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Stellaris - Paradox new sci-fi grand strategy game

Joined
Mar 3, 2010
Messages
9,268
Location
Italy
something i forgot it got modded out: megastructures are retarded, because they're rather cheap by mid game already, and you can have only 1 of each, so very soon everyone has them all already.
and holy crap how can pop spawn be so god damn slow? late game and i'm not even close to fill my starting planet, with a race built on pop spawn speed. vanilla is a true disaster. give me back alphamod!
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,742
and holy crap how can pop spawn be so god damn slow? late game and i'm not even close to fill my starting planet, with a race built on pop spawn speed. vanilla is a true disaster. give me back alphamod!
Paradox is staffed by morons who cannot optimize the game to run at high pop counts so they just made pop growth slow as fuck. Of course the number of required pops has not changed but who cares right?
 
Joined
Jan 7, 2012
Messages
15,257
Yeah pop growth is one of those things where there's a big gaping hole in the logic and cohesiveness of the game world that intersects with game performance issues and rather than address it Paradox has decided to paper over the issue. It's the kind of "fix" that you'd make the day before your game releases with a note in the code saying "this is a stupid hack to get things working make sure to do something about it later", then rather than fix it Paradox continues on releasing DLC for a decade.
 

Ravielsk

Magister
Joined
Feb 20, 2021
Messages
1,742
Yeah pop growth is one of those things where there's a big gaping hole in the logic and cohesiveness of the game world that intersects with game performance issues and rather than address it Paradox has decided to paper over the issue. It's the kind of "fix" that you'd make the day before your game releases with a note in the code saying "this is a stupid hack to get things working make sure to do something about it later", then rather than fix it Paradox continues on releasing DLC for a decade.
Its a "hole" Paradox introduced themselves. The 1.0 version of the game required a significantly lower number of pops per planet to be viable. Only with the release of 2.0 did paradox skyrocket the pop numbers into the thousands. Meaning they coded a game that was meant to cap out at around 1000 pops in total(for the biggest and longest games) and then force that exact system to handle pop numbers that go easily over 10k. On a engine that literary cannot do multithreading no less.
 

Camel

Scholar
Joined
Sep 10, 2021
Messages
2,818
Its a "hole" Paradox introduced themselves. The 1.0 version of the game required a significantly lower number of pops per planet to be viable
The biggest planets were capped at 25 pops/tiles at 1.0.
 
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Dwarvophile

Liturgist
Joined
Dec 1, 2015
Messages
1,600
Imagine the scramble for the rights of legendary voice actors if that ever becomes a thing. The rights for Patrick Stewart will go for millions, and you will hear him in every game from that studio/publisher from here on :)
The same will happen with likenesses of actors. Schwarzenegger will be with us forever.
Nah. Actors fade away from memory with each generation. I've recently heard a zoomer go "Who the fuck is Bruce Willis?"
Bruce Willis : Who the fuck is A Zoomer ?
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,420
Location
Space Hell
1716828533385.png
 
Joined
May 11, 2007
Messages
1,854,427
Location
Belém do Pará, Império do Brasil
Wow Stellaris has really changed quite a bit since I last played (AFAIK around the time of Ancient Relics). Now that I have a stronger machine, I can fully experience it. Some thoughts:

- I didn't use it back when, but I quite like Eager Explorers civic. Its great for an Exploration-themed nation, and being able to do short jumps is pretty cool, exploration-wise. I haven't been able to use it in combat yet, but I suspect its good for essentially leapfrogging enemy defensive starbases and ravaging their heartland.
- Note: Has someone ever tried Eager Explorers + Fear of the Dark combo? -18 pops at start-up lol.
- Interface throwing me off a bit, even if its mostly similar to what I played before.
- The AI seems better than when I played.
 
Joined
Mar 3, 2010
Messages
9,268
Location
Italy
i must tune the game the other way around: whenever a crisis appears it's 10 times stronger than anything i can field. and i'm leading score. only way a game is saved is if it appeared on the other side of the map *and* pissed on some fallen empire's porch. and even then, i've seen more than one fallen empire be beaten.
on the other hand, the unbidden relic is even more powerful than the dead saint's head, the single most powerful relic, since the fleet it spawns has no limit, it quickly grows into retarded numbers.
 

