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Should I buy the Astral Planes DLC for Stellaris? Is it worth it?
>>
weird. It looks AI generated but Atlantis is written correctly.
>>
>>1635287
>Paradox
>Buy
>>1635288
Probably AI generated and then they had someone go in and touch it up and remove the mistakes
>>
>>1635287
Do not give Johan any shekels.
>>1635305
AI has actually gotten somewhat good with text. DALL-E 3 (god what a stupid name) can get it right sometimes, at least.
>>
>>1635287
would
>>
do you like Stellaris? do you play it a lot? if so why not buy it
>>
No. Do not give paradox any more of your gubbies. They must pay for their crimes.
>>
>>1635287
Uncanny picture for me, it fits my last playthrough so perfectly. I recently replayed Stellaris and made Human empire where Men upgraded into dozens of Superhumans races like Atlanteans, Aryans, Hyperboreans etc
>>
>>1635288
DALLE3 rarely has issues with hands and generating text. But letters are still not sharp enough to be honest, which can be seen here too
>>
>>1635287
Giving paradox money is evil and immoral. Their dlc policy is despicable and everyone supporting them should feel ashamed of themselves
>>
>>1635287
Who's that big guy in the upper right?
>>
>>1635287
Just go buy a sign that says "I'm a fucking dumbass" instead, it'll be money better spent
>>
>>1635288
How does it feel living 6 months in the past? AI can do text now, with some cherrypicking to be fair
>>
>>1635287
it´s the details. it all looks shit because of the details. huh
>>
>>1636603
Not that good, I would say. I think you gotta go back like 10 years minimum.
>>
>>1635287
never buy anything from paraodox, that's the golden rule of /vst/
>>
>>1636603
Get on my level, i'm living in the mid 1980s.
>>
>>1635926
>Their dlc policy is despicable
Better than EA
>>
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>>1635287
Based Lizardbro in the background.
>>
>>1641384
TLD
>>
>>1641384
Ohnonononono fellow Atlanteans, what went wrong?
>>
>>1640646
Says actually no one with actual braincells.
>>
>>1641590
Yeah they're greedy as fuck. Still can't hate them yet because they used to make decent games in the past. They haven't gone full blizzard yet in my opinion. And I didn't buy or pirate victoria 3.
>>
>>1641384
Why is a lizard fucking my woman?
>>
>>1635287
Fuck no. It's just recolored Archeology sites.
>>
I hope they will make another DLC like Utopia in future
>>
>>1641678
You are beyond all hope if you think that Paradox's games are still worth money at this point. It's not even a boycott thing, their games are just objectively shit and not worth the money.
>>
>>1641696
They have no choice, because I stole all the lizard women.
>>
>>1642081
>Stellaris is killed by dlcs
>EU4 is killed by dlcs
>CK3 is shit
>Victoria 3 was dead on arrival
>Hoi4 is still alive
This is my assessment.
>>
The solution is simple really: Buy the base Paradox game (at a discount) and run the DLC with creamapi.
>>
>>1635287
Game isn't worth playing no more, they destroyed Habitats then destroyed Leaders
>>
>>1635287
>female astar seran
lmao
dal by som
>>
>>1636289
Anon asking the real questions.
>>
>>1641474
Atlantis has fallen...
>>
>>1641384
"How dis make you feel whyte boi"
>>
>>1647121
>not "sunk"
One job.
>>
>>1635926
>>1635793
>They must pay for their crimes.
What did they do?
>>
It is bland and overpriced. Oh boy , another resource bar to manage, some more cooldown abilities to boost research, a handful of event trees. Why the fuck are they so stingy with flavor text, when they openly admit these games are "story generators"? The best thing in Stellaris is the Trek mod, which blows away their offical game, ST Infinite (STI lol)
>>
I get the hate, but what else is there out there like Stellaris? Stellaris lets me get my race building, empire building, and ship designing autism all in one session. The only other game I've ever played that lets me tick all those boxes is Pax Imperia.

