Official Codex Discord Server

  1. 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.
    Dismiss Notice

Stellaris - Paradox new sci-fi grand strategy game

Discussion in 'Strategy and Simulation' started by Perkel, Aug 6, 2015.

  1. Ventessel Literate

    Ventessel
    Joined:
    Jan 25, 2017
    Messages:
    36
    For the base game? Or a mod?

    Sent from my SM-T350 using Tapatalk
     
    ^ Top  
  2. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    5,057
    Location:
    Space Hell
    base game. It's next patch notes
     
    • FAKE NEWS FAKE NEWS x 1
    ^ Top  
  3. Trash Pointing and laughing.

    Trash
    Joined:
    Dec 12, 2002
    Messages:
    29,680
    Location:
    About 8 meters beneath sea level.
    ^ Top  
  4. MadMaxHellfire Arcane

    MadMaxHellfire
    Joined:
    Mar 3, 2010
    Messages:
    5,400
    Location:
    Italy
    this expansion is going to break most of my favourite mods =_= let's hope for the good.
     
    • Despair Despair x 1
    ^ Top  
  5. kris Arcane

    kris
    Joined:
    Oct 27, 2004
    Messages:
    7,886
    Location:
    Lulea, Sweden
    ^ Top  
  6. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
    Joined:
    Jan 7, 2012
    Messages:
    10,569
    Stellaris could use more bonuses. In MOO you can design a race that completely ignores food. In Stellaris you can get a +20% bonus. Much wow.

    Though on the other hand Paradox games in general often have the problem of too many individual bonuses that stack to make things OP (like free units or instantly researching techs), which is what those policies look like.
     
    ^ Top  
  7. Jimmious Arcane Patron

    Jimmious
    Joined:
    May 18, 2015
    Messages:
    5,131
    [​IMG]

    Something tells me that Stellaris will gain Codex popularity
     
    • incline incline x 7
    • Funny Funny x 1
    ^ Top  
  8. Average Manatee Prestigious Gentleman Arcane

    Average Manatee
    Joined:
    Jan 7, 2012
    Messages:
    10,569
    Didn't really like Xenophobe's complete lack of diplomacy before, but at least +33% fire rate is a huge bonus that justifies it. And depending on how important Unity turns out to be it might be even more powerful with regards to rushing enemies early.

    What's that ethic in the center of the circle? Some kind of option to not take an ethic and get more points elsewhere?
     
    ^ Top  
  9. Jimmious Arcane Patron

    Jimmious
    Joined:
    May 18, 2015
    Messages:
    5,131
    From what I've seen in their forums it's probably a sort of "Hive Mind" ethic. Dunno if there are details about it out yet though
     
    ^ Top  
  10. Whisky The Solution

    Whisky
    Joined:
    Feb 22, 2012
    Messages:
    8,555
    Location:
    Banjoville, British Columbia
    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    >Creates a Fanatical Purifier.

    >Makes it the furfaggiest alien race in the game.

    ABSOLUTELY HERESY!
     
    • Funny Funny x 6
    • Brofist Brofist x 1
    ^ Top  
  11. kris Arcane

    kris
    Joined:
    Oct 27, 2004
    Messages:
    7,886
    Location:
    Lulea, Sweden
    The purifiers in the game right now are not really up to task. They can only take planets after a peace deal and "purify" them then. that doesn't exactly make them scary for a player who will just beat them by attrition if their fleet aint stronger. I suppose this "armageddon" bombardment remedy that.
     
    ^ Top  
  12. Chef_Hathaway King of the Juice Patron White Knight

    Chef_Hathaway
    Joined:
    Aug 13, 2009
    Messages:
    1,066
    Location:
    Dicksville
    Divinity: Original Sin BattleTech
    [​IMG]

    [​IMG]

    Would you like to know more?
     
    • Funny Funny x 3
    • incline incline x 3
    • Informative Informative x 1
    • Disgusting! Disgusting! x 1
    ^ Top  
  13. Norfleet Moderator

    Norfleet
    Joined:
    Jun 3, 2005
    Messages:
    9,257
    Maybe that's what "cannot engage in diplomacy" does, so you don't engage in any diplomacy, you just always exist in a state of Total War with everyone you see, like the Unbidden or the Swarm, and any planet you take becomes instantly yours and everyone is purged.
     
    ^ Top  
  14. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    5,057
    Location:
    Space Hell
    before, purging cause such diplomatic penalty that never faded away. It could, in theory, fade after, like 500-700 game years, during which you never purge anyone again.
     
    ^ Top  
  15. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    5,057
    Location:
    Space Hell
    [​IMG]
     
    • incline incline x 4
    • meh meh x 3
    ^ Top  
  16. a follow up to that mod I posted earlier. This used to be a fully functional ringworld:

    [​IMG]
    Then they declared war on my empire. :M

    It's he effect of the Ragnarok's spear of longinius. On planets, it either glasses them or shatters them. On gas giants, it turns them into burning gas giants.

