any recommendations for roughly what strategy to go for?
 
Joined
Mar 3, 2010
Messages
8,864
Location
Italy
larp. it's the only way to salvage this. larp your civilizations and move the focus from a "details first" to a "story first".
 

Preben

Arcane
Patron
Glory to Ukraine
Joined
Jan 18, 2017
Messages
3,821
Location
Failsaw, Failand
Guys, does having a better rig improves the late-game performance? I have largely given up on this game, but I plan to ditch my toaster-class laptop in favor of something much better in near future so maybe I will give it another shot.
 

thesheeep

Arcane
Patron
Joined
Mar 16, 2007
Messages
9,946
Location
Tampere, Finland
Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Dead State Divinity: Original Sin Torment: Tides of Numenera Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Bubbles In Memoria A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Guys, does having a better rig improves the late-game performance? I have largely given up on this game, but I plan to ditch my toaster-class laptop in favor of something much better in near future so maybe I will give it another shot.
That depends on what slowed the game for you and what you upgrade...
Most likely, the game's biggest bottleneck is CPU (afaik, Clausewitz at least a few years back, still couldn't into proper multithreading), so if your new CPU is much better, it should definitely improve things.
 
Last edited:
Joined
May 11, 2007
Messages
1,853,705
Location
Belém do Pará, Império do Brasil
do you know any decent, working, pre-ftl mod? that's how i liked to play: no ftl but every ai had the advanced start. some where destined to become vassals/protectorates for those who were going to be the big players now with the added support.

I remember seeing some STL mods but it seems that mod only got updated as far as 2.0 and the guy quit modding.
 

Vaarna_Aarne

Notorious Internet Vandal
Joined
Jun 1, 2008
Messages
34,585
Location
Cell S-004
MCA Project: Eternity Torment: Tides of Numenera Wasteland 2
larp. it's the only way to salvage this. larp your civilizations and move the focus from a "details first" to a "story first".
A good example is to give that sex pervert dystopia I've lined out as a concept a try. I'm still holding out for the next patch myself, but I'd be curious if someone does test their ability to create an empire of ULTIMATE LIFEFORM genetically enhanced hybrids. Would probably need a bit of modding, since some of the concept requires Xenophile but you can't go full crazy evil without Xenophobe.
 
Joined
Mar 3, 2010
Messages
8,864
Location
Italy
every patch breaks my perfectly tailored hand crafted empires =_= sometimes the traits reset, this time all of them have the same society traits. they're several tens, it's not fun having to fix them all again and again.
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,199
every patch breaks my perfectly tailored hand crafted empires =_= sometimes the traits reset, this time all of them have the same society traits. they're several tens, it's not fun having to fix them all again and again.

I didn't find I had to fix them - They all show as the same in the select empire screen, but have the correct ethics when editing the empire or in game.
 
Joined
Mar 3, 2010
Messages
8,864
Location
Italy
do they? i just noticed the issue in the selection screen, got pissed off and ragequit. i might check later, thanks a lot.
 

Matalarata

Arcane
Patron
Joined
May 8, 2013
Messages
2,646
Location
The threshold line
Yep, known bug, it also affects vanilla civs but once in game they work.

On a sidenote, whoever is responsable for this game's balance is either mentally challenged or simply dense. It's almost comic when you realize migration bonuses basically produce pops from thin air while maluses just kill a % of your migrants. Mind blowing...
 

Preben

Arcane
Patron
Glory to Ukraine
Joined
Jan 18, 2017
Messages
3,821
Location
Failsaw, Failand
Yep, known bug, it also affects vanilla civs but once in game they work.

On a sidenote, whoever is responsable for this game's balance is either mentally challenged or simply dense. It's almost comic when you realize migration bonuses basically produce pops from thin air while maluses just kill a % of your migrants. Mind blowing...

They balance it for multiplayer games. And nobody plays Paradox games in multiplayer besides the devs themselves.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,239
Location
Space Hell
If you play Exterminators first thing you ALWAYS do is to build up all chokepoints with bastions. Your fleet is strong but -1000 means AI will band together against you as fast as they can.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
22,653
I hear the NSA has computers that can handle Stellaris late game
I have PC that can handle Stelaris late game, I use it as disability aid (and for playing stuff similar to dungeon crawl roguelike).

But considering I spend quite a while by noncomercial development more complex stuff than Stelaris, it's easy to see they are slow MAINLY because they are using scripting instead of properly designed hardcoded stuff. I'd add much more complex stuff, and be similarly slow because it would simulate much more.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,239
Location
Space Hell
DD - Sectors
Hello everyone!

Today we’re back with a dev diary and we want to take the opportunity to be more open with how we will attempt to tackle one of our more difficult systems – the sector system. The sector system was originally added to help players manage their planets, so that you would not need to micromanage everything once your empire gets large. We’ve often felt sectors are in a bit of an awkward place between different playstyles and what they actually should do for the player. Sectors have gone through a couple of different iterations, but never felt quite right.

