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

HeroMarine

Irenaeus
Vatnik
Joined
Feb 3, 2019
Messages
16,306
Location
Rio de Janeiro, 1936
4.png


lol
 

Trithne

Erudite
Joined
Dec 3, 2008
Messages
1,200
https://forum.paradoxplaza.com/foru...-298-renowned-and-legendary-paragons.1580535/

Game turning into Endless Space. Look forward to meta strategies revolving around getting certain particular paragons game after game.
This is all about the art direction, the actual mechanics are so sidelined. And they'll now be able to sell DLC with new Paragons and such to milk the simps.
The mechanics are basically just "Leaders, but speshul". Apparently they detailed the other paragons in videos but I'm not watching those.
 
Joined
Jan 7, 2012
Messages
15,383
Is this going to be a thing like in MoO2 where your get random people with weird races out of nowhere, completely ignoring the fact that these characters should really be coming from some established race? Not a fan if so.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
8,185
Location
Brasilien
Codex+ Now Streaming!
armies are going to make sense only if they start to fire back at bombers. until then, it's always only a matter of time, which you have plenty because the first space battle decides who wins the war.
stellaris also needs the return of uncapped space defenses. let me fill my border systems with actually deadly bases and minefields, and then we can talk.
I miss when we could build fortress anywhere in the system and one of their upgrades are minefields. Would make overlapping defenses until the system core/planet and exterminate mostly of the fleets that would dare enter the same.
On dlc wise, i'm just glad they bringing the "custom" sector size back, was stupid to remove in the fist place with the excuse of helping improve the AI.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
Is this going to be a thing like in MoO2 where your get random people with weird races out of nowhere, completely ignoring the fact that these characters should really be coming from some established race? Not a fan if so.
Seems like some of them come from enclave factions. Others are like the space orc you find inside the Tiyanki whale.
 

GrafvonMoltke

Shoutbox Purity League
Shitposter
Joined
Dec 2, 2016
Messages
2,527
Location
Land of the Great Steppe
Planetary Diversity and its submods
Guilli's Planet Modifiers
Gigastructural Engineering
More Events Mod
Real Space
Expanded Traditions
Archaeology Story Pack
Ancient Cache of Technologies
Technology Ascendant

There's others too but I can't be bothered to dig through them all. Don't know which ones are still working cause I haven't played in ages.

Also loverslab has some okish sex mods, if that's your thing.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
I'm having a lot of success with Void Dweller builds. It's gotten a bit different, it's less of a tech rush and more of a wide empire rush. People were saying that you ended up with slower pop growth due to planet size/housing, but that actually creates an interesting dynamic. Very early on you'll want to 'under-employ' your starting habitats, so that they provide growth for the new ones. Play your cards right and you end up with 30-40 colonies, finishing with Ring Worlds.

Only thing is you need a strong economic base more than anything. You need to spit those bases like they are nothing, you need to improve them, and you need a top notch fleet to keep the influence going. Mining Guilds, Masterful Crafters, Merchant Guilds, that sort of thing. Thrifty, Industrious, Ingenious as well. Or, you know, conquer some tributaries. I also have some problems with amenities early on, and the extra stability/housing/happiness from Shared Burdens fit in nicely, though I'd imagine Pleasure Seekers would have the same effect. Expansion tree is mandatory and Democracy (for migration) is great to have.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
i want to make a space dwarf build, will use underground origins and industrious/master crafters. can i play tall with this?
The cool thing about underground is that it makes it so every planet no matter how shitty ends up being at least 50% habitability. Those still aren't good places to live or produce from, but that means your advantage is going wide and colonizing everything you can claim from the getgo. I like pairing it with trade since trade value production is not negatively impacted from habitability.

The truth is that the wide/tall distinction in Stellaris is rather soft and depends on circumstances. You ultimately want to be an overwhelming force, with a gigantic economy. Having lots of colonies is the surest path there because even when you focus on a single mega planet (say, an ecumenopolis) you'll be able to funnel more people into it if your country grows from multiple places.

The only truly 'tall' build I've played is starting as clone soldier megacorp and subjugating everyone while staying at 100 pops. Megacorp in general makes the tall/wide dichotomy harder so it emphasized a few colonies style.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,809
I wish Paradox made the AI at least a little bit intelligent. I have to micro every planet (lowering amount of habitable planets on map creation is a must) because the sector AI is fucking retarded and liable to wreck my economy with its shenanigans, and every time I conquer a planet, I find some dysfunctional mess the AI wrought there.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,557
i want to make a space dwarf build, will use underground origins and industrious/master crafters. can i play tall with this?
you can, you can even do one planet challenge, but its inefficient as always. There's no such thing as tall in stellaris.
 
Joined
Jan 7, 2012
Messages
15,383
I wish Paradox made the AI at least a little bit intelligent. I have to micro every planet (lowering amount of habitable planets on map creation is a must) because the sector AI is fucking retarded and liable to wreck my economy with its shenanigans, and every time I conquer a planet, I find some dysfunctional mess the AI wrought there.

Use planet-level AI, not sector AI. You can configure it and expect it to generally work as you'd expect.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
I can recommend the collection by dukko. He got finally rid of the clunkier mods which don't play all that nice with other mods or the AI (Civics&Ethics, Real Space and so on) and updates it regularily with patches.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
None that I can see. He had some in his collection for the prior patches so go figure.

https://github.com/Dukko/mergerofmods

I can recommended it on the fact that the mods work well with another, there are no crashes (yet) and there isn't much bloat while still giving the choice to LARP as whatever space empire you desire.
 
Joined
Jan 7, 2012
Messages
15,383
Yeah... its just more dumb buttons to press. Doesn't even seem like there's much strategy or depth to it, it's just the game rolling 2 random bonuses you can pick through and causing players to need to pause the game more often to micro something small. But there's also an auto pick traits button, so if you pay $15 they allow you to click that and pretend you didn't buy the DLC (you don't get your money back).

Also I don't understand how hiring a scientist gives me +3 alloy income. You're telling me this one dude on a spaceship can shit out an alloy income equivalent to 1/3rd of Earth in 2200? Impressive I guess...
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,734
I read the AI will not use the new leader system?
Have they finally given up on having to "update" the AI after every new DLC?
It happened every time, a new DLC changed stuff and the AI couldn't handle it.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,557
I read the AI will not use the new leader system?
Have they finally given up on having to "update" the AI after every new DLC?
It happened every time, a new DLC changed stuff and the AI couldn't handle it.
Hope it's not the case, the player does not need an extra buff for an already unchallenging game.
 

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