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

varangos

Prospernaut
Dumbfuck
Joined
Mar 27, 2016
Messages
393
Yeah, the tutorial might ought to mention that building your mineral income past, say +100, is virtually useless. Energy credits are the real life blood of an empire. All those mineral mining stations are fine in the early game, but just drain credits in the mid game. Your entire goal after the early game should probably be to acquire credits and research while spending the credits on a massive fleet - especially since saving them is also useless thanks to the low storage cap.

the storage cap can be lifted via technology.
 

a cut of domestic sheep prime

Guest
Yes, it can. You use power hubs. But only one can be built on each world and even with max tech, I don't think you'll get the limit anywhere near the mineral cap in the mid game. Not without owning a ton of planets or taking a fallen empire or two.

I still don't know if that should be your goal though. Anything that costs energy usually also drains energy. The goal of energy never seems to be spending it or having a big enough stockpile, but having a positive monthly income so you don't run out eventually.
 

varangos

Prospernaut
Dumbfuck
Joined
Mar 27, 2016
Messages
393
im in 2365,my mineral cap is 15k and energy is 4k,but building a stack of 30-40k power eats alot of credits so i never hit the ceiling.
my 8 battleships need 8 energy credits each one,almost one sector worth of energy production for each one
 

Zewp

Arcane
Joined
Sep 30, 2012
Messages
3,604
Codex 2013
So do fallen empires ever become active again, like they said before release?
 

varangos

Prospernaut
Dumbfuck
Joined
Mar 27, 2016
Messages
393
by the way,is there any way for faster ship upgrades?my 30k doomstack literally takes 1 year to upgrade even for minus upgrades.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,507
So do fallen empires ever become active again, like they said before release?
Only if you insult thme or colonize too close, and even like that not always.You just ignore them until you can field a fleet big enough , then you wipe them out, nothing special uncovered .
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,507
by the way,is there any way for faster ship upgrades?my 30k doomstack literally takes 1 year to upgrade even for minus upgrades.
One space station module but tis only 20%, so yes it take ages and its a pain.
 

varangos

Prospernaut
Dumbfuck
Joined
Mar 27, 2016
Messages
393
So do fallen empires ever become active again, like they said before release?
in my game they havent done anything so far,but they have supreme power so other factions wont challenge them.

maybe if the hak hak invade they may try to save the galaxy.
 

varangos

Prospernaut
Dumbfuck
Joined
Mar 27, 2016
Messages
393
Only if you insult thme or colonize too close, and even like that not always.You just ignore them until you can field a fleet big enough , then you wipe them out, nothing special uncovered .

they have some funny diplomatic dialogue,once i tried to exchange tech with one of them and before i even got to the diplo screen they wrote "no,we wont give you any tech"
another told me that "well,prob your empire will crumble to dust but its ok you are young":D
 

Hobo Elf

Arcane
Joined
Feb 17, 2009
Messages
14,154
Location
Platypus Planet
If you want to make the game even slower, go for it. Advanced start only sets how many fallen empires there are. The AI will still be shit. The way to go is to play this game online with real people.
Advanced AIs are empires that start with a tech buff and sometimes multiple planets.

Fallen Empires are spawned as a set number based on the size of the galaxy and they only spawn if they can find a sizeable empty space to do so in. Source: Paradox.

Yeah, that's probably it. I was just going with what I was told and didn't care enough to fact check.
 
Joined
Mar 3, 2010
Messages
9,312
Location
Italy
I got some free time, so I gave this game another chance, this time it ended after few hours.

I called it quits this time after I conquered rival militaristic empire by simply moving my fleet to enemy's closest system, wrecking everything that my ships were willing to target, doing full orbital bombardment on the planet until all fortifications were gone, dropping couple of armies on top of the rubble to plant my flag on the ground and moving on to the next system, until total victory.

Meanwhile, my enemy, who had comparable sized fleet to mine, never even tried to defend. He was too busy wasting his ships away attacking my practically worthless, but fortified with defense stations, mining systems on the border. :negative:


Idk, maybe giving every single AI "advanced start" is the way to go? Although I'd probably tone the difficulty down from hard to normal in that case.
Anyone tired playing with such starting conditions? Is it fun?

you know, defense platforms have this little thing that forces enemy fleets to attack them.
 

MoLAoS

Guest
I usually end up going energy on the homeworld and then a second 25 tile energy planet just because energy is such a pain. I ALWAYS have way more minerals than I can feasibly use.
Yeah, the tutorial might ought to mention that building your mineral income past, say +100, is virtually useless. Energy credits are the real life blood of an empire. All those mineral mining stations are fine in the early game, but just drain credits in the mid game. Your entire goal after the early game should probably be to acquire credits and research while spending the credits on a massive fleet - especially since saving them is also useless thanks to the low storage cap.
That's not really true. I mean I've had times where I wished I had a lot more minerals. Just generally its a lot harder to get enough power to compete with minerals. If you had a way to get energy credits more minerals is fine. You can afford to throw ships into the grinder and not worry.