    Also, I tested destroying a star system. The "sun crusher" is kind of useless as it's slow and defenseless, but in this case, I was able to distract their main fleet in the center of the system and detonate a star that was orbiting their central black hole - warping my other ships out before the star detonated and wiped out the enemy's fleets and homeworld.
     
    Last edited by a moderator: Feb 22, 2017
    • Brofist Brofist x 2
    ^ Top  
  17. MadMaxHellfire Arcane

    MadMaxHellfire
    Joined:
    Mar 3, 2010
    Messages:
    5,400
    Location:
    Italy
    sounds extremely hard to pull and rarely worth the effort.
     
    • Acknowledge this user's Agenda Acknowledge this user's Agenda x 1
    • Agree Agree x 1
    ^ Top  
  18. yeah, I'm trying to imagine a scenario would be worth it to blow up a star, but it's difficult.

    I guess if you didn't have the tech trees of the other doomsday weapons, or if you were vastly outnumbered and lured a superior enemy fleet into an ambush it might be worth it. place it in a system you know your enemy's main fleet will pass through, wait for them, detonate. Boom 200k+ of enemies dead in an instant.

    And in case you are referring to doomsday weapons in general, what makes the doomday weapons so powerful is that they transcend the war mechanics' nerfing of player power. They don't rely on warscore or wait until the end of a long war to have their effect. You destroy a planet and it's dead forever. You assimilate a world and it's yours instantly. You wipe out the population of a planet with a virus and it's cleansed.
     
    ^ Top  
  19. The Brazilian Slaughter Arcane

    The Brazilian Slaughter
    Joined:
    May 11, 2007
    Messages:
    1,872,567
    Location:
    Belém do Pará
    Its time to cleanse the universe of odious light and plunge into a dark age lasting forever. Snuff all the suns, doom all life to freezing to death forever!

    Sometimes, sometimes I just want to snuff out the sun. Fuck the light, the day! Praise the forever night! PRAISE DARKNESS!
     
    • Edgy Edgy x 1
    ^ Top  
  20. Jason Liang Arcane

    Jason Liang
    Joined:
    Oct 26, 2014
    Messages:
    5,923
    Location:
    Crait
    • meh meh x 4
    ^ Top  
  21. Space Satan Arcane

    Space Satan
    Joined:
    May 13, 2013
    Messages:
    5,057
    Location:
    Space Hell
    Government and Civic rework, also Hiveminds
    Show Spoiler

    Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about the Government Rework, the last of the major feature reworks coming in 1.5 'Banks' and some related features in the 'Utopia' expansion.

    Government Rework (Free Feature)
    With the focus of Banks and Utopia being ethics, internal politics and empire customization, we felt it would be remiss of us not to put in some work in regards to governments. While the old government grid worked alright to give you a broad range of governments to pick from, they were a bit lackluster, not very well balanced and I rarely felt that the government I picked truly corresponded to my own idea of what my empire's society was like. To address all of these issues at once we decided to go back to the drawing board and redo the way governments are constructed completely. In Banks, instead of picking from a preconfigured government, you build your own from Authority and Civics.

    The Authority determines how power is transfered in your government. The different Authorities are:
    Democratic: A ruler is democratically elected every 10 years.
    Oligarchic: A ruler is elected every 40 to 50 years.
    Dictatorial: Rulers are elected but rule for life.
    Imperial: Rulers rule for life and are succeeded by appointed heirs on death.

    In all systems that involve elections, leaders will be elected from the different Factions in your country, and electing a ruler of a particular Faction will significantly strengthen the political clout of that faction and the attraction of their related ethics, so be careful about letting a Xenophile take charge of your Supremacist Empire!
    [​IMG]

    The Civics represent the political and social traditions of your government, and come in a wide variety of types, primarily limited by your authority and ethics. In addition to providing modifiers, they can also change how your empire is governed. For example, the Citizen Service Civic ties citizenship to military service, so that only species with Full Military Service are afforded the right to vote and become leaders. On empire creation, you can choose two Civics, with a third able to be unlocked later through research.
    [​IMG]

    With a few exceptions (more on that below), Civics and Authorities are not necessarily permanent. Where previously you could change your government type for 250 influence, you now have the option to effectively rebuild your government at the same cost. By using the 'Reform Government' button in the government screen, you can add and remove Civics and change Authority from among the picks available to your ethics. As your Ethics and Authority change, you may end up with Civics that are no longer valid for you country - for example a 'Beacon of Liberty' that has lost its Egalitarian ethics. When this happens, the Civic in question will remain, but will become 'inactive' and stop providing you with any sort of bonus, effectively a wasted Civic slot until you reform your government and replace it.
    [​IMG]

    From the Authority, Civics and Ethics you pick, a Government Name is finally generated. The Government Name is purely there to roughly summarize the government you have built, as well as provide flavor, and has no actual impact on gameplay.
    [​IMG]

