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Stellaris - Paradox new sci-fi grand strategy game

Joined
May 11, 2007
Messages
1,853,714
Location
Belém do Pará, Império do Brasil
Lemme check my list. Honestly its pretty vanilla:

- Abathur Voice Advisor
- Brazilian Name List
- Canadian Advisor Voice
- Collection of Cities
- Collection of Flags
- Corporate Namelist (actually pretty shitty if I remember right)
- Dark Skies
- Dinosaur Portraits
- Encourage Growth Permanently
- Expanded Empire Colors
- FTL Music
- Flags: Emblems and Backgrounds
- Just Name Lists
- Just Star Names
- Lambda's Russian Namelist
- Master of Orion Music
- Mesopotamian Names
- Nomines Deorum (namelist, your planets with names of gods like astronomers do)
- Outpost 2 Music in Stellaris (personal mod of mine)
- Remastared Human Portraits
- SGC: Music
- Stellaris Perfomance Mod
- Stellaris Performance Mod - DDS Texture Tweak
- Stellaris Perfomance Mod - Galaxy Dist Tweak
- Tiny Outliner v2
- Tiny Fleets
- Ultimate Imperium of Man Namelist
- Victoria - Steampunk Robot Models
- X-COM Apocalypse OST (another of my own's mods)
 

Riel

Arcane
Joined
Apr 29, 2012
Messages
1,379
Location
Itaca
I am just playing a campaign, all long a peaceful AI (As in not bent on destroying all organics) that was next to me has been the leading horse all campaign long, and I actually strived to keep good relations with it since in order to keep up the economic race I had to neglect fleet strength, which I could do since I spawned very isolated, no civ closer than 10 jumps on start and lots of room to bag and claim. Anyway, for most the game the AI had overwhelming fleet power and I could just barely keep up with its tech and economy. And then things got worse when the AI managed to first vassalize and then integrate a couple of organic empires, suddenly the Dekron Awareness spawned a quarter of the galaxy and was way ahead of me to the point it started to look hopeless but I kept playing.

And then suddenly many years later after the integration of those two organic empires I noticed there was a mono system empire spawning within the Dekron Awareness, at first I didn't pay much attention to it, but more and more kept popping, at one point even the original capital of the Dekkron became an independent organic led micro empire. That one was close so I decided to vassalize it with my new psi jump engines (previously they were inaccessible because of closed borders) and when I got there I discovered why there had been a rebellion....

Apparently the Dekron had been integrating into the powergrid all organics it had assimilated into the empire, it's a feature I didn't know about because I don't play AI empires and from what I read it's basically like in the Matrix films: using organics as power sources (it apparently generates huge amount of power but also quite a lot of unhappiness -> instability). Since the AI empire had assimilated TWO organic empires it had huge amounts of organic pops into the grid.... I don't know the actual number of instability I only know what I found when I got there: 900+ successful rebel armies in orbit rolf. Luckily most had been forced into orbit due to planet capacity and I could deal with them with my fleet because otherwise assaulting planet with 900 troops on it would have been impossible, as it is my 30K fleet spent like a month just to decimate the troop transports in orbit, lol.

You have to give Paradox a big kudos on how many Scify themes they have managed to cramp into Stellaris, but the implications for the game's AI are clear. Stellaris as a strategy game is a failure, AI can't cope with so many features and always manages to screw itself into defeat regardless of circumstances, you just need to survive long enough to give it time. But as a larp a galactic empire game just for fun it is a great game.

TLDR: Stellaris is not an strategy game it is a SIM game.
 
Joined
May 11, 2007
Messages
1,853,714
Location
Belém do Pará, Império do Brasil
About AI combat: If you can, you should always be producing armies. In early game, something like a 1k army should be enough. But really, 2k or 3k is optimal.

The AI can't cope because Pdox has been slacking with it since 2.2.

Honestly, I'm not using any AI mods right and I find the AI adequate. Hell, AI planets I conquer aren't even a super-retardo mess that they used to be. Then again, they have been adding a lot of Glavius content straight into vanilla.

You could use an AI mod. I've been hearing good things about Starnet, but from what I heard, the AI is aggressive as hell and plays to win. However, there's a submod that makes the AI keep being competent but its aggressive like Vanilla's.

What I find strange is how the AI suicidally attacks sometimes. I'm playing a Devouring Swarm and I got attacked by a Federation that was kinda so-so. They could have done damage if they went on the offensive, but they pretty much sat there while I was fortifying and building bigger fleets. Now they are pretty much fucked because I am coming at them with over 30k fleet strength and I am not going to stop until I fuck everyone up. And then I'm going to fuck up some nearby marauders because I'm afraid they will go full Great Khan on me really soon.
 
Possibly Retarded The Real Fanboy
Joined
Jul 9, 2014
Messages
1,114
Location
Ancient Aliens Spaceship
I recently discovered great race among the stars :



And more:
eTkO10671514.jpg

That's why i love Stellaris, i can be part of Space Jews !
 
Last edited:

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830

Watching MATN play Stellaris is more entertaining than actually playing the game yourself. Recommended.

