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Stellaris - Paradox new sci-fi grand strategy game

Joined
May 11, 2007
Messages
1,854,861
Location
Belém do Pará, Império do Brasil
- I'm either horribly unlucky or really rusty at Stellaris, because I keep having problems with my population revolting AND being kicked around by aliens.
no offense my man, but you must suck horribly because i needed tons of "make revolts happen more often" and specifically tailored through mods races made to revolt more often in order to hope to see a revolt ever happening in the hands of ai who doesn't know how to manage revolts risk.
Probably yeah, I think Amenities got changed somehow, or am I vastly neglecting Amenities and Stability in favour of "Churn moar early alloys" because that was the OG Meta (Churn all the alloys and bumrush your nearest neighbor before 2210 was the meta for a long time), except I'm no longer aggressive enough to bumrush my first neighbor.
 
Joined
Jan 7, 2012
Messages
16,181
It's possibly been changed by now but the mechanically optimal play a while back was to only build amenities to take you up to 50% stability even if it left the planet in a "deficit" of expected amenities. At least that's how my automation mod did things.

Stellaris in MP's problem is that your ability to control things doesn't scale at all in a fully real time environment. 2-5ish planets is comfortable to boring, 10 planets is hectic, 20 planets is requires a 300 APM SC1 pro to manage and much more is like IRL Stalin trying to micromanage the entire soviet economy and military down to the unit level in WW2.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,845
Location
Poland
Hmm that actually makes MP represent what games never can correctly - administrative strain and issues managing big nations.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,585
Location
Space Hell

Stellaris Dev Diary #381 - Time to Get Wild​

Hello there everyone, PDS_Iggy here! We’ve had a busy week, now let's see what Eladrin wanted me to talk about… The Hive Fallen Empire and the Wilderness origin? In the same diary?


Okay… Buckle up for a Wild ride!

Hive Fallen Empire​

For the first time since Synthetic Dawn, a new ancient will join us in the galaxy: a Hive Mind, once united in purpose, now lies fragmented. Each embodiment is stuck trying to execute its own directive. Each has plans for becoming the dominating force within their former collective… and you might be able to nudge who ends up in charge.
image11.png

Stellaris supports conference calls now?
After an uncertain but definitely horrible disaster splintered their consciousness, The Hive was left in 3 fragments: Growth, War, and Control. Each one with its distinct personality, system, and tasks. Though don’t let differences fool you. They are all in a federation with each other, and declaring war on one will see you fight all three.
image1.png

So different, yet refusing to be far apart.
This Fallen Empire will spawn surrounding a central system. Each of the fragments branches off with its own unique system. They all surround the central system, Last Thought, but refuse to claim it. Curious. Like most Fallen Empires, they are content seeing the universe pass by them by… unless you do something that interests or annoys them.

image4.png

Pretty reasonable imo

image9.png

No, you really can’t refuse

image10.png

I made some of these events work on AIs. Don’t worry about the fragment’s Traits.

Each fragment has multiple tasks, and each one is quite a bit more reactive than the old “Hey, give us your scientists” events from Fallen Empires in the past. So, make friends where you can and try not to unleash something horrible on the galaxy.
image6.png

This shipset had the working name of “Antagonist” in-house.
Something that has always distinguished Fallen Empires from regular empires is that their ships are extra advanced. Well, the same is true here, but instead of using the same old technology of the other Fallen Empires, the fragments use Biological Ones! A special, older, and more intimidating version of the Spinovore shipset.

Just like all other Fallen Empires, this will be your primary source for Dark Matter technology.


image13.png

Politics is an old species game.
When the sleepers awake, one must end up on top. Absorbing the other fragments, one of three awakened empires will form, each with different goals and behaviors. Two of them will be participating in the war in heaven, the third one has other plans. Here is Control.

