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Stellaris - Paradox new sci-fi grand strategy game

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

  1. zapotec Learned

    zapotec
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    Yes, the empire of Mcdonald.
     
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  2. thesecret1 Arcane

    thesecret1
    Joined:
    Jun 30, 2019
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    Oh, the game actually has a solution for that! It's called "Shitty AI". The AI is so shitty that even if you hand over planet management to "sector AI" and suffer about 70% decrease in output efficiency because of how bad it is, the enemy AI is so garbage that you'll outperform it anyway.
     
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  3. Storyfag Perfidious Pole Patron

    Storyfag
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    Slavery helps.
     
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  4. Space Satan Arcane

    Space Satan
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    Turnips
    Show Spoiler

    Stellaris Dev Diary #218 - Plantoids Gameplay
    Hello everyone!

    I hope you have had a great summer thus far, and let’s hope we can enjoy the rest of August as well. The team is starting to return from their vacations and we’re eager to start finishing off the Lem Update so that we can ready it for release in September.

    As mentioned in dev diary 214, we’re going to Buff the Backlog by adding some gameplay to existing DLC. Today we’re here to talk about an addition coming in the Lem Update, and more specifically what additions we are making to the Plantoids Species Pack.

    1628152824896.png
    [​IMG]

    New traits and their cost.
    Phototrophic: Is mutually exclusive with Radiotrophic, and changes some of your food upkeep into energy upkeep. Requires your species to be Plantoid or Fungoid.

    [​IMG]

    Instagram-friendly?
    Radiotrophic: Is mutually exclusive with Phototrophic, and changes some of your food upkeep into energy upkeep. It also makes it more beneficial for your Pops to live on Tomb Worlds, as their energy upkeep is removed. Requires your species to be Plantoid or Fungoid.

    [​IMG]

    Contrary to popular belief, this species does not sustain itself by consuming ancient communication equipment.
    Budding: This trait allows you to produce some pop assembly. Multiple Species with this trait can help provide pop assembly on potentially another species. For example, two species with the Syncretic Evolution Origin can together assemble one of the two. This trait can probably be especially great for a Hive Mind species.

    [​IMG]

    New Civics
    Let’s continue taking a look at the Civics. Both of these new Civics are available to regular empires as well as Hive Minds. Only Idyllic Bloom requires you to be a Plantoid or Fungoid.

    Catalytic Processing: This Civic lets you produce Alloys with Food instead of Minerals. Starting Districts have been adjusted to be balanced when using this Civic. Regular Empires and Hive Minds convert 9 Food into 3 Alloys. Machine Empires turn 12 Food into 4 Alloys.

    [​IMG]

    Catalytic Processing is available to many types of empires, but not all of them.
    Idyllic Bloom: This Civic lets you transform planets into Gaia Worlds by building Gaia Seeders and upgrading them. The Gaia Seeders have 4 phases, with the 4th and final phase triggering the terraformation of the planet to a Gaia World. Available to regular empires as well as Hive Minds.

    [​IMG]


    1628153031227.png
    grekulf · Aug 5, 2021 at 13:00

    " style="box-sizing: border-box; color: rgb(73, 205, 155); cursor: pointer;">[​IMG]1628153042303.png
    grekulf · Aug 5, 2021 at 13:00

    " style="box-sizing: border-box; color: rgb(73, 205, 155); cursor: pointer;">[​IMG]1628153051713.png
    grekulf · Aug 5, 2021 at 13:00

    " style="box-sizing: border-box; color: rgb(73, 205, 155); cursor: pointer;">[​IMG]1628153088563.png
    grekulf · Aug 5, 2021 at 13:00

    " style="box-sizing: border-box; color: rgb(73, 205, 155); cursor: pointer;">[​IMG]

    ----

    That’s all for this week folks! We’ll be back again next week, so until then, stay safe and be well.
     
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  5. The Brazilian Slaughter Arcane

    The Brazilian Slaughter
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    [​IMG]

    Alright boyz, Post-Apocalyptic Radiotrophic Fanatic Purifiers going around Terror Forming worlds with Armageddon Bombing for 0 energy upkeep pops LET'S GOOOOOOOOOOOOOOOOOOOO

    (Then again, I think this trait makes Post-Apoc kinda redundant? Could just worship Worm too)

    Could also combine with Catalytic Processing to get 50% Food eating pops (free energy upkeep lolz) and then Food to get Alloys and just farm the shit out of everything for greater gainz.
     
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  6. Preben Savant

    Preben
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    Meh, more EU-sque +10% abstract modifiers. I wish I could see some actual gameplay improvement.
     
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  7. Ibn Sina Savant Patron

    Ibn Sina
    Joined:
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    Strap Yourselves In
    it will never happen dude. Everything that made empires unique (what little there was to begin with) was removed in order to level the playing field for multiplayer. In its place modifies such as 0.02% growth speed increase -0.05% attack speed decrease were placed. And the autistic community of stellaris seems happy with that shit. For me, i am certainly never giving one $ to paradox again, those slimy liars. the game is so boring, 50 years into the game and everyone is either the same or everyone is pathetic compared to you, there is no real difference between empires, everyone ends up the same. enforcing hyperlanes to remove doom stacking is the biggest lie I ever saw lol, you just doomstack more. its ridiculous.
     
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  8. Space Satan Arcane

    Space Satan
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    Upcoming new tradition tree
    [​IMG]
     
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  9. Niggerino Savant

    Niggerino
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    The whole corporation mechanic was a mistake.
     
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  10. Space Satan Arcane

    Space Satan
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    Show Spoiler

    Stellaris Dev Diary #221 - Balance and Quality of Life Improvements
    Hey folks, I’m @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’ work on the 3.1 “Lem” patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we’d like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.

