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

Silva

Arcane
Joined
Jul 17, 2005
Messages
4,781
Location
Rio de Janeiro, Brasil
By the way, is asymmetry somewhat new in 4X games ? I don't remember classics like Civ, MoO and SMAC having much of this.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,239
Location
Space Hell
New DD

The topic of the week in this series of dev diaries for Stellaris is what sets empires and species apart from each other. Most obviously, of course, they look different! We have created a great many (ca 100) unique, animated portraits for the weird and wonderful races you will encounter as you explore the galaxy. These portraits are mostly gameplay agnostic, although we have sorted them into six broad classes (Mammalian, Arthropoid, Avian, Reptilian, Molluscoid or Fungoid) which affect the names of their ships and colonies, for example. To give additional visual variety, their clothes may sometimes vary, and when you open diplomatic communications with them the room they are standing in will appear different depending on their guiding Ethos.

index.php


Speaking of Ethos, this is no doubt the most defining feature of a space empire; it affects the behavior of AI empires, likely technologies, available policies and edicts, valid government types, the opinions of other empires, and - perhaps most importantly - it provides the fuel for internal strife in large and diverse empires. When you create an empire at the start of a new game, you get to invest three points into the various ethics (you can invest two of the points into the same ethic, making you a fanatic.)

Collectivist - Individualist
Xenophobe - Xenophile
Militarist - Pacifist
Materialist - Spiritualist


Your Ethos will limit your valid selection of government types, but there are always at least three to choose from; an oligarchy of some kind, a democracy or a monarchy. They all have their advantages and disadvantages. For example, in monarchies there are no elections, and you do not get to choose your successor when your ruler dies (except in Military Dictatorships), and if you die without an heir, all Factions in the empire will gain strength (oh, and there may be Pretender factions in monarchies...) On the other hand, each ruler may build a special "prestige object" in his or her lifetime, named after themselves. For example, military dictators can build a bigger, badder ship, and Divine Mandate monarchs can build a grand Mausoleum on a planet tile. Of course, both ethics and government types usually also have direct effects on the empire.

index.php


Keep in mind, though, that there is a clear difference between the empire you are playing and its founding race. Empires and individual population units ("Pops") have an Ethos, but a species as a whole does not. Instead, what defines a species is simply its initial name, home planet class, and portrait (and possibly certain backstory facts.) Each race also starts out with a number of genetic Traits. As with the empire Ethos, you get to spend points to invest in Traits when you create your founding species at the start of a new game.

It is natural for individual Pops to diverge in their Ethics, especially if they do not live in the core region of your empire. This has far reaching consequences for the internal dynamics of empires; how Pops react to your actions, and the creation and management of Factions, etc (more on that in a much later dev diary!) Traits are not as dynamic as ethics, but even they can change (or be changed - this is also something we will speak of more at a later date...)

The traits and ethics of individual Pops of course also affect their happiness in various environments and situations. Naturally, they cannot even live on planets that are totally anathema to them…

That's all for now. Next Week: Leaders and Rulers!
**************************
Alien slavery tolerance:love:
 

MoLAoS

Guest
Embarrassing, pedestrian, simplistic. Look at the plebs in the thread on their forums getting hyped up about such trivial bullshit.
 
Joined
Mar 3, 2010
Messages
8,864
Location
Italy
it looks similar to alpha centauri actually.
are you implying ac is embarassing, pedestrian and simplicistic?
 
Unwanted

Irenaeus II

Unwanted
Dumbfuck Repressed Homosexual The Real Fanboy
Joined
Jun 9, 2015
Messages
3,251
Location
Rio de Janeiro, Cidade Desespero
No one who is serious about strategic gaming acknowledges the existence of Beyond Earth unless to use it as an example of how the mighty have fallen. PS: Never read more than 10 lines about it or saw anything about it beyond 6 screenshots.
 
Unwanted
Douchebag! Shitposter
Joined
Jan 19, 2014
Messages
3,059
yeah this one is shaping up to be interesting. Devoid of any potential pressure group garbage as well like EU4 was plagued with.
 
Unwanted
Douchebag! Shitposter
Joined
Jan 19, 2014
Messages
3,059
Which is somewhat justifiable because of random nature of the game. Aliens should be just templates, rather than distinct interesting creatures. Also, you can't have crazy space jellyfish race etc.

So because you say the game is random it should also be bland and repetitive. What.
 

Lagole Gon

Arcane
Patron
Joined
Nov 4, 2011
Messages
7,290
Location
Retaken Potato
Insert Title Here RPG Wokedex Codex Year of the Donut Pathfinder: Wrath
So because you say the game is random it should also be bland and repetitive. What.

Yup.

A picture is worth a thousand words. Well-designed, interesting illustration will say something about the visualized creature. This picture:

latest

can't really be used for a race of spiritual hippie tree huggers.
 