What other options do I have?
>>
>>1647922
Distant Worlds
>>
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I hope that they will add option to disable habitats in the future. I hate them so much.
>>
>"story generators"
And yet there is still no way to dump the Head of Zarqlan into the sun.I play Xenophobes and I don't want a fucking alien head.
>>
so uhhhh what were the knights of the toxic god planet blocker buffs??????
>>
>>1635287
>Annex an alien nation
>My economy tanks because orbital habitats can't be deleted and they consume alloys
I know paradox is lazy but holy shit has their quality plummeted. The game is literally unplayable unmodded now.
>>
>>1635287
Are the sjex mods any good?
>>
>>1650587
I wish Stronger Orbital Bombardment would get updated again.Being able to destroy habitats without a colossus was great.
>>
>"New year, new me. Think i'll give stellaris another go."
>Wanderlust event involving an experimental stealth science ship as the fucking broken shackles origin who don't even have corvettes at this stage
>The yuht precursor for the upteenth time
>Delete save
>Uninstall game
>>
>>1635287
csardas music
ringing in my ear
rural people drinking beer

Read between the lines..
>>
>>1652961
I hate the Yuht.
>>
I want to do a criminal heritage nihilistic acquisition slaver empire run but i also dont want to spend any effort
its fucking same click click click shit
>>
>>1647688
Which is the good trek mod ? There is two on the workshop last I checked I didn’t know which one to try
>>
>>1640646
>>1640646
>x is better than y, therefore x is good
Never get tired of seeing this logic lmao
>>
>>1650587
Migrate all pops off the habitat, and it's now abandoned.
>>
>>1635287
no, you should pirate all paradox games
>>
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uhhh stellarisbros mind explaining?
>>
Has Paradox fixed the tremendous lategame lag yet?
>>
>no dev diary
maintenance mode game
>>
>>1655666
>and not a single other dev to replace him.
Yeah the third party dlc was already a bad sign.
>>
>>1655460
its better now supposedly with lower population but still a problem
>>
the latest big patch completely overhauled the game (for the 5th time) it now plays a lot faster and they streamlined a bunch of stuff, for instance there's now just one head scientist who oversees research instead of 3, my last game didn't have any late game slowdown (that I remember). also you get auto-explore right away which is nice.
>>
>played the game since 1.0
>tried DW, but it seriously lacks flavor
I would hope that Stellaris 2 is in the works but their stupid fucking engine prevents any of their games being something else apart from JUST BLOB LMAOA
the kind of space grand strategy game I want is frankly impossible without a shit ton of money. something that is more grounded and focused on your nation evolving as it becomes a galactic power internal politics wise instead of just being a blobbing simulator
>>
Is Stellaris good?
>>
>>1653693
You still need to pay an alloy upkeep.
>>
>>1648487
People have been asking about this for 5years now. It's not gonna happen anymore.

>>1655785
You're missing the point. They just slowed down research to make midgame ships "more viable". Still feels pretty lazy.

>>1656004
It's ok, but the DLCs make for a very unwelcoming experience.
>>
>>1656004
1.0 was soul but the current incarnation sucks (unclean) ass.
>>
>>1656933
I hoped that they would add this option because I once saw it in some dev diary or something. They were able to add the option to turn off the L gates so I don't understand why is it such a problem.
>>
its stellaover
>>
>>1657223
I assume it fucks with void origin or something like that and given that we know everything is monolithically plastered onto the base game, it's probably too time consuming for a minor feature which won't generate DLC money.
- every Paradox game ever.
>>
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>>1657604
I remember seeing that there would be 3 options regarding Starbases: Allowed/Disabled/Only void dwellers. But somehow it seems like a problem for Paradox to implement this option.
>>
>literally just white peaced out of a war
>all this pops up
Help
>>
>>1658575
rip anon
>>
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R8 my Genjack mod.
t. Genjack.
>>
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>>1659430
Btw, how do I mod job weights without overwritting the whole job?
>>
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>>1659430
Ok what is this mod seeking to accomplish? Also, link to it if it is on the workshop.

The trait is overpriced for what it offers. Kinda feels like a more convoluted version of the zombie trait.
The Leader Lifespan and Experience Gain modifiers are completely redundant if you can't even have leaders from this species to begin with.
Resources from jobs -20% also affects energy and research as those are treated as resources. So the real energy and research reduction is 90% and not 70%.