    Void Dwellers

    We’ve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren’t happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we’ve made some changes to how the traits work:

    • There is now only a single Void Dweller trait, so it can’t be exploited via genetic modification of your species.
    • The modifiers on the trait itself have changed, previously it gave:
      • +15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version)
      • -60% growth speed (for the negative version)
    • The new version of the trait is now:
      • +15% Pop Resource Output on Habitats.
      • -15% Pop Resource Output on Non-Artificial Worlds.
      • -10% Growth Speed
      • -30% Happiness on Non-Artificial Worlds.

    [​IMG]

    The new, improved, Void Dweller trait with its modifiers.

    What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)

    Shattered Ring

    So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We’ve gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.

    Shattered Ring.png
    [​IMG]

    Mining districts, aka tunnels filled with valuable minerals and alloys.

    As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.

    As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.

    Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.

    [​IMG]

    Of course, sometimes a bit of home repair work needs to be done.

    Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.

    Ecumenopolis QoL Changes

    Something we’ve received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.

    Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:

    • With the “Foundry World” designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
    • With the “Factory World” designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
    • With any other designation, including the “Industrial World” designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.

    Relic World.png
    Alfray Stryke · Aug 26, 2021 at 13:00

    " style="box-sizing: border-box; display: inline-block; max-width: 100%; cursor: pointer;">[​IMG]
    Earth, a bygone relic of a time long past, ready to be restored anew.

    Ecumenopolis.png
    [​IMG]

    Pampering will be provided at Floor 314, Room 15 at 9:26 am.


    Assorted QoL Changes

    As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.

    [​IMG]

    Multiple planetary designations for your various needs

    The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.

    [​IMG]

    Industrial World Designation

    Both Hive Worlds and Machine Worlds have gained an additional bonus to bring them more in line with Gaia Worlds. Hive Worlds now have +1 innate Spawning Drone job and Machine Worlds now have +1 innate Replicator job. The Machine World given by the Resource Consolidation origin starts with a blocker which will need to be cleared to unlock the Replicator job.

    [​IMG]
    [​IMG]


    Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.

    [​IMG]

    [​IMG]

    Subvert expectations with deals so good they’re criminal!

    With that I’ll pass things over to @Gruntsatwork to discuss some of the changes we’ve made to civics!

    ----

    Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.

    The following lists all the civics we felt needed a substantial lift up
    Regular Empires
    • Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
    • Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
    • Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
    • Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
    • Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
    • Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    • Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
    • Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    Hive-Minds
    • Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
    • Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
    Machine Intelligences
    • Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
    We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, “oh, shiny new numbers” is one hell of a drug.

    Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
    • Slaver Guilds : Reduced enslaved population from 40% to 35%
    • Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
    • Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy

    As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from “the best pick, every time” to “could be best pick, depending on circumstances”.

    We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.

    As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.

    That’s everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.
     
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  11. IDtenT Menace to sobriety! Patron

    IDtenT
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    Divinity: Original Sin
    But what about in Stellaris?
     
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  12. CancerUnlimited Unwanted

    Unwanted
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    All praise 1.9.1 the only true version!
     
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  13. IDtenT Menace to sobriety! Patron

    IDtenT
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    Divinity: Original Sin
  14. Perkel Arcane

    Perkel
    Joined:
    Mar 28, 2014
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    Decided to give it a spin again.

    As per usual it is a slog to play. Nothing is happening ever and it is always fight for +1 to something not any grand strategy.

    Decided to attack some alien race before i established contant. Turns out that you can't even destroy their outpost starbases and you can't claim their sectors this way...
     
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  15. Perkel Arcane

    Perkel
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    Switched to robots. At least something is happening since everyone tries to kill me and administration limit is basically non existent.
     
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  16. IDtenT Menace to sobriety! Patron

    IDtenT
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    Divinity: Original Sin
    Anyone play the update yet?
     
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  17. MadMaxHellfire Arcane

    MadMaxHellfire
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    the update arrived right when i was thinking about playing it again. so now all my mods are broken and it's going to take months for them to be fixed. if ever.
     
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  18. Comte Arcane

    Comte
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    Dec 4, 2011
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    1,863
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    The Levant
    They fix the lag in this pile of dogshit?
     
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  19. zapotec Learned

    zapotec
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    The scam citizen thread is in another section
     
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  20. Perkel Arcane

    Perkel
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    haha fuck
     
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  21. Trans-Financial-Man Prophet

    Trans-Financial-Man
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    I can't believe they're finally adding the Jewish race to this game. I wonder what their ships will look like?

     
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  22. The Brazilian Slaughter Arcane

    The Brazilian Slaughter
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    Oy vey, don't be racist towards the long nose alien race.

    Let's not be xenophobic, goys, its really not in this year.

    Ignore why one race ends up being allocated in most of the bank buildings.
     
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  23. Ibn Sina Savant Patron

    Ibn Sina
    Joined:
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    Strap Yourselves In
    I found this post tbat explains how much was cut from 1.9. Everybody focuses on the FTL types lost but so much more was gone and gutted from the game. I did not realize how scummy paradox gutted a lot of features to add them later as "new" feature in dlc:

     
    Last edited: Sep 17, 2021
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  24. CancerUnlimited Unwanted

    Unwanted
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    Yeah, that's the same post that make me install 1.9.1, it's not a perfect game but it's more fun than the hot garbage that Paradox pass as a game these days.
    I encourage anybody that finds the current game bad/boring/stale to try it. It might surprise you.
     
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  25. Jinn Arcane

    Jinn
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    Been thinking of playing this multiplayer with a couple friends soon, so to those of you who actually like the game, what would you consider the must-have DLC?
     
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