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

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
I hope they will add an event where if you aggressively study primitive xenos they might start their own XCom program and kill your troops, steal your tech and jumpstart their civ into the FTL age :D
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
Your call. DD - primitive civilizations
Excerpt from lecture on Pre-Space Sentients by Professor Xirg Ta’Nolek
Royal Science Academy, Nishga VI
Galactic Stardate 394.41 (Post-Upheaval Reckoning)

<recording starts>


Settle down, class. Ah, as I look around the lecture hall and gaze upon your youthful visages, I am reminded of a younger, larval-stage me. Let’s hope you lot have more brains than I did back then!

Today we’ll be going over civilizations that have yet to develop the technology necessary for space travel. Such primitive civilizations fall into one of two broad categories - Pre-Industrial and Industrial. These categories have a number of subcategories, such as Bronze Age and Post-Atomic Age, that help us more clearly define a primitive civilization’s level of technological progress.

A spacefaring empire that has discovered a primitive civilization can deal with such a scenario in a number of different ways. The first way is the most straightforward, and the one typically favored by aggressive, expansionist empires. Can anyone guess what it is? Yes, Miss Choggrah-Zu?

Just so - outright conquest! As you can imagine, primitive civilizations have few means to resist a technologically advanced invader. Industrial and especially post-atomic civilizations can prove harder nuts to crack, but their weapons are still markedly inferior to those of a typical spacefaring culture. The big prize of such an invasion is the planet itself, of course, but the primitives are also a source of cheap labor once enslaved.

Now, there are many in the galaxy who frown upon such behavior. Let’s not pretend otherwise!
Whether due to a noble but misguided instinct to ‘shield’ primitive sentients from the horrors of the universe, like a Jaktagarian brood mother protecting her young, or for more sinister research purposes, many empires prefer the construction of hidden Observation Posts in high orbit over primitive worlds. This allows for the safe study of the primitives and their society, which can be quite a boon to an empire’s research efforts in the field of Society.

index.php

The Neborite civilization of the Kahalajom system. They destroyed themselves shortly after entering the Atomic Age a few decades after this picture was taken.

Observation Posts typically have four exclusive missions that can be undertaken. I will now go over each of them in turn, so please take notes. This WILL be on the exam.

Passive Observation
Certain studies have shown that interfering with the natural development of a primitive civilization can have... detrimental effects. The scientific staff of an Observation Post operating under the Passive Observation mission will make every effort to conceal their presence from the primitives. The primary directive of the scientists is to safeguard the natives from any cultural or technological contamination, while studying them in secret.

Aggressive Observation
My own species was subjected to this one a long time ago, when we were still in our technological infancy. Yes, Mr. Igir-Zat, I can see your plumage rustling nervously over there in the back row. Don’t think we’ve forgotten what your kind did! At any rate, the Aggressive Observation mission calls for regular abductions from among the primitive population. The objective is typically to acquire genetic samples and to surgically attach implants on promising test subjects, among other naughty things. This provides more research data than what a more passive approach would, but it also tends to rile up the primitives a bit. Isn’t that so, Mr. Igir-Zat?

Technological Enlightenment
There are some who just can’t stand the sight of a primitive civilization wallowing in their muck. For whatever reason, they decide to bring the primitives up to the level of technology a spacefaring empire enjoys. This can be a monumental effort, of course, especially if the primitives are… well, especially primitive. It will require a significant investment of time, patience and Society research. Once the primitives have achieved space flight however, they will be turned into a Protectorate of their benefactors.

Covert Infiltration
This is an interesting one. Essentially, agents that have been surgically altered to resemble individuals from a primitive species are sent to infiltrate their society. Political and military leaders are gradually replaced, until a point is reached where the primitives can be made to willingly accept an offer of annexation. This spares the need of a messy ground invasion, but more importantly, the primitives will be more positively inclined towards their new overlords, since they are living under the illusion that they accepted their rule willingly.

index.php

An Observation Post in high orbit over the serene ocean world Lancord. Subspace modulation fields hides it from ground-based telescopes and primitive detection systems like radar.

Well, well... Mr. Zeq-Zeq! How nice of you to finally join us. Unfortunately for you, this lecture is just about to end. No, Mr. Zeq-Zeq, I don’t want to hear it! Save your excuses. For your sake, I hope that you will arrive on time for next week’s lecture, which will cover the uplifting of pre-sentient beings and how mutation and self-alteration can create new subspecies.

Class is dismissed.

<recording ends>
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
DD. Uplifting the Niggers
Excerpt from lecture on Uplifting and Genetic Self-Improvement by Professor Xirg Ta’Nolek
Royal Science Academy, Nishga VI
Galactic Stardate 394.48 (Post-Upheaval Reckoning)
3 hours before unconditional surrender of planetary authorities

<recording starts>


Excellent. I’m glad so many of you could make it, given the present conditions. Especially you, Mr. Zeq-Zeq! Please, don’t let the sound of the orbital bombardment distract you.

Now then, let us begin! First I will be talking about the uplifting and genetic manipulation of pre-sentients.

While surveying planets, explorers will sometimes come across a pre-sentient species that shows particular promise. These are beings who would likely evolve some manner of intelligence on their own if they were left alone for a few million years... but that is a long time to wait. Many spacefaring empires instead take it upon themselves to accelerate this process, turning the pre-sentients into productive galactic citizens within the span of just a few years.

In addition to the gift of sentience, the uplifted species is often bestowed with new genetic traits as well, to better suit whatever purpose their benefactors might have in mind for them. Perhaps they are looking for a hardy species to serve as shock troops in their ground armies, or industrious workers that are skilled at mineral extraction. Uplifted species are also frequently used as colonists, to settle worlds with climates that are unsuitable to an empire’s dominant species.

index.php

After successfully rebelling against their masters, the uplifted Hulfir would eventually go on to establish a twelve-system interstellar empire.

Let us not forget the tragic example of the Shigarans, who were used to…

<recording ends abruptly, and is resumed 43 minutes later>


...there, I think power has been restored. Don’t worry, that was only a near-hit. How I can know that? Miss Zuka, if it hadn’t been, we wouldn’t be having this conversation. Will someone please check on Mr. Zeq-Zeq? I saw him take a nasty blow on his pileus when the roof collapsed.

In the meantime, I believe the smoke has cleared enough for me to resume the lecture.

When an empire has reached a certain level of technology, they will have unlocked the tools necessary to modify the genetic code of their citizens. Whether or not they choose to make use of those tools, their citizens sometimes take it upon themselves to do so - especially if they find themselves in an adverse environment. There are several recorded instances of colonists modifying themselves to better cope with a planetary climate that is too cold or too hot, or any number of other things that their frail organic bodies weren’t designed to handle.

Focus, Miss Zuka! Ignore the flashes - what you are seeing is just tracer fire from the local garrison. Nothing to be afraid of.

Now, the changes introduced by the colonists into their genetic code may eventually be of such magnitude that they have essentially mutated into what must be considered a new subspecies. From experience, I can tell you that once you have modified yourself and your family to better deal with the cold, it can be very tempting to also increase your strength, or your fertility, or whatever else you think will give you and your kin an edge in a cold and uncaring galaxy.

No, you may not be excused, Mr. Kolosch! Sit down!

index.php

The birth of the Post-Cynn. Their failed attempt to eradicate their parent species would leave billions dead in a conflict that lasted almost two decades.

A new subspecies that is stronger and more formidable than their parent species may eventually come to see themselves as… superior. Why should they bow down to their lessers? Meanwhile, the unmodified members of the parent species often come to regard a subspecies with jealousy and suspicion. Fear of that which is different has been a driving force in the creation of conflicts since the dawn of this galaxy, and the creation of a subspecies can often be followed by civil strife and unrest.

The fighting appears to be drawing closer, so I'm afraid we'll have to cut this lecture a little short. Many of you will be leaving shortly in an attempt to break the orbital blockade so that you can celebrate Khartaz-Ya with your loved ones. I wish you good fortune, and since there will be no lecture next week in light of the holidays, I hope to see those of you who survive in two weeks time.

Oh! That was a close one. I believe the shockwave will hit us soon. As my old mentor, Professor Kalabux, used to say, “Ji ka vixa, zu na…!

<recording ends abruptly and does not resume>
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
Hoping you can introduce flaws when uplifting species, make them all really shit at combat so if they rebel they can be easily stomped.
 

Norfleet

Moderator
Joined
Jun 3, 2005
Messages
12,250
By my recollection you also had to pick at the moment of conquest - there was no way to change your mind later and annihilate assimilated (or non assimilated) aliens or pops. Although I think you could trick the game by putting them on a transport to a planet with no spare capacity.
You couldn't migrate non-assimilated pops.

Hoping you can introduce flaws when uplifting species, make them all really shit at combat so if they rebel they can be easily stomped.
Well, I'm sure you could NOT uplift species that are NOT physically powerful and therefore suitable for labor or combat, but then, what, exactly, are you uplifting them for? If they're uplifting them as feeble weaklings, what are they supposed to be in your empire? Running the place? Given that you probably shouldn't be having your people revolt against you anyway, if you run into this as an actual problem, perhaps you are a bad Emperor and you should feel bad. Then again, maybe you can modify them to worship you as gods. Praise be to the Founders, all hail the Dominion.
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
By my recollection you also had to pick at the moment of conquest - there was no way to change your mind later and annihilate assimilated (or non assimilated) aliens or pops. Although I think you could trick the game by putting them on a transport to a planet with no spare capacity.
You couldn't migrate non-assimilated pops.