Last edited:
Unwanted
Douchebag! Shitposter
Joined
Jan 19, 2014
Messages
3,059
Yeah well that's just lazy. I thought I just read in another post they were going for 6 different categories of species, if they all share the same slider that would be dumb.
 

Beowulf

Arcane
Joined
Mar 2, 2015
Messages
1,965

You should go beyond that narrow-minded, anthropocentric point of view. Sure, the outfit may evoke in humans the sense of dread, but in reality it is just a metal exoskeleton to support a fragile, peace-loving creature. Prosthetic metal legs were designed specifically to allow this gentle giant to bypass fallen trunks and easily navigate lush forest understory in order to minimize the environmental impact.
 

CrimsonAngel

Prophet
Joined
Oct 2, 2007
Messages
2,258
Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong
You should go beyond that narrow-minded, anthropocentric point of view. Sure, the outfit may evoke in humans the sense of dread, but in reality it is just a metal exoskeleton to support a fragile, peace-loving creature. Prosthetic metal legs were designed specifically to allow this gentle giant to bypass fallen trunks and easily navigate lush forest understory in order to minimize the environmental impact.

No thats a Craver and they are assholes.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,239
Location
Space Hell
DD

Today, we moved into our brand new offices so things have been a little hectic in Paradox land. The new building is great, but I will always miss the spectacular view of Stockholm from the 24th floor of "Skrapan"...

No rest for the wicked though, so let's talk a bit about the role that characters play in Stellaris. First off, this game is not character based like Crusader Kings, so do not expect a complex web of rivalries and friendships to develop between rulers and leaders with dynamic portraits and genetics. In Stellaris, the real stars of the show are the Pops, with characters acting more like the advisors, generals and admirals in Europa Universalis (though they do have certain personality traits that can affect what options they get in scripted events, for example.) With that out of the way, let's examine the different types of characters:

Scientists can be put in charge of one of the three research departments (Physics, Society or Engineering.) They can also be assigned to captain the Science Ships you use to explore the galaxy. These are all topics for upcoming dev diaries... Suffice it to say that their skill levels and personalities will have clear effects on their tasks. They are also valid ruler candidates in technocratic societies (government types).

Governors can either lord it over a single planet or an entire sector (more on sectors later). They are a very useful way of keeping the populace happy, or increasing the efficiency of a rich and powerful planet even more. Governors are valid ruler candidates under many government types.

Admirals, though they are not mandatory, can give a clear edge to your military fleets, which is pretty straightforward. They are valid ruler candidates in militaristic societies.

Generals lead your armies in defense of your planets against invasion, or when invading the planets of your enemies. Like Admirals, they are valid ruler candidates in militaristic societies.

index.php


Rulers give bonuses to entire empires, and, since other leader types can be elected ruler, they typically have a secondary skillset as well. Ruler type characters can also lead Factions; such characters are not recruited by you and cannot be ordered around. Factions and their leaders are, again, something we'll cover in detail later on.

Most leader types are recruited using Influence (a type of diplomatic "currency" in the game) and there is a cap on the total number of leaders you can employ, so you will need to weigh your need for Admirals against that for competent Governors, etc. Although all leaders tend to gain experience and become more accomplished over time, they do not live forever. The day will come when they perish and will need to be replaced…

index.php


Now, as you remember from last week’s diary, there are about a hundred different alien race portraits in the game. Thus, we initially felt that lesser leaders should not have actual portraits, because we could not possibly produce enough of them to provide the requisite variety. But then, the artists started to experiment with different backgrounds and clothes, which thankfully proved sufficient to allow all leaders to show a portrait.

The different types of leaders all use different sets of clothes. This helps increases variety, but also reinforces their role, with admirals having a militaristic uniform, governors being more casually dressed, and scientist being a bit more techy. Clothes are shared between some of the more similar species, because creating five unique apparels for each species is just an enormous amount of work. (Not all species wear clothes though; it would be odd if this was every alien race’s custom.)

I expect that humans will be by far the most popular race to play. Therefore, they are getting some special attention with different ethnicities, genders and hair styles. There is nothing stopping modders from doing the same for other races, of course! For example, the system could easily be used for other things, like an insect race where you have a multi tiered system, with one appearance for the ruler, a completely different morphology for your Pops, and a third for your leader characters...
 

MoLAoS

Guest
Their take on characters is just as lame and simplistic as I thought they would be. Anyone who follows American politics knows how important leaders are.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
Do hope they'll take a bit from EU: Rome regarding governers and generals. Nothing like having to watch your most succesfull rulers and troops like a hawk since you can't trust them not to stab you in the back. Entire provinces rebelling and succesfull generals marching on Rome was amazing. Hope this space opera will have the interstellar variant. Or at least the option for it.

Oh, and you can defenitely bet on a portrait DLC appearing sooner or later...
 

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