I will start by outlining some of the goals with the (new) system and problems with the old one. This probably doesn’t include every concern for every player who ever used sectors, but it should cover some of the larger things. If you have something to add, we certainly want to hear about it!

The goal
  • Sectors should help to alleviate the player’s need to micromanage everything
  • Sectors should feel like a more unique part of the player’s empire
Problems
  • Sector geography can feel wrong
  • There are too many sectors in late-game
  • Wars and rebellions can mess up sectors
  • Player has to micro the sector economy
  • No manual control of sector area
  • Sectors don’t manage space stations
  • No “sector capitals”
I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Sector types

The Core sector will be the sector that is formed around your homeworld and any system within range. A regular sector is formed around a Sector Capital, which you will be able to assign. It will also include all systems within range. Any system or planet not within a sector will be considered to belong to “Frontier Space”.

We are looking into also having different sector types, or sector policies, in which you could have different settings for sectors. Potentially, a sector could perhaps adjust its range in inverse relation to something else, like Administrative Capacity. Occupation Zones might also be a valid sector type, to make it easier to manage conquered territory.

Sector range simply means all systems within X jumps from the sector capital.

Sector budget
Players will have the ability to give resources to a shared sector pool, both as one-off grants and as monthly subsidies. This will convert minerals/energy into a sector budget, like it currently does. The new thing being automated monthly subsidies and a shared pool. It will still be possible to give a specific sector grants. Sectors will first attempt to use resources from its own pool, then from the shared pool.

Players will also be able to set planet automation to on/off. Planets in sectors will have automation turned On by default. This means you should be able to turn off automation for a specific planet in your sector, which you may sometimes want to do.

Sectors can have a sector focus, similar to how they do now in 2.2. The automatic control of planets should take sector focus and planet designation in consideration.

Sector geography
The current plan is to have systems be automatically added to a sector within range. If a system could belong to two different sectors, it should be possible to nudge them to decide which sector they belong to. This important for players being able to set a sector geography that looks good to them in their game.

Moving sector capital will also redraw the sector, and could potentially remove or add new systems to it. You cannot add systems to a sector if they are outside its range. Systems must also maintain cohesion to a sector, so it's not possible to cut off parts of a sector.

Planet designations
We really like the planet designations, i.e. “Mining World, Agri World, Forge World”, but we also want the player to have more control over them. We want to add the ability to manually set a planet designation, in addition to the automatic setting. If you designate a planet to be a Mining World, it should perhaps also be quicker to build mining districts there. It should generally feel cooler to colonize a world, and based on its features, immediately be able to decide it should be an Agri World – and designate it accordingly!

We also hope this will make it easier for the AI to specialize their planets a bit more in certain cases.

Governors
Although governors will remain mostly the same as to how they are now, we will try to remake the governor traits to be a bit more generic and applicable to a sector as a whole, as opposed to being so planet-specific with their bonuses.

Space stations
We have discussed adding an auto-build function for construction ships, similar to auto-explore, which should hopefully solve this problem better.

---

I CANNOT PROMISE THAT ALL THESE CHANGES WILL HAPPEN, OR THAT THEY WILL APPEAR IN THE SAME UPDATE.

Our goal is to be able to able to get as much of this done by the next update as possible, but I cannot promise what will get in when. This sector rework is fairly ambitious, so it might be deployed in sections over a few updates. I very much like the design though, and I think it's a good foundation to build upon.

Since the launch of 2.2 we've been a little quiet, with a focus on extensive post-launch support. Going forward however, I'd like to increase our interactions with you, our community. While we want to have a more open communication, we want to avoid over promising or disappointing you if ideas change radically.

This is also a good chance for you affect this great game, so I hope an open discussion will lead to some constructive exchanges.
 

Olinser

Savant
Joined
Nov 1, 2018
Messages
977
Location
Denial
I like how LITERALLY 5 out of 7 of the sector 'problems' are due to their own changes in 2.2.

And how they're now going to default to automatic sector's to 'on', even though their AI is utterly incapable of performing basic building and tasks.

Jesus these idiots never learn.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
28E56AA954666295EACCC987643DC6B27AE2978E


True Evil never dies, it is only reborn.
edit goddamn i just installed the mod and there's a bug already, can you spot it?
 

Olinser

Savant
Joined
Nov 1, 2018
Messages
977
Location
Denial
I think I understand what they're trying to do.
They want to turn sectors into an non-feudal equivalent of CKII's Kingdoms and Duchies.

Its not a bad idea, in principle. It would be the base for a proper system of rebellions and civil wars.

I do think they need to put their manpower where it matters, first. Namely, the game not running like ass.

On default settings (forget anything larger), the game has run like ass in the lategame since day 1. At this point they either don't care or are incapable of fixing it. Given the ridiculous bugs lately I'm inclined to think it's option 2.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom