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Stellaris - Paradox new sci-fi grand strategy game

Riel

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Since they lost within lousy 5 years it does not validate anything
Japan lost the war because they couldn't press the advantage with an invasion of USA proper due to distance and the Japanese army being bogged down on China, this gave USA the chance to rebuild its fleet better and biggest than ever, but if USA had been closer to Japan and it hadn't gone to war with China I am pretty sure the USA would have been in a hell of a war on its very own homeland, the Japanese army and fleet was pretty good at the beginning of WW2 while the USA's army had to be built from scratch since it had nothing worth the name before the war, in 1941 it was already taking shape but it wasn't until 1942-43 that they really had a good army.

Anyway, this isn't about real world history but about a PC game in which I have some hopes since nowadays PARADOX strategy games are about the only games that really get me interested. Haven't been following it though, is it any good? How does it compare to CKII, EUIII and the sort?
All excuses are irrevelant, only what actually happened. And what happened is that Japan got steamrolled by superior USA industry, later science and now you added their superior position as well. Tnx for confirming what I said.

And it still proves that in Stelaris AI needs to understand that current army numbers don't decide wars, they can only decide single battles. As Pearl Harbour didn't bring about victory of Japan neither should good AI start wars all the time because it can win first battle. That could be kept as personality of certain factions to go into wars even if they are not sure to win.

Ok you win, the crushing blow on the USA fleet didn't give Japan a strategic advantage, they didn't conquer the far east including USA protectorates like Philippines while the USA looked helpless for two years.

All kris said is for crushing defeats that include losing capital ships to have a lasting effect in the war as it did in history since it takes a looong time to replace them and he is very right if realism is the aim.
 

Lone Wolf

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Japan lost the war because they couldn't press the advantage with an invasion of USA proper due to distance and the Japanese army being bogged down on China

Not sure what you mean; within six months of Pearl Harbor, the Japanese suffered the crushing defeat at Midway, after which they abandoned any pretense of conducting the war offensively.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
Hello everyone and welcome to yet another development diary for Stellaris! Today, I'll be talking about AI, and not of the robotic kind. I'm talking of course, of the game AI, which is currently being developed by myself and @merni who is the dedicated Stellaris AI programmer, while I'm just temporarily on the project to flesh out certain aspects of the AI before launch.

Artificial Personalities
A major challenge when making the Stellaris AI has been the randomized nature of the game. With thousands of different combinations of ethoses and traits, there's a risk that every AI Empire ends up feeling the same to the player, or fall into a very basic categorization of 'aggressive aliens' and 'peaceful aliens'. I as the AI programmer might know that an AI with Fanatic Collectivism makes their decisions differently from with plain old vanilla Collectivism, but it might all look the same to a player who doesn't have this foreknowledge.

In order to address this problem, we've implemented a system of AI Personalities that govern almost every aspect of how they behave, such as who they'll pick a fight with, which trade deals they are interested in and how they budget and utilize the resources available to them. This personality is determined by their ethos, government form and traits, and will be shown to the player when diplomatically interacting with that Empire. To feel recognizeable to the player, all of the personalities are rooted in sci-fi tropes, so that you'll immediately know who the Klingons are to your United Federation of Planets.
6ZK8UQS.png


Personalities naturally have a bigger impact on diplomacy than anything else - if your goal is to form a Federation, it'll be much easier to do so with an Empire of Federation Builders than a bunch of Ruthless Capitalists, and forget getting Xenophobic Isolationists to agree to any such proposal unless they have a very pressing reason. You can tell how an Empire feels about you from their Attitude, which is primarily driven by opinion, and affects factors such as what diplomatic offers they'll consider and how fair a shake they will give you in trade deals.
h76nTL1.png