Wilderness​

This, without a doubt, is the most transformative Origin we have ever added to the game. The Wilderness is a Hive Mind exclusive origin, requiring you to play with Biological Ships, and leaves behind mechanical buildings and nasty things like colony ships. The experience we want to bring you here is experiencing the galaxy as a living planet.
image5.png

How do you show in a tooltip that everything is different?
As you can see in the tooltip, and what I want to emphasize is that you don’t share a single base building or district with regular empires. You do have some overlap when it comes to civics and such, but in general, you will live as a planet.

image12.png

Greetings from Tellon
image8.png

Not an asphalted road as far as the planet can feel.
The Wilderness comes with a unique City Set and Diplomatic room; any empire can play with it, but it was made for the Wilderness. The avian-eyed among you might have spotted that we have a new resource icon up there, Biomass. Biomass is gained by growing new pops and is used for developing your planets and colonizing new ones. Since you are spending Biomass to grow buildings, we won’t expect you to have enough around to work them. That is why all Wilderness pops come with a +1000 Workforce modifier. Please don’t figure out some exploit to smuggle them out of the empire.

image2.png

Everything is used and reused in the Wilderness.
image7.png

The Wilderness does not need colony ships. If they can terraform it, they can become it.
Once you have relearned how to navigate the economy as a living planet, you can spread your spores outward, terraforming a new world by using Biomass, awakening a new colony in your image.

image3.png

Plant Houston, we have liftoff!
The Wilderness Origin is compatible with most civics available to hiveminds, but I managed to satisfy an edgy little primal part of myself when I designed the automatically generated names for the Devouring Swarm variant: the Blood Forest.

image14.png

People making reaction videos to these, please read them with the intensity and melodrama they deserve.
There is so much more we could show you about the Wilderness, the tradition swaps, the altered technologies, the many unique buildings, but at this point I would like you to find it out on your own!

Next Week​

Next week, it will finally be time to reveal our most primal secrets. Join @Cosmogone as he shares all our new civics and the Behemoth Fury crisis path!

Meanwhile, I have some Hive Minds to appease.
 
Joined
Dec 24, 2018
Messages
2,001

Stellaris Dev Diary #381 - Time to Get Wild​

Hello there everyone, PDS_Iggy here! We’ve had a busy week, now let's see what Eladrin wanted me to talk about… The Hive Fallen Empire and the Wilderness origin? In the same diary?


Okay… Buckle up for a Wild ride!

Hive Fallen Empire​

For the first time since Synthetic Dawn, a new ancient will join us in the galaxy: a Hive Mind, once united in purpose, now lies fragmented. Each embodiment is stuck trying to execute its own directive. Each has plans for becoming the dominating force within their former collective… and you might be able to nudge who ends up in charge.
image11.png

Stellaris supports conference calls now?
After an uncertain but definitely horrible disaster splintered their consciousness, The Hive was left in 3 fragments: Growth, War, and Control. Each one with its distinct personality, system, and tasks. Though don’t let differences fool you. They are all in a federation with each other, and declaring war on one will see you fight all three.
image1.png

So different, yet refusing to be far apart.
This Fallen Empire will spawn surrounding a central system. Each of the fragments branches off with its own unique system. They all surround the central system, Last Thought, but refuse to claim it. Curious. Like most Fallen Empires, they are content seeing the universe pass by them by… unless you do something that interests or annoys them.

image4.png

Pretty reasonable imo

image9.png

No, you really can’t refuse

image10.png

I made some of these events work on AIs. Don’t worry about the fragment’s Traits.

Each fragment has multiple tasks, and each one is quite a bit more reactive than the old “Hey, give us your scientists” events from Fallen Empires in the past. So, make friends where you can and try not to unleash something horrible on the galaxy.
image6.png

This shipset had the working name of “Antagonist” in-house.
Something that has always distinguished Fallen Empires from regular empires is that their ships are extra advanced. Well, the same is true here, but instead of using the same old technology of the other Fallen Empires, the fragments use Biological Ones! A special, older, and more intimidating version of the Spinovore shipset.

