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Stellaris - Paradox new sci-fi grand strategy game

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Cologno

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Grand Dragon
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There were two of them, iirc. Mine was the one that got banned. The other guy persisted a while and a lot of news outlets thought he was me, but they banned him too eventually. Then someone did phenotype splitting mods which may have gotten banned too, I don't remember. They also shadowbanned some Space German mod.

Out of all the platforms I've been banned from for wrongthink, this was the most satisfying. My low-effort mod being banned turned into headlines. Trump being elected later that year was icing on the cake. What a time to be alive.
 

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Should have done whites-only and blacks-only mods and released at the same time, as a social test.
People did that. IIRC, they left them up for a while and then banned them. Of course, nowadays, I'm sure only the white ones would get banned.

The one they left up was the mod that had all of them separated by a single mod. So you have to take space wakanda and space china along with your space Europe. Whatever you use in-game is up to you, but it wasn't a mod whose exclusive purpose was to let you play as whites.
 

Baron Dupek

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Stellaris Machine Age dropped and
GNG1ijfbkAAJiYH
 

Hellion

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Is this expansion any good? It seems to have very positive rating on Steam, which has never happened for a Stellaris DLC as far as I can remember.
 

Joggerino

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Is this expansion any good? It seems to have very positive rating on Steam, which has never happened for a Stellaris DLC as far as I can remember.
It's really good, I like pretty much all the new stuff and changes that I have observed. (in midgame now)
 

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Seems to have a lot of content, but the core concept was already in the game. Transcendent machine deity looks a little more interesting than the current machine endgame crisis.

Feels like the devs keep making expansions that expound on stuff we already have in the game. Meanwhile, things like leader mechanics are still barebones.

Whatever, I don't like to buy these things when they come out anyway.
 

Joggerino

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I do find it repetitive and annoying having to pick leader traits every time they level up, especially since there can be quite a lot of them. It's additional micromanagement one has to deal with.
 

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Is it still the same silliness of having like 5 leaders at most?
It wouldn't matter if it were 50. They're just cards with barely any stats. They only serve to give you modifiers.

It's serviceable, but if they're going to expand something, I'd much rather get more complex galactic politics and leader mechanics than assorted cyberpunk embellishments.

What I'd like is CK2 in space. What I get is a real-time GalCiv3 with more anomalies.
 

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Those are traits, not real stats. Leaders aren't NPCs, they're effectively temporary modifiers you can place on your forces until they die.

Again, it works, but it's very shallow.
 

Mortmal

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I do find it repetitive and annoying having to pick leader traits every time they level up, especially since there can be quite a lot of them. It's additional micromanagement one has to deal with.
The big problem with Paradox games is their shitty DLC system, which gives you a pile of independent systems. You have modifiers you repeatedly have to push: the leader levels up, giving a big percentage improvement; then there's spending on the astral rift, another big percentage; then relic spending with retro engineering, and the council agenda to repeatedly push. Instead of having one big game with everything well integrated.
 
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Cologno

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More features that lead to degenerate Cookie Clicker gameplay

I personally can't wait for AI to develop further. Voice Acting aside from few cases is detrimental to RPGs and pretty much any non moviegame.
For voice yeah it'll be a great boon. VAs who actually give a shit and aren't phoning in their lines seem like getting rarer and rarer.
 

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For voice yeah it'll be a great boon. VAs who actually give a shit and aren't phoning in their lines seem like getting rarer and rarer.
The worst are the ones that *do* care, but think they have the right to change lines.

I'd love to go back and restore bad localizations, or voice every dialog in a game like Baldur's Gate using AI facsimiles of the original actors.
 

Talby

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The expansion seems decent, although I don't like the direction the game is going in as far as homogenization of different playstyles. I started a new game recently (before the expansion) as Void Dwellers, to find out they've reworked how habitats function significantly. Now, instead of building habitats wherever you like, there is a "main" habitat that is the actual planet equivalent, and a bunch of smaller habs that you spam around the star system. These smaller habs just buff the main hab to have more building slots and do nothing on their own. I don't like this change because it means you can't have multiple habs in a single system anymore. It also means the Void Dwellers start is much less unique than it used to be - it was the only origin where you started with multiple "planets" in a single system right from the start. Now, you just get the one, like all the other origins. Boring. AI empires also spam habitats just as much as they used to, filling every free system with them, except now the additional hab structures are also spammed, taking away all the resource deposits and applying them to the main hab for extra building slots, which is especially annoying if you don't want to use habs as your playstyle. Far from solving the habitat spam problem, it just made it significantly worse.

The new changes to machines are like this, as well. It used to be machine empires were one of two things - a hive mind or an ascended biological species. Hive mind robots you could start as, but synthetic ascension was something you had to work towards, however now can just play as synths right from the start with no need to earn it. Robots also had interesting advantages compared to biological pops, like ignoring planet habitability and immortal leaders. Now, robots have planet habitability too, albeit limited to the broader categories (dry, wet or frozen) instead of a specific one like "desert" or "alpine." Robot leaders will also die of old age unless you take the expensive "immortal" trait pick, once again taking away the uniqueness from robot empires and making them play more similarly to organics. You can also have spiritualist robots, which goes against one of the game's established limitations of spiritualists being anti-robot and especially anti-synthetics/cybernetics.

It's just a disappointing direction to see the game going in. It feels like the devs are getting bored with their own game and changing things just for the sake of it, or maybe it's new devs with different ideas throwing out the old stuff. I dunno. At least you can revert the version back to older editions, I guess.
 

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I don't like the direction the game is going in as far as homogenization of different playstyles.
Been this way since they dumbed down the warp techs into a single system. It's also nearly impossible to have a unique playstyle in this game, since the technologies are random and mostly the same.

The real problem is that Stellaris is a multiplayer game. The developer always want to make sure that everyone gets the same portion of candy or there will be crying from the kids who didn't get enough.

Who actually plays multiplayer in this game I don't know though. The singleplayer is bad enough without people quitting halfway through.
 

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