Alpharius

Scholar
Joined
Mar 1, 2018
Messages
597
Lost a game to the new crisis with x10 modifier. Probably could have killed it if i converted my whole fleet to torpedo frigates or escorts or something, assuming killing the main ship is enough to stop the "you lose" timer. There were four 5 million strength fleets + a bunch of 1 million strength defense platforms guarding it + the main ship was like 300k strength which turned into 17 million when it was attacked. :eek:

Other than that no much changes in the new dlc. Arc furnace is pretty good, lots of free alloys and minerals. AI is still dumb as fuck and gets stuck bombing one planet for 100 years while waiting for ground troops which never arrive while i occupy all its planets.
 
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BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,804
WTF IS THIS BS????? WTF HAVE THEY DONE?

Sorry i'm just livid because i gave in to weakness and bought a bunch of the dlcs so gave stellaris a try now that the game was more or less up to date, thinking between that and a refreshed mod list i should have an allright session.

Instead what happened is some bs event emperium formed and it is the most cancer bs ever. It just keeps blobbing and eating all its neighbors until it owns 90% of the galaxy. Like a late game crisis except it happens super early.

Oh but frank why don't you do the various resistance mechanics to weaken the empire so you can break it up with the power of freedom and friendship?
Fuck you, that's exactly what I did. Maxed out all resistance cell bs, sabotaged the empire to the max, propped up as many rebel states as was allowed, the whole works.

But the ai is either too passive or the empire is just too big to fail. So it's 100% reliant on ME and ME alone to push the fuckers and liberate every system sector by sector, planet by planet.
And it is the most boring shit ever, like this is why I never bothered to play militaristic empires in stelllaris, having to manually move armies and fleets to every planet in a 600+star map is agonising.

After like 2 hours of enduring this I looked at the galaxy map and realised I had barely made a dent into the empire even though i could smash them militarily using the power of cheats (i really had stopped having fun by this point, since the empire kept slingshotting fleets randomly and it got boring having to scramble for every incursion) and decided to ragequit there and then because fuck this game, how can anyone find this fun?

Can you even disable this bs? I did not find the option, it does not seem to count as an advanced empire or anything that is controlled by the slider settings, maybe i need a mod perhaps?
But jfc what a horrible addition clearly made to make you get whatever related dlc is to deal with that (guessing the espionnage one?).
 

BrotherFrank

Nouveau Riche
Patron
Joined
Apr 19, 2012
Messages
1,804
Could be, was not paying attention to the GC since I was happy building tall in my isolated cluster and testing out the rift bs (basically another story pack but i like those dlcs the most).

Either way, it was gay and killed my run, disabling that dlc in the future, truly money well spent.
 

darkpatriot

Arcane
Glory to Ukraine
Joined
Mar 28, 2010
Messages
6,285
WTF IS THIS BS????? WTF HAVE THEY DONE?

Sorry i'm just livid because i gave in to weakness and bought a bunch of the dlcs so gave stellaris a try now that the game was more or less up to date, thinking between that and a refreshed mod list i should have an allright session.

Instead what happened is some bs event emperium formed and it is the most cancer bs ever. It just keeps blobbing and eating all its neighbors until it owns 90% of the galaxy. Like a late game crisis except it happens super early.

Oh but frank why don't you do the various resistance mechanics to weaken the empire so you can break it up with the power of freedom and friendship?
Fuck you, that's exactly what I did. Maxed out all resistance cell bs, sabotaged the empire to the max, propped up as many rebel states as was allowed, the whole works.

But the ai is either too passive or the empire is just too big to fail. So it's 100% reliant on ME and ME alone to push the fuckers and liberate every system sector by sector, planet by planet.
And it is the most boring shit ever, like this is why I never bothered to play militaristic empires in stelllaris, having to manually move armies and fleets to every planet in a 600+star map is agonising.

After like 2 hours of enduring this I looked at the galaxy map and realised I had barely made a dent into the empire even though i could smash them militarily using the power of cheats (i really had stopped having fun by this point, since the empire kept slingshotting fleets randomly and it got boring having to scramble for every incursion) and decided to ragequit there and then because fuck this game, how can anyone find this fun?

Can you even disable this bs? I did not find the option, it does not seem to count as an advanced empire or anything that is controlled by the slider settings, maybe i need a mod perhaps?
But jfc what a horrible addition clearly made to make you get whatever related dlc is to deal with that (guessing the espionnage one?).