Just like all other Fallen Empires, this will be your primary source for Dark Matter technology.


image13.png

Politics is an old species game.
When the sleepers awake, one must end up on top. Absorbing the other fragments, one of three awakened empires will form, each with different goals and behaviors. Two of them will be participating in the war in heaven, the third one has other plans. Here is Control.

Wilderness​

This, without a doubt, is the most transformative Origin we have ever added to the game. The Wilderness is a Hive Mind exclusive origin, requiring you to play with Biological Ships, and leaves behind mechanical buildings and nasty things like colony ships. The experience we want to bring you here is experiencing the galaxy as a living planet.
image5.png

How do you show in a tooltip that everything is different?
As you can see in the tooltip, and what I want to emphasize is that you don’t share a single base building or district with regular empires. You do have some overlap when it comes to civics and such, but in general, you will live as a planet.

image12.png

Greetings from Tellon
image8.png

Not an asphalted road as far as the planet can feel.
The Wilderness comes with a unique City Set and Diplomatic room; any empire can play with it, but it was made for the Wilderness. The avian-eyed among you might have spotted that we have a new resource icon up there, Biomass. Biomass is gained by growing new pops and is used for developing your planets and colonizing new ones. Since you are spending Biomass to grow buildings, we won’t expect you to have enough around to work them. That is why all Wilderness pops come with a +1000 Workforce modifier. Please don’t figure out some exploit to smuggle them out of the empire.

image2.png

Everything is used and reused in the Wilderness.
image7.png

The Wilderness does not need colony ships. If they can terraform it, they can become it.
Once you have relearned how to navigate the economy as a living planet, you can spread your spores outward, terraforming a new world by using Biomass, awakening a new colony in your image.

image3.png

Plant Houston, we have liftoff!
The Wilderness Origin is compatible with most civics available to hiveminds, but I managed to satisfy an edgy little primal part of myself when I designed the automatically generated names for the Devouring Swarm variant: the Blood Forest.

image14.png

People making reaction videos to these, please read them with the intensity and melodrama they deserve.
There is so much more we could show you about the Wilderness, the tradition swaps, the altered technologies, the many unique buildings, but at this point I would like you to find it out on your own!

Next Week​

Next week, it will finally be time to reveal our most primal secrets. Join @Cosmogone as he shares all our new civics and the Behemoth Fury crisis path!

Meanwhile, I have some Hive Minds to appease.
I'm sure they'll fuck it up somehow but it is nice that we're getting "full ecosystem" hive minds after... how many years? I'll actually try playing one once the update's out on cs.rin.ru.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,585
Location
Space Hell
Well, it's out. Anyone played it?
Things are going well!
Performance difference till years...​
Time-to-Reach (from previous)​
Time-to-Reach (total)​
Percentual increase​
2225​
+ 00:03:28​
+ 00:03:28​
+ 35,68%​
2250​
+ 00:04:38​
+ 00:08:06​
+ 31,66%​
2275​
+ 00:04:49​
+ 00:12:55​
+ 26,42%​
2300​
+ 00:04:35​
+ 00:17:30​
+ 20,39%​
2325​
+ 00:03:49​
+ 00:21:19​
+ 15,11%​
2350​
+ 00:19:21​
+ 00:40:40
+ 66,08%​
(this is the total delay)​
Performance Change in year 2351
+ 00:01:13
+ 109,59%

3️⃣So, what does this mean?​

In my initial test run of version 4.0.1, I experienced significant drops in game speed compared to 3.14.x, ranging from approximately 35% in the early game to around 20%, and even up to a notable 65% in the endgame (here a single year took ~100% longer). The substantial decrease in the endgame is particularly puzzling, so I plan to run another test. As mentioned earlier, please consider these findings with a grain of salt, as they are based solely on my personal test game up until 2350 and may vary for others.

It might be important to note that FPS are not a benchmark for this game at all so I did not record them as the game slows down by itself to keep everything stable. That's why you'll find no talk about frames here. BUT, they were always >60 FPS on both versions.

Am I satisfied with these results? Not entirely.