>>1659459
Thankfully for you, pop_job files don't need to be overwritten as a whole. Unfortunately for you, you still need to overwrite the entire job.

t. fellow trait modder
>>
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>>1659469
>what is this mod seeking to accomplish
-70% empire size from pops (I'm considering playing with livestock pops, and 1 empire size per lifestock makes zero sense)
>redundant
yes
Also R8 my cybernetic variant. Modding seems more fun than playing the game.

Should I upload this stuff when it's polished?
>>
Could anyone recommend me any good mods?
>>
>>1635287
Would cum in her mouth
>>
>>1647626
Nothing
No work no money
>>
>>1641384
Where second cok anon?
>>
>>1642485
>Hoi4 is still alive
HAHAHAHA
>>
>>1659580
Say it louder so the Hassanbros can hear you.
>>
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>>1659469
Polished versiont.
>Also, link to it
https://easyupload.io/xwh6yz
zip's file hash should be :
>SHA256 dd70c103f5c6be03b7cc1b5b90cd4ae11afecc654e72dfa066ca75f9db236509
One has to unzip the contents to folder
>%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\
No exe files, only para-scripts.
>workshop
Some might consider genjacking pops to be unnatural, so I will just leave it here. Maybe someone will be brave enough to use it.
>>
>>1659540
>>1659893

>-70% empire size from pops (I'm considering playing with livestock pops, and 1 empire size per lifestock makes zero sense)
Livestock pops already have a -0.5 housing usage as they use pop_housing_usage_add and not pop_housing_usage_mult. So your livestock pops would have 0.35 housing usage and not 0.20 housing usage

If you want the energy upkeep for cyborgs you need to go into inline_scripts/pop_categories/cyborg_upkeep.txt and add:

upkeep = {
trigger = {
has_trait = trait_chipped
}
energy = @cyborg_energy_upkeep
}

Also a word of good advice you should not put your trait opposites in a horizontal line. You should put them vertically, to have all of them on one screen in a block rather than a thin line.
>>
>>1659893
Hmm, now I will have to script the "Offer Gene-Jabs" intelligence operation, that will give the targeted empire "1 pop dies" option or "half of the compatible population gains a genejack trait" option.

Btw it's trait's lore that the smarter pops will dodge gaining a genejack trait.
>>
>>1659950
>If you want the energy upkeep for cyborgs
I've removedthe cyborg requirements, only 'integrated cybernetics' tech is required. It's an experimental procedure (electrodes in brain), so the costs and requirements are low, and the downside is rather huge to balance it.
>Also a word of good advice
You better tell me how hard is to script intelligence operations.
>>
>>1659893
*btw the Genejack term comes from the Alpha Centauri(1999) game lore.
>The social tension between Talents and ordinary laborers was one of the perennial problems faced by every faction. Some factions responded by working to build egalitarian societies. Others simply tried to make their "drone problem" go away by producing variant humans who would be able to work as drones but who would not try to improve their condition.
>One such variant was the genejack, first produced in the depths of the Human Hive. Genejacks are robust and tireless workers, capable of moving about on Planet's surface without protective gear. They are also utterly incapable of personal initiative, and cannot even conceive of rebellion.
>The genejack is a human subspecies, and cannot breed true with unmodified humans. Their short lifespan means that they reach sexual maturity at a very young age, but even so, their numbers seem to increase almost too quickly. Rumor has it that in the warrens of the totalitarian factions, retroviral techniques are used to alter adult dissidents into docile genejacks...
>https://alphacentauri.fandom.com/wiki/Genejack
>>
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>>1648487
>>1656933
R8 my dirty habitat fix.
Since megastructures folder is in LIOS(Last In, Only Served) mode, the game loads 'habitat_central_complex' type from mod (copypasted from base game), but with altered values.
>@central_orbital_build_time = 18000
>@central_orbital_alloy_cost = 15000
>@central_orbital_influence_cost = 900

https://easyupload.io/10nkbk
put the unziped contents to "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\" folder
>certutil -hashfile file_location_here SHA256
should give
>SHA256 8ed9a0c17c2f4b6d8886bb34c75903bec6b5d576ac8dc314ebc129c17b354560
>but my bingbing woohoo steam points
...
>>
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>>1659961
>You better tell me how hard is to script intelligence operations.
As in espionage? It is for the most part as hard as event modding. It is as complex as you want to make them for yourself. And in most cases you can just take a look at how paradox did them and replicate the process.