In this run everything that makes the game harder he cranked up to the max. All AIs start advanced, earliest crisis dates, highest crisis strength etc.
 

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
New update:

Empire Sprawl
We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.


index.php


Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops.

We are also able to modify how much empire sprawl each pop contributes, and we’ve added a couple of new species traits that affect it. There are also machine variants of these traits.

index.php

We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.
index.php

The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel “centralized” and to perhaps favor a more “tall” playstyle.

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Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a “wide” playstyle.
Administrative Capacity
With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy.
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For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.

For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.

Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.

index.php

Summary
Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we’ll be interested to hear your thoughts.

Overall looks p. cool to me and has my seal of approval.

images
 
Joined
Jan 7, 2012
Messages
14,264
>Machines are supposed to be tall, more penalties for exceeding cap.
>Machines get more efficient bureaucrats to generate cap.
>Hives are supposed to be wide, get smaller penalties for exceeding cap.
>Hives get less efficient bureaucrats to generate cap.

This does not sound like it will have the intended result.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,241
Location
Space Hell
DD Origins
Hello everyone!

I have just returned from a belated vacation in Japan, and although I had a great time there it is also fun to be back to work. Today I want to talk about some of the cool things happening with Stellaris this year. As many of you have probably guessed, Stellaris will announce a new expansion at PDXCon this year. This expansion will feature a lot of cool new things, most of which will be revealed at PDXCon. But I do also have something really neat that I want to share with you now!

index.php

Good ol’ civics. Gotta love ‘em.

Back in Utopia we introduced a lot of cool new features to improve how you could customize and specialize your empire. Civics were a great addition to the game (in fact I consider them to be one of the best), but they are also awkwardly split between “backgrounds” like Syncretic Evolution and “institutions” like Distinguished Admiralty or Imperial Cult. Civics have added a lot of really cool options to how you can play the game, and that is something I want to expand upon – this is where the Origins come in.

index.php

Materialistic, mechanist, mushroom madness?
Origins is a new feature that is very similar to Civics, and will now represent your empire’s background. An empire can only select one Origin, and an Origin cannot be changed. We will be adding a bunch of new Origins (some of them are really cool!) and we will also be changing some Civics into being Origins instead. Examples of Civics that will be converted into Origins are Mechanists, Post-Apocalyptic, Life-Seeded and Syncretic Evolution.

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Life-Seeded Origin, now open to hive minds.

Certain types of empires were previously unable to access some of these backgrounds since they have their own set of Civics (Gestalts and Megacorps for example). Because some of those Civics have been turned into Origins, those backgrounds will now be available to more types of empires. This means that it should now be possible to have a hive mind with the Life-Seeded origin or a Megacorp with the Mechanists origin. We know this is something people have been asking for for a long time now, and it’s really great to be able to add Origins to the game.

Like I mentioned earlier, we will also be adding a whole lot of new Origins that will add interesting starting positions for your empire. Right now we have 16 in the current version of the game, and we will probably see a few more until it's finished. I think Origins will be a great addition to the game that will surely help to facilitate a lot more player stories and player fantasies.

We won’t be showing all of these yet, but it will probably be immensely hard for us to not tease a few every now and then ;)

index.php

Who isn’t curious about Remnants and Scions?

PDXCon is rapidly approaching and Stellaris fans will have a lot of cool things to look forward to! In two weeks we will be back again with another dev diary, where we’ll talk a bit more about PDXCon.
 
Joined
Jan 7, 2012
Messages
14,264
This means that it should now be possible to have a hive mind with the Life-Seeded origin or a Megacorp with the Mechanists origin. We know this is something people have been asking for for a long time now, and it’s really great to be able to add Origins to the game.

It's also something that modders fixed for free within about 30 mins of launch. But hey, $15 lets us play musical chairs with the empire loadouts, that's fun.
 

a cut of domestic sheep prime

Guest
all of these updates and politics and diplomacy are still lame.
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830
Today I learned an important lesson
160406-D-ZZ999-001-28efg7d.jpg

Despite the fact that the ancient Swedes were marauder clans the modern marauder clans in Stellaris do NOT act like modern Swedes!

I had this brilliant idea to eliminate the risk of the Great Khan appearing by simply killing the marauders before that happens. I expected my unprovoked invasion of their territory and slaughtering and raping of their people to be welcomed and not met with any serious resistance.

Turns out.. that brings out the Khan in them! Again, very different from modern Swedes.

To be fair, he only spawned when I was about to take over their last system. Tip for Swedes: Do NOT wait until there is only one Swedish city left in Sweden! Because unlike the Great Khan you cannot spawn a 100K battle fleet out of nowhere.
 

Goliath

Arcane
Zionist Agent
Joined
Jul 18, 2004
Messages
17,830

I did. Oddly enough, the shroud said, 'Allah hu Akbar.'

Amah salami lickem.
Don't slander The End of the Cycle. It gives you a massive economic boost... but eventually exterminates your civilization.

In contrast, Allahu Akbars are a massive economic burden.. and eventually exterminate your civilization.

Clearly The End of the Cycle is way better because at least you get something in return.
 

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