It was probably the space Mongols. They were introduced as a mid-game crisis in one of the updates. I don't think it even requires a DLC. If you don't try to stop them when they first emerge, they can get quite powerful. Each empire they vassalize gives them free fleets every 1-3 years, or something like that. The stronger the vassalized empire, the stronger the free fleets. and they get the special warfare type where they just destroy starbases so they can build their own.

If left unchecked, or if they get lucky and several empires surrender to them very early, they can snowball fairly quickly.

However, those special mechanics and free ships they get end after a while. Either after you defeat their leader's primary fleet twice (he gets a new fleet after the first defeat), or after enough time passes the Khan will get killed due to internal struggles. After that they just convert into a regular empire of some type (in my most recent game they became democratic with a new federation that all their formal vassals were offered a chance to join).

But if they managed to grab a big chunk of the galaxy before that, they are still a pretty powerful regular empire.

But they are considered a mid-game crisis, and you are supposed to actively try to counter them. If you attack as soon as they emerge, you can usually get the two needed fleet kills and stop them fairly quickly.
 
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Storyfag

Perfidious Pole
Patron
Joined
Feb 17, 2011
Messages
17,726
Location
Stealth Orbital Nuke Control Centre
It was probably the space Mongols. They were introduced as a mid-game crisis in one of the updates. I don't think it even requires a DLC. If you don't try to stop them when they first emerge, they can get quite powerful. Each empire they vassalize gives them free fleets every 1-3 years, or something like that. The stronger the vassalized empire, the stronger the free fleets. and they get the special warfare type where they just destroy starbases so they can build their own.

If left unchecked, or if they get lucky and several empires surrender to them very early, they can snowball fairly quickly.

However, those special mechanics and free ships they get end after a while. Either after you defeat their leader's primary fleet twice (he gets a new fleet after the first defeat), or after enough time passes the Khan will get killed due to internal struggles. After that they just convert into a regular empire of some type (in my most recent game they became democratic with a new federation that all their formal vassals were offered a chance to join.

But if they managed to grab a big chunk of the galaxy before that, they are still a pretty powerful regular empire.

But they are considered a mid-game crisis, and you are supposed to actively try to counter them. If you attack as soon as they emerge, you can usually get the two needed fleet kills and stop them fairly quickly.
I haven't seen the Space Mongols become an effective threat since at least 10 games. The AI can't into landing armies, for some reason.
 

darkpatriot

Arcane
Glory to Ukraine
Joined
Mar 28, 2010
Messages
6,285
It was probably the space Mongols. They were introduced as a mid-game crisis in one of the updates. I don't think it even requires a DLC. If you don't try to stop them when they first emerge, they can get quite powerful. Each empire they vassalize gives them free fleets every 1-3 years, or something like that. The stronger the vassalized empire, the stronger the free fleets. and they get the special warfare type where they just destroy starbases so they can build their own.

If left unchecked, or if they get lucky and several empires surrender to them very early, they can snowball fairly quickly.

However, those special mechanics and free ships they get end after a while. Either after you defeat their leader's primary fleet twice (he gets a new fleet after the first defeat), or after enough time passes the Khan will get killed due to internal struggles. After that they just convert into a regular empire of some type (in my most recent game they became democratic with a new federation that all their formal vassals were offered a chance to join.

But if they managed to grab a big chunk of the galaxy before that, they are still a pretty powerful regular empire.

But they are considered a mid-game crisis, and you are supposed to actively try to counter them. If you attack as soon as they emerge, you can usually get the two needed fleet kills and stop them fairly quickly.
I haven't seen the Space Mongols become an effective threat since at least 10 games. The AI can't into landing armies, for some reason.

I have generally seen them run out of steam on their own, even if I do nothing, as well. But my most recent game was a different story. They spawned right next to an empire that had 3 or 4 vassals and pretty quickly got that empire to surrender. As a result they also got all their vassals. So right at the beginning they got a huge boost in term of the fleet strength they were generating every few years.

They would have been an even bigger menace if they also didn't spawn right next to a fallen empire and immediately began fighting them. Unfortunately, since I was on the other side of the Galaxy, it took a long time for my fleets to arrive, and I had to also pull back quite a ways to reach a vassals station I could repair them at after battles. So I was only able to launch an attack against them every year or two and could only really fight a couple large battles before needing to withdraw to repair and rebuild. Between me and the fallen empire we were able to contain them until they had the internal assassination event.
 

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