If these results are accurate, I am optimistic that Paradox and the developers will work to improve performance through future hotfixes and updates. If the initial findings are incorrect, I will try my best to provide clarification later.

Overall, I am happy with the update. But the performance and desyncs give me headaches. Though there have been many positive changes that I personally like. Either way a big thank you to the developers for the free content! <3

Cheers.

(Edit: Did some changes so it's clear that it's meant that in 4.0.1 it takes longer to pass a year.)
 

CrusaderTemplar

Liturgist
Joined
Mar 17, 2004
Messages
310
Location
California
Oh hey guys, I'm back and this time I have a more update to my entire Stellaris DLC Ownership.
qoBe1Fs.png


I know you guys keep telling me about piracy. Also in the process of building a 8000 dollar budget PC.
Edit: I bought the Season 9 Pass using my humble choice discount which is probably 15% since the 20% is use on older games it seems.
 
Last edited:

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
7,512
Well, it's out. Anyone played it?
Things are going well!
Performance difference till years...​
Time-to-Reach (from previous)​
Time-to-Reach (total)​
Percentual increase​
2225​
+ 00:03:28​
+ 00:03:28​
+ 35,68%​
2250​
+ 00:04:38​
+ 00:08:06​
+ 31,66%​
2275​
+ 00:04:49​
+ 00:12:55​
+ 26,42%​
2300​
+ 00:04:35​
+ 00:17:30​
+ 20,39%​
2325​
+ 00:03:49​
+ 00:21:19​
+ 15,11%​
2350​
+ 00:19:21​
+ 00:40:40
+ 66,08%​
(this is the total delay)​
Performance Change in year 2351
+ 00:01:13
+ 109,59%

3️⃣So, what does this mean?​

In my initial test run of version 4.0.1, I experienced significant drops in game speed compared to 3.14.x, ranging from approximately 35% in the early game to around 20%, and even up to a notable 65% in the endgame (here a single year took ~100% longer). The substantial decrease in the endgame is particularly puzzling, so I plan to run another test. As mentioned earlier, please consider these findings with a grain of salt, as they are based solely on my personal test game up until 2350 and may vary for others.

It might be important to note that FPS are not a benchmark for this game at all so I did not record them as the game slows down by itself to keep everything stable. That's why you'll find no talk about frames here. BUT, they were always >60 FPS on both versions.

Am I satisfied with these results? Not entirely.

If these results are accurate, I am optimistic that Paradox and the developers will work to improve performance through future hotfixes and updates. If the initial findings are incorrect, I will try my best to provide clarification later.

Overall, I am happy with the update. But the performance and desyncs give me headaches. Though there have been many positive changes that I personally like. Either way a big thank you to the developers for the free content! <3

Cheers.

(Edit: Did some changes so it's clear that it's meant that in 4.0.1 it takes longer to pass a year.)
Seeing as how they kept repeating the pop changes will help with performance, this is mighty impressive.
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
34,998
The update, as expected, failed on all fronts. Performance is worse, new bugs everywhere, old systems that shouldn't even be touched by the changes got broken.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,851
o3Drx47.jpeg


Let's have a look at some reviews sample : "The a.i. doesn´t build fleets, likely because it doesn´t try to produce alloys. "

"
- robots broken and cause random unemployment spirals
- cloning broken and causes random unemployment spirals
- building system broken and causes random unemployment spirals
- leaders broken and do not receive specializations
- unity broken
- exterminators broken
- multiplayer broken
- hives broken
- civics that modify unemployed pops - believe it or not, broken too"
 

Fedora Master

STOP POSTING
Patron
Edgy
Joined
Jun 28, 2017
Messages
34,998
At this point there is no hope for the company. None of their projects have been particularly successful and the DLCs are all a bunch of barely functioning fuck. The competency crisis is in full effect.
 

Trithne

Magister
Joined
Dec 3, 2008
Messages
1,247
This shit is farcical. Who even asked for the economy and pop model to be completely overhauled yet again?
 

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