Hoping you can introduce flaws when uplifting species, make them all really shit at combat so if they rebel they can be easily stomped.
Well, I'm sure you could NOT uplift species that are NOT physically powerful and therefore suitable for labor or combat, but then, what, exactly, are you uplifting them for? If they're uplifting them as feeble weaklings, what are they supposed to be in your empire? Running the place? Given that you probably shouldn't be having your people revolt against you anyway, if you run into this as an actual problem, perhaps you are a bad Emperor and you should feel bad. Then again, maybe you can modify them to worship you as gods. Praise be to the Founders, all hail the Dominion.

Lol mate, make them all bad at long term planning and introduce flaws in higher thinking make them weak as well, so they are shit at physical labour and planning then use them as fighter pilots or high casualty jobs like deep core mining in suits things that incur high casualties on your pop that hurts internal vote or raises tensions, basically a slave race that while not as good as you or robotics is cheap and when they die by the masses your pop doesn't care.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
Devs said it is very much possible to run a multispecies empire as it will be pops' hapiness that will determine the will and drive for rebellion
 

Whisky

The Solution
Joined
Feb 22, 2012
Messages
8,555
Location
Banjoville, British Columbia
Divinity: Original Sin Project: Eternity Torment: Tides of Numenera
Devs said it is very much possible to run a multispecies empire as it will be pops' hapiness that will determine the will and drive for rebellion

Got a plan. Core worlds will be a single solar system centered around one terran planet. Life quality is high and it's non-stop decadence and materialism. Outside the core system, all the planets are manned by uplifted animals doing all the physical and dangerous labor and soldier-work, save for any terran planets discovered which are, of course, reserved for human settlers.

It'll pretty much be a Codexer's wet-dream of space exploration. Exploration, but with no hard work or danger! (Except for the potential danger of an alien furry labor strike or insurrection, but what are those barely sentient savages going to do?)
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
I guess space nomads will be dealt with in a similar way earth nomads got crushed. Entrench and protect your territory to prevent raiding and then gradually expand into their territory, cutting them from more and more land, eventually starving them. In space they'll end up on the periphery of expanding spheres of fortified planets.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
Got a plan. Core worlds will be a single solar system centered around one terran planet. Life quality is high and it's non-stop decadence and materialism. Outside the core system, all the planets are manned by uplifted animals doing all the physical and dangerous labor and soldier-work, save for any terran planets discovered which are, of course, reserved for human settlers.

It'll pretty much be a Codexer's wet-dream of space exploration. Exploration, but with no hard work or danger! (Except for the potential danger of an alien furry labor strike or insurrection, but what are those barely sentient savages going to do?)
Congratulations, you just invented Space British Empire.
 
Joined
Oct 7, 2015
Messages
637
Location
Kangaroo Island
Got a plan. Core worlds will be a single solar system centered around one terran planet. Life quality is high and it's non-stop decadence and materialism. Outside the core system, all the planets are manned by uplifted animals doing all the physical and dangerous labor and soldier-work, save for any terran planets discovered which are, of course, reserved for human settlers.

It'll pretty much be a Codexer's wet-dream of space exploration. Exploration, but with no hard work or danger! (Except for the potential danger of an alien furry labor strike or insurrection, but what are those barely sentient savages going to do?)
Congratulations, you just invented Space British Empire.
It's far better than the Space American Empire where you try to turn everything in your colonial sphere into the same degenerate hellhole as the homeworld whilst somehow maintaining the strongest armed forces in the galaxy.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
It's far better than the Space American Empire where you try to turn everything in your colonial sphere into the same degenerate hellhole as the homeworld whilst somehow maintaining the strongest armed forces in the galaxy.
They said next dev diary will be about Fallen Empires, so my personal favorite will be Empire, crushed by welfare and minorities.
 
Last edited:

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
It's far better than the Space American Empire where you try to turn everything in your colonial sphere into the same degenerate hellhole as the homeworld whilst somehow maintaining the strongest armed forces in the galaxy.
They said next dev diary will be about Fallen Empires, so my personal favorite will be Empire, crushed by welfare and minorities.

So you mean Ancient/Western Roman Empire?

1. Welfare:

http://penelope.uchicago.edu/Thayer/E/Roman/Texts/secondary/SMIGRA*/Frumentariae_Leges.html


2. Minorities:


http://www.historynet.com/romes-barbarian-mercenaries.htm
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
Hello and happy new year! I’ll be your substitute Doomdark for today and in this week’s dev diary we’ll take a closer look at Fallen Empires.

