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Stellaris - Paradox new sci-fi grand strategy game

Joined
Jan 7, 2012
Messages
14,153
which allows me to constantly colonize the same 5 planets and resettle people back onto the homewxorld. It works surprisingly well for both unity and research.

Wait, wat? Are you exploiting the colonization fever perk this way? :D
Yep. Every time I colonize the planets I get 2 free quick pops that I immediately send back to the homeworld. It can't compare to the pop growth of 10 planets at once, but you can get by without the obvious ways to deal with Lifeseeded (robots, migration).

It's great with the megacorp perk that gives private colony ships for 500 energy
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Patch 2.3.3 nerfs the Grand Herald
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-151-2-3-3-beta-patch-checksum-35d6.1197872/ said:
Grand Herald

Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory.

1TVWQNP.png


Fucking faggots.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,216
Location
Space Hell
Archaeology was buffed actually. If before you got +300 energy or +300 research, now you get rare techs, empire-wide modifiers and other much much much more useful stats. Dig sites are rare and worth fighting for now.
I got +5% unity production and Psionics permanently available forresearch for example
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
I love the Fallen/Awakened Empires whose worlds are overcrowded with unemployed, whose buildings are awesome but provide no jobs, and if you shift pops off the planet, it ruins the irreplaceable buildings. You are forced to maintain a welfare state or destroy the Star Trek-tech matter replicators due to no unemployed people being around to spray graffiti on them.
Ah, slaves. You can never have too many slaves. They also make a good food source.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
15,899
Location
Stealth Orbital Nuke Control Centre
I love the Fallen/Awakened Empires whose worlds are overcrowded with unemployed, whose buildings are awesome but provide no jobs, and if you shift pops off the planet, it ruins the irreplaceable buildings. You are forced to maintain a welfare state or destroy the Star Trek-tech matter replicators due to no unemployed people being around to spray graffiti on them.

More on the topic, just conquered the homeworld of my game's fanatic xenophobe FE. All I had to do was to replace their 2 fortresses with buildings which generate large amounts of specialist jobs, resettle a bunch of slaves and esp. specialists to my multiple worlds which badly needed them, and the planet now sits at a comfortable population of 77, with everyone employed and with all the high tech buildings intact. Didn't even have to raze anything on their highly developed moon, as it had 5 or 6 unused building slots which opened up the second I settled enough pops there. All their colonies just have the capital building and a sky dome, so that's even more of a non-brainer to deal with.
 

chuft

Augur
Joined
Jun 7, 2008
Messages
496
Guess I’m mystified how you generated that many jobs from districts (2 each), a capitol (8) and two other buildings (16 max). I couldn’t get close to full employment and that was after years of building and upgrading buildings for 8 specialist jobs each at the end. Think I maxed out at 64 jobs, and much less while building and replacing the two buildings.

You could squeeze a couple more out of Commerce Megaplexes but you hate clerks.
 

Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
15,899
Location
Stealth Orbital Nuke Control Centre
It had loads and loads of districts. I ended up with 1 city district, 8 mining districts, 3 generator districts and 14(!) agriculture districts after I finished redesigning the place. Bizzarely, I still have 3 or 4 excess housing. Too bad the last city district cannot be replaced with anything more useful.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I finally played some 2.3 . After the initial confusion, I like the new economy/planetary system.
Did anyone try the StarNet AI mod? Apparently it makes AIs fight really hard and be very aggressive etc

*Asking because while the AI seemed improved in the early game, after some wars and reaching late-mid game it lagged behind a lot, to the point that basically all AI empires are either Pathetic or Inferior compared to mine. That makes obviously the game feel boring. True, I was only playing in Ensign, to learn the new systems, but still
 
Last edited:

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
I just submit to micro hell. Don't trust AI at all.
You know, the funkiest thing about utopian abundance is that i just spam real estate everywhere and tend to forget to micro things for years at a time until i need to increase production of whatever.

I can just forget about the masses of unemployed subsidized voluntary hobbyists / lab interns because i gave them all a bunch of ever expanding credit lines.

My favorite way of playing 'Plutocratic Oligarchy'.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Started my StarNet AI game. Didn't meet any AIs yet, I'll report back when I see how they ... "behave". Playing a Martial Empire
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Started my StarNet AI game. Didn't meet any AIs yet, I'll report back when I see how they ... "behave". Playing a Martial Empire
So, I didn't have the time to play a lot but in the bit I played I met two neighbors, an Evangelist Zealot who immediately hates me immensely and some Ruthless Capitalists who are not very fond of me either but are more scared of the aforementioned Zealots.
They both have Superior fleet power compared to me. I'm in the process of setting up a defending choke point because the attack from the Zealots is imminent. They already asked me for Tribute (I don't think I've seen that in vanilla, possibly ever).