In addition to the regular personalities, there is also a special set of personalities for Fallen Empires. Instead of the usual mix of Ethoses, each Fallen Empire has only a single Fanatic Ethos - the single remaining ideal they hold to after centuries of seeing what the galaxy has to offer. This Ethos determines their personality, which in turn affects how they view your actions. For example, a Xenophobic Fallen Empire will want nothing to do with you or anyone else and will be very upset if you start encroaching on their borders, while a Spiritualist Fallen Empire will consider themselves the protectors of the galaxy's holy sites, and will not look kindly on your colonists trampling all over their sacred planets. If you think angering a Fallen Empire is harmless because they won't conquer you - think again. Fallen Empires get a special wargoal to force you to abandon planets, and will be more than happy to cut your upstart species down to size if you don't show sufficient respect for your elders.
KViqQD9.png


Threats and Rivals
So what then, is a pressing reason for an AI to go against their personality? Well, one such reason is Threat. Threat is a mechanic somewhat similar to Aggressive Expansion in Europa Universalis 4. Conquering planets, subjugating other Empires and destroying space installations will generate Threat towards other Empires. The amount of Threat generated depends both on how far away the Empire is from what's happening and on their Personality. Xenophobic Isolationists won't care if you're purging aliens half a galaxy away, but if all the planets around them being swallowed up by an expanionistic Empire, they'll definitely take note. Empires that are threatened by the same aggressor will get an opinion boost towards each other, and will be more likely to join in Alliances and Federations - if you go on a rampage, you may find the rest of the Galaxy uniting to take you down, and while Threat decays naturally over time, there's no guarantee that the alliances formed by your imperialism will break up even if you take a timeout from conquering... so expand with care.

Another feature borrowed from EU4 to drive AI behaviour is Rivals. Any independent Empire that are you not allied to can be declared a Rival, up to a maximum of 3 Rivals at the same time. Having an Empire as a Rival will give you a monthly increase of Influence, with the amount gained based on how powerful they are relative to yourself - having a far weaker Empire as your antagonist will not overly impress your population. It is further modified by Ethos, with Militarist Empires benefitting significantly more from Rivalries than Pacifist ones (but paying more influence to be part of an Alliance). Naturally, Empires won't be particularly happy about being declared a Rival, and are pretty likely to rival you right back. Having a Rival will improve relations with their enemies and worsen relations with their friends, so the Rivalry system will act as a primary driver of conflict and alliance in the galaxy.
pEIgTBV.png


AI Economics
Finally, I wanted to cover the topic of the AI's bookkeeping. While it may be far less exciting and far less visible to the player than its diplomatic behaviour, having solid economics is one of our biggest priorities for the Stellaris AI, for multiple reasons. Firstly, so that the AI is able to compete reasonably with the player without resorting to outright cheating. True, the AI will never be as good as an experienced player, but there is a big difference between the player being able to outproduce one AI Empire and the player being able to outproduce five of them together. Secondly, because of the Sector mechanic that was covered in DD 21, the AI will actively be making construction and management decisions on the player's planets, and while - again - it will never be as good as an experienced player making the decisions themselves, it needs to be good enough that the player doesn't feel like the AI is actively sabotaging their Empire.

In order to accomplish all this, a huge amount of time has been put into the AI's budgeting system. Every single mineral and energy credit that the AI takes in is earmarked for a particular budget post such as navies or new colonies, with the division between the posts being set according to the AI's personality and what it needs at the time. The AI is only permitted to spend appropriately budgeted resources, so it'll never fail to establish new colonies because it's too busy constructing buildings on its planet, or miss building a navy because mining stations are eating up its entire mineral income. In times of dire need, it can move resources from one budget post to another - if it's at war and its navy gets destroyed, expect it to pour every last mineral into building a new one.

When making decisions about what to construct, the AI looks primarily at what resources it has a critical need for (such as Energy if it's running a deficit), secondarily at what resources it's not producing a lot of compared to what it expects an Empire of its size to produce, and lastly at whatever it deems useful enough for the mineral investment. Sectors have additional logic to ensure they produce more of the resource you've set them to focus on, so an Energy sector will naturally overproduce Energy - you told it to, after all.
12eo2mu.png


Alright, that's all for today. Next week we'll be talking about debris and the fine art of reverse engineering.