The galaxy is vast, old and unknown. New species constantly flare into existence and some are even able to take their first cautious steps towards other stars. Of those that do some are arrogant enough to assume that they are the first and only chosen. They fail to realize that others may have taken those same steps before them, others who have found amazing wonders and unraveled their secrets, others who reached the furthest edges of knowledge only to crumble away. Those others are called Fallen Empires.

These are once-glorious empires that for unknown reasons have stagnated and often fallen to infighting or crippling apathy. That which once covered hundreds of systems have shrunk to a fraction, barely held on to by superior technology and what little remains of a once glorious fleet. Fallen Empires are isolationist and will look at newer species with disinterest or outright contempt. Diplomatic attempts are futile and they will most likely attack any unknown ships entering one of their remaining systems.

index.php

The response of Fallen Empires vary greatly when approached. It is rarely friendly though.

Design Reasoning

We’ve added Fallen Empires to the game for a couple of reasons. They have the potential to enable some really cool stories and there is a bunch of different directions we can take to ensure players get a different experience from game to game. Players should never feel confident in how a Fallen Empire may react to different events in the galaxy. If left alone they might resurge as a reaction to a galaxy-wide threat or become outraged when their most holy planets are colonized by lesser races.

Gameplay-wise the Fallen Empires can act as a potential source of advanced technology for players willing to invest the military forces required to defeat one of their fleets in battle. In Stellaris, all ships destroyed in combat will leave debris behind and through reverse engineering a player may discover the technologies required to build the weapons and components equipped by those ships. Players can also invade planets belonging to Fallen Empires, allowing them to utilize whatever advanced buildings placed there. This of course means dealing with a new species within the Empire.
While the rewards may be tempting, players may want to consider the risks before attacking a Fallen Empire. Who knows what horrors they have unearthed during the ages, what forbidden secrets their planets hold within, what captives might be unleashed should their wardens be struck down.

index.php

Fallen Empires will use a separate series of models for their ships and stations.

Next week the good Goosecreature will be back with a dev diary on the events and mishaps that may befall colonies and their inhabitants. Until then!
 

Inf0mercial

Augur
Joined
Jan 28, 2014
Messages
264
When is this meant to be released looking around people are talking about February but that is way too soon it seems so more mid this year?

The more i see the more i like it, only really paradoxes dlc fetish makes me leary.
 

kris

Arcane
Joined
Oct 27, 2004
Messages
8,891
Location
Lulea, Sweden
When is this meant to be released looking around people are talking about February but that is way too soon it seems so more mid this year?

The more i see the more i like it, only really paradoxes dlc fetish makes me leary.

This is also a perfect game for that shit.

- More planet types
- more ship designs
- More fallen empires
- More races to meet
- more whatever. Seriously there are so many things they can expend on. Invading race from another galaxy?
 

Tytus

Arcane
Joined
Jul 9, 2011
Messages
3,644
Location
Mazovia
When is this meant to be released looking around people are talking about February but that is way too soon it seems so more mid this year?

The more i see the more i like it, only really paradoxes dlc fetish makes me leary.

This is also a perfect game for that shit.

- More planet types
- more ship designs
- More fallen empires
- More races to meet
- more whatever. Seriously there are so many things they can expend on. Invading race from another galaxy?

There is one soluion for it. Buy the game to get access to the workshop and all the mods, but play on the pirated version. Also pirate all the dlcs and expansions. And only buy expansions for the original game when they are dirt cheap on steam sales or other sales on the net.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
"Who knows what horrors they have unearthed during the ages, what forbidden secrets their planets hold within, what captives might be unleashed should their wardens be struck down."

Together with the earlier quote: "All methods of FTL-travel can be improved by researching more advanced technologies. While their exact effects differ some they all improve the speed, range, efficiency or cooldown of FTL-travel. However, being able to casually bend time and space with increased power does not necessarily mean using it with more responsibility. As additional species bend the laws of physics to send larger and larger fleets through the galaxy, there is always the risk of something, or someone, noticing..."

Hints at quite a Lovecraftian angle. I like that. As the old little creep once wrote: “The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far. The sciences, each straining in its own direction, have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality, and of our frightful position therein, that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age.” Now imagine an alien empire doing just that. And then the player comes along.

Anyway, their dev diaries keep on hitting all the right notes. Seems they also watched and read lots of SF to get their ideas. Nice. Hope we'll see some decent previews soon. And if the game is good and the dlc interesting, I'll happily keep buying them. Remember, CK2 had oodles but only a handfull that where really necessary.

Untill they just started adding shit for shit's sake and lost all semblance of coherence or even proportion. Hope they'll never do that here.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
When it comes for DLC swarm, most of their DLC is, like, nigger face pack, beard pack, music pach, coat of arms pack and other useless shit like unit models that no one ever noticed in Paradox games.
 

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