Assuming I don't get attacked any time in the near future in my current game my energy planet is just starting to come online. Its a bit close to a fallen empire for comfort but shit happens. I'm slowly building up my stuff there and once it takes off a bit I'll finally be able to use all my thousands of minerals to start building up 2 research planets. I am pretty far ahead on Society research as always, got a lot of Swirling Shadows anomalies this game, but I need to kick my other shit into gear. And of course build oodles of fleets.

Of course my real issue is yet again not being allowed to purge pops. One of my 5 Observation post nations went Space Age and they are clogging a primo 22 tile desert world and they were also starting to expand out of the main system where I had the frontier outpost and clog other systems so I couldn't use them. I smashed them and I'm now preparing a planet to move them to and then release, called Australia. Such a fucking pain. Its 2253 and I've got 100 society research and I'm starting to get bonus planet tech so I'm in the crucial stage of my development where if I can make it 10 more years without being attacked I will be come invincible.
 

Jimmious

Arcane
Patron
Joined
May 18, 2015
Messages
5,132
Steve gets a Kidney but I don't even get a tag.
I don't know what you all think but I got destroyed again and this time by a single empire who was simply more advanced with slightly more army than me.
No alliances no nothing. I put by (bad) luck a Frontier Outpost on their borders and they gangraped me in the next month.
:x

*Hard is ... Hard for me so far.
 

MoLAoS

Guest
I'm now preparing a planet to move them to and then release, called Australia.

You can probably just find some weak empire with a mostly unoccupied world and just dump the undesirables there, then give it back to the empire all enriched.

Nah, there's nothing like that close by. I just think I should be able to purge xenos if I want.
 
Joined
Jan 7, 2012
Messages
15,273
Minerals are a trap. You need to focus on them at the beginning, but then you need to switch almost exclusively to credits and research.
Hell, with some sectors geared towrads mineral production you can even drop mines almost entirely, except for the best + minerals tiles.

This is definitely true to an extent.

I recommend going for robots and spamming them a lot when expanding early. This lets you spread your otherwise purely mineral-fueled expansion into energy and ensures you aren't hit with an energy shock once you need a fleet. Robots work both Minerals and Food very well. If you can get the Share the Burden edict and use it along with the lvl 2 robots (droids, the tech auto-upgrades all your previously built robots) then you can get regular-efficiency energy extraction, meaning the droids can be entirely self-sustaining on a planet of 100% energy if need be.

One useful trick though is that you can almost always milk AI for energy and minerals. Especially energy. Giving a 30 year research agreement or migration or non-aggression promise to some random across the map can net you 2-3k energy. Its really a huge exploit with how well it works on large maps that have lots of AIs to deal with, and the AI always stockpiles tons of stuff that you can trade for.

I usually end up going energy on the homeworld and then a second 25 tile energy planet just because energy is such a pain. I ALWAYS have way more minerals than I can feasibly use.
Yeah, the tutorial might ought to mention that building your mineral income past, say +100, is virtually useless. Energy credits are the real life blood of an empire. All those mineral mining stations are fine in the early game, but just drain credits in the mid game. Your entire goal after the early game should probably be to acquire credits and research while spending the credits on a massive fleet - especially since saving them is also useless thanks to the low storage cap.

It's still not useless. What you want to do is tax sectors at 75% so they give you their energy. Excess energy for them is useless, they have no reason to stockpile since they don't build anything that requires energy, all they need is to meet their maintenance. In return you feed them back the minerals so that they develop planets fast.
 
Last edited:

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,403
Divinity: Original Sin Divinity: Original Sin 2
Why cant I terraform this planet. I have the resources :(

11111111.png
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
by the way,is there any way for faster ship upgrades?my 30k doomstack literally takes 1 year to upgrade even for minus upgrades.
One space station module but tis only 20%, so yes it take ages and its a pain.

You can split your fleet into smaller fleets and have them refit across multiple starports. It's a bit of micro, but suddenly you're down to 1-2 months. At the end, just select all the fragment fleets and merge.
 

MoLAoS

Guest
I want to play this SO BAD
GIB COMPUTA PLZ

Queries to those who are/already did play this game:

1. Anyone ever pushed the game and messed with the INIs and graphics to see how low the sysreqs can be to run it? This is important to my interests.

2. Any way to enforce race/nation limitations? I would love to do a human-only game.

3. How big can the galaxy get? Is there a limit? Does it taxes the computer?

4. How many players as rule? I wanted a Pdox-style game with hundreds of nations per game.

My computer runs 1000 systems pretty much flawlessly. Granted I built it to multi-box EVE. But still only like 1500 dollars cause I bought shit separately on sales. 1000 systems is the limit. You get approximately 750 habitable planets from that. Most of them are shit though.
 

Orobis

Arcane
Sychophantic Noob
Joined
Aug 8, 2015
Messages
1,066
EU4 was not that barebone at launch

Wat

EU4 had 0 content and was terrible at launch, same as CK2. Stellaris is pretty much the same though I think I'll prefer it to Distant Worlds by 2018. DW is a pain in the ass for me as you either have to micro everything and make the game tedious or set it to auto in which case the game plays itself.

Gonna go back to Space Empires or mabe Star Ruler for a year or two.

Have you ever played Endless Space? It's not as complex as Distant Worlds but still pretty fun. ES 2 should be coming out soon.
 

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