I also discovered some robot exterminating race in the other side of the galaxy - they must be an advanced start. Holy shit. Overwhelming in every possible way - they are scary. They will probably become a superpower by mid game.

Seems interesting, but I didn't see how the AI behaves in war yet
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Holy shit, I got DEMOLISHED.
I actually defended and won the first war, taking advantage of the fact that the Zealots fought simultaneously against the Capitalists.
But they recovered FAST and they attacked me with two fleets of about 2.5K each while I only had 2 of 1.5K each!
Even though I had a 1.9K Bastion, the AI actually avoided it by flying....around it and that was it.

The AI will use every fucking resource/weapon it has against you. They adjusted their corvettes to my designs, they corvette spammed, called in the Marauders (but I bribed them away) and of course they maneuvered around my defenses.
You can tell that the AI was designed to "simulate" a PVP environment. I wasn't ready for that!

Other things that are noticable:
- AI wars are much different. You fastly see AI empires disappear , getting crushed from their enemies
- AIs expand much different - they don't only "blob out" but they also "jump" to very profitable systems
- I can't tell for sure, but I think I noticed defence stations placed in choke points more "strategically"

So general concensous:
StarNet AI will give you a run for your money and it changes the playstyle a lot. You will HAVE TO be militarily ready all the time or you're dead

(Was playing in Captain diff btw, I might tone it down in my next game..)
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,681
Holy shit, I got DEMOLISHED.
Told you the AI is pretty good. I found the challenge neat until late midgame when everyone and their granny decides to hop into federations. Federation fleets are such fucking bullshit, I tell you. But even so, using strategic chokepoints, I could handle fighiting off several empires at once, along with them spamming attacks through L-gates. But then two fucking federations DoW'd me at once, both having those absolutely ridiculous federation fleets of around 50 battleships, and at that point it was basically game over. Will play on ensign instead of captain the next time.

I liked it overall, though. It really makes the game far more intense, since all the AIs are rushing military techs and blobbing at the speed of light, and absolutely will attack you the moment you look weak. Gotta make full use of your starbase limit and plop anchorages on them, since that's what the AI is doing to raise its naval limit and you gotta keep up.
 

panzertoter

Arcane
Joined
Oct 13, 2010
Messages
628
Location
Poland
I just started to play this thing after 2 years. Is there any Codex approved mods list? Right now I got:
1. More Events Mod
2. New Ship Classes 2
3. Additional Traits
4. Cultural Overhaul 2.3 [Ethics-Civics-Traditions]
5. Dynamic Political Events (2.3)
6. UI Overhaul 1080
7. UI Overhaul Dynamic
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
5,681
I just started to play this thing after 2 years. Is there any Codex approved mods list? Right now I got:
1. More Events Mod
2. New Ship Classes 2
3. Additional Traits
4. Cultural Overhaul 2.3 [Ethics-Civics-Traditions]
5. Dynamic Political Events (2.3)
6. UI Overhaul 1080
7. UI Overhaul Dynamic
I usually grab the european phenotype mod (gotta mod it a bit myself to make it work with newer version) for my human games, and StarNet for the AI
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
Some version of Tiny Outliner is a must.
There is also a mod that increases the information you have on the top bar, f.e. you can see all special resources separately, research separately etc. Pretty good, can't remember the name now
 
Joined
Jan 7, 2012
Messages
14,153
Starnet
Aesthetic Borders
Auto survey at start
Automatic Pop Migration
Beautiful Universe
Colored map icons
Downscaled ships
Enhanced Galaxy
No clustered starts
Permanent decisions
Permanent edicts
Reduce aura graphics
Softer Hyperlanes
Tiny Fleets
Tiny Outliner
UI Overhaul dynamic
 
Joined
Mar 3, 2010
Messages
8,820
Location
Italy
I just started to play this thing after 2 years. Is there any Codex approved mods list? Right now I got:
1. More Events Mod
2. New Ship Classes 2
3. Additional Traits
4. Cultural Overhaul 2.3 [Ethics-Civics-Traditions]
5. Dynamic Political Events (2.3)
6. UI Overhaul 1080
7. UI Overhaul Dynamic
alphamod or nothing.
start with that, then you add compatible mods.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I just started to play this thing after 2 years. Is there any Codex approved mods list? Right now I got:
1. More Events Mod
2. New Ship Classes 2
3. Additional Traits
4. Cultural Overhaul 2.3 [Ethics-Civics-Traditions]
5. Dynamic Political Events (2.3)
6. UI Overhaul 1080
7. UI Overhaul Dynamic
alphamod or nothing.
start with that, then you add compatible mods.
Can the AI even play all that new stuff?
 

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