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Self-Ejected

CptMace

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I don't really like this "Federation Builders" description.
Protecting others because "they have value" has never been the agenda of anybody ever. Should replace the description with something like "likes to take control of others by sweet power" or whatnot.

Really eiger to see how the game will turn out. A lot of mechanics remind me of Victoria II (Pops having their opinion/militancy - Several ranks of importance for states - heavy focus on industry and trade) and I would not be surprised if they turned what was originally a mockup of Vicky III into a new sci-fi title. You read it first here.
 

kris

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I don't really like this "Federation Builders" description.
Protecting others because "they have value" has never been the agenda of anybody ever. Should replace the description with something like "likes to take control of others by sweet power" or whatnot.

Merkel disagrees.
 

Spectacle

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I hope there will be truly alien personalities that act according to their own logic that will be incomprehensible to humans.
 

Tigranes

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I hope there will be truly alien personalities that act according to their own logic that will be incomprehensible to humans.

Don't worry, that is exactly how all of these AI personalities will behave once we fire up 1.00
 

M. AQVILA

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I can't wait to play this game. I already have my first campaign planned:

Species: Human
Empire Name: Senate and People of Earth (SPE)
Government: Military Democracy (not republic for some reason)
Ethos: Xenophobe and Militarist
FTL: Warp
 

M. AQVILA

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I would like to see the twisted and facepalm inducing naming sense that you most likely have yourself
Hegemony of Man

HOW IS THAT ANY BETTER! What you think the "Hegemony" makes it cooler? Huh? It doesn't. At least prove me wrong...

You could've named it Senatus Populusque Terrae for style points, at least.

I thought about using Latin but, it's a dead language and this game is set in the future. I suppose I could retcon history and make the SPQR survive Caesar's civil war and the passage of time, and making the Romans the eventual conquerors of the planet. Then I suppose could use the latin version Senatus Populusque Terranus.
 
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Talby

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Codex USB, 2014
Species: Orc
Empire Name: ORCS
Government: WAAAAAGHH
Ethos: WAAAAAAAGHHHH
FTL: HUH?
 

tindrli

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and i want some kind of creativity ffs over 30 years of gaming industry and all we can see is bipedals
 
Self-Ejected

CptMace

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As Jules Verne once said, "one's creativity can be measured by counting the numbers of legs his fictional creatures have".
Cameron's Avatar was pretty creative, remember the six-legged lions ?
 

Norfleet

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Sounds like an opportune moment to attack. Almost the same like attacking France (EU) while they are low or manpower or just lost their entire standing army. You have no fleet and are maxing economy?
That would depend on how quickly you can complete your attack. The AI never quite works this out in other such games, and frequently goes the route of "kicking a sleeping dragon", where instead of beginning this war with an actual all-out attack to overcome you before this becomes a problem, they instead attack by causing some petty nuisance, without a plan to finish the job. By the time they get their fleet to the battle, they're facing a freshly built armada the size of every other fleet in the game put together, composed of ships which could each individually destroy their entire fleet singlehandedly. This carelessly chosen attack thus winds up simply waking a sleeping dragon which proceeds to lay all to burnination.

You know it: there's always just one more tech you need to build the perfect ship. One more reason to put it off, until you get forced into making to do, only to find that it is already grossly excessive. Turns out you didn't really need those guns that destroy the space-time continuum and end reality as we know it in one shot anyway, just ending entire galaxies is enough.
 

Norfleet

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As Jules Verne once said, "one's creativity can be measured by counting the numbers of legs his fictional creatures have".
Cameron's Avatar was pretty creative, remember the six-legged lions ?
I admit, Star Control was pretty creative, with Space Caterpillars. What's next? Space Centipedes?
 

Spectacle

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I'm conflicted about whether I should go for Blue Alien Space Babes or Green Alien Space Babes for my first playthrough. I feel both have their merits and their own unique perspective on the galaxy.
 

Norfleet

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Humans don't all have the same color. Why can't the blue and the green alien space babes not simply be different races of the same species?
 

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