    Advanced Civics (Paid Feature)
    In addition to the normal Civics available to everyone, there are also a few special Civics that are only available to those with the Utopia expansion. These Civics are meant to simulate very specific kinds of societies and generally have more of an impact on your game than the normal Civics do. They are as follows:
    • Syncretic Evolution: Your species evolved along with another, subservient species. A second species is randomly generated on your homeworld replacing some of your primary species' Pops. They always have the Proles (rebalanced in Banks) and Strong traits, making them excellent soldiers and workers but less ideal for intellectual pursuits. This Civic provides no additional benefits and cannot be removed once picked.
    • Mechanist: Your species is obsessed with the pursuit of robotics. This Civic requires you to be Materialist and has you start with the Robotic Workers and Powered Exoskeletons technologies and a population of worker robots to do the farming and mining for you, replacing some of your primary species' Pops. This Civic provides no additional benefits and cannot be removed once picked.
    • Fanatic Purifiers: Your empire will not tolerate the existance of any other sentient life. This Civic requires you to be Fanatic Xenophobe/Militarist and gives very large boosts to the effectiveness of your military and gives you Unity from purging Xeno Pops, but disables all diplomacy with other species and forces all Xeno Pops in your empire to be purged (though you get to choose the method of extermination). All other regular empires will also have a massive relations malus with you, the one and only exception being Fanatic Purifiers from the same species.
    [​IMG]

    Hive Minds (Paid Feature)
    In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. Hive Minds are species where the individuals are all part of the same, vast, psionically linked consciousness. The Immortal Hive Mind rules absolutely over the population of non-sentient worker drones, using sentient 'Autonomous Drones' (Leaders) to extend the reach of its will. Picking the Hive Mind Authority requires the Hive Mind Ethic and each can only be picked together with the other: With only one, vast and linked consciousness, the guiding values of a Hive Mind is whatever the Hive Mind player wants it to be. They have their own set of Civics that can only be used by Hive Minds, and cannot use any non-Hive Mind Civics.
    [​IMG]
    [​IMG]

    All Pops from the founder species of a Hive Mind will have the Hive-Minded trait. Hive-Minded Pops are not affected by Happiness and will never form Factions, allowing Hive Minds to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the Influence boost and other benefits provided by happy Factions in a regular empire. As Hive Minds rely completely on their ability to communicate psionically with the drone population, they are also unable to rule over non Hive-Minded Pops, and any such Pops in your empire will automatically be killed over time and processed into food to feed the Hive. Similarly, Hive-Minded pops that end up in non Hive Mind empires will be cut off from the Hive and will perish over time. The only way to integrate Pops between Hive Minds and non-Hive Minds is to use the Biological Ascension Path to unlock advanced gene modding and modify them by adding or removing Hive-Minded (more on this in the next dev diary). However, Hive Minds can still coexist with other species: They have full access to diplomacy and can have non-Hive Mind subjects (and can be ruled over as subjects in turn), though non-Hive Mind empires tend to be somewhat distrustful of Hive Minds on first contact.
    [​IMG]

    While Hive Minds are psionic by nature, the way they function and their connection to the Shroud is radically different from that of regular psychics, making them unable to follow the Psionic Ascension Path. Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path. They are however perfectly suited for the Biological Ascension Path, and can make use of it to assimilate other, non-Hive Mind species into the Hive as described above.

    That's all for today! Next week we'll be talking about the Biological and Synthetic Ascension Paths. See you then!
     
    • Salute Salute x 2
    • Excited! Excited! x 1
    ^ Top  
  22. Tried it. It's ok, but needs a lot of work still. Kinda cool to play Star Trek for a while tho. The Xindi crisis event was cool. I liked being able to use my knowledge of the show to simply bypass all the retarded things Captain Archer did in Enterprise. Man, I still remember how much I wanted to punch the entire cast every episode for all the dumb things they would do. Pro tip: if you want your characters to be likeable, don't make them stupid assholes from day one.
     
    • Informative Informative x 1
    ^ Top  
  23. Whisky The Solution

    Whisky
    Joined:
    Feb 22, 2012
    Messages:
    8,555
    Location:
    Banjoville, British Columbia
    Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
    Sigh. Why am I allowing myself to look st Stellaris with hope?

    They're just going to burn me again...I know it. But still...:d1p:
     
    • Brofist Brofist x 2
    • Agree Agree x 2
    • Despair Despair x 1
    ^ Top  
  24. The Brazilian Slaughter Arcane

    The Brazilian Slaughter
    Joined:
    May 11, 2007
    Messages:
    1,872,567
    Location:
    Belém do Pará
    So, how long until this is worth it?
     
    • it is a mystery it is a mystery x 1
    ^ Top  
  25. MadMaxHellfire Arcane

    MadMaxHellfire
    Joined:
    Mar 3, 2010
    Messages:
    5,400
    Location:
    Italy
    one or two expansions more.
     
    • Informative Informative x 1
    ^ Top  

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