>>1660049
Why change the price of habitats if you can just disable the technology from poping up? Or for that matter why not just disabble the ability for the AI to build them?
>>
>>1660197
>Why
Because I didn't thinkg about that.
Also, isn't habitat tech required for mega-engineering tech, if you don't win the precursor lottery?
>disabble the ability for the AI to build them
I'm not sure if that wouldn't break the ai. The script base is quite messy-inconsistent, it has some parts from a decade ago... (not an expert)
>>
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>>1660385
>Also, isn't habitat tech required for mega-engineering tech, if you don't win the precursor lottery?
It hasn't been the case for a long time. Having the habitat tech does increase the chances of pulling the tech but by a relatively small amount when compared with other factors. Having a habitat colony increases the chances of pulling Mega-Engineering by 2 times. Having 6 starholds/citadels increases the chances by 9 (1.5 for each).

>I'm not sure if that wouldn't break the ai
Being honest I doubt it would cause any problems. The AI doesn't start with the technology or ability to build habitats (except void dwellers) and their AI doesn't break. Disabling it wouldn't change much except them being able to make habitats.
>>
WOW RESORT WORLDS
>>
>>1661085
>can't be on tomb worlds anymore
Post Apocalypse getting worse every update.
>>
Is Oppressive Autocracy bad?
>>
>>1661243
Californians seem to enjoy it.
>>
>>1661243
It depends if you are in the top 1%, or in the bottom 99%.
>>
Na the only must have dlc is the plantoid species pack it's based
>>
Stellaris scripting update:
The whole Stellaris is rubber bands and ducktape inside.
Thank you for reading my blog.
>>
>>1661951
No shit sherlock.They haven‘t updated events like the war in heaven fleet weights for years either.
>>
>>1661970
But seriously, isn't there a better way to mod in one line in existing script, than copy-paste the while object/class/type (whatever Clausewitz-script calls it)?
>>
>>1635287
I haven't touched this game since just before First Contact released, what's new in the DLC/mod scene?
>>
>>1659469
>no It is what it is option
Well, I guess it is what it is.
>>
>>1635287
Don't buy the new DLC's, get the starter pack on GOG instead
>>
>>1661243
It was good when it came out because +1 leader was hard to get. Now it's just +1 governor and that's not very good, plus smaller leader pools due to fanatic authoritarian are annoying early on and you get no trade value from pops. 0.10 with new habitats on my playthrough recently
>>
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>>1661983
Inline scripts. That's it. you just make an inline script file into which you dump all the script you want and then just put an inline_script location. Saves a lot of time and makes shit look nicer and easier to manage.

t. modder
>>
>>1641384
life support bump
>>
WOW BUG FIXES
>>
>>1662194
>Don't buy the new DLC
Havent since Nemesis. No reason to invest money if they just push add more bullshit instead of fixing something for once.
>>
Why did they make the Whisperers Covenant so shit?
>>
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>>1641384
MR. ADVERTISER, GET DOWN!!!!
>>
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>>1658056
>>
What's wrong with habitats?
>>
Is it possible to play stellaris without actually going to war? Don't know why, even pacifist niggers hate me every time.
>>
>>1671500
yes, just have such a large fleet that the AI is too scared to attack you. Then avoid any diplomatic ties so nobody can force you into a war, and you can even stay out of the Galactic Community in case anyone get's declared a crisis and force you to go to war.

Basically, go full Isolationist and turtle up in your corner of the galaxy with a massive military so nobody messes with you. Crisis factions will still target you, but those don't count as 'wars', except the War in Heaven (which you can also avoid by refusing to join sides or found the Non-Aligned Powers, but do assume one of those 3 sides will try to attack you eventually).
>>
>more flavors to see while you mindlessly tech rush every single time
>>
>>1671500
Or you can create galaxy full of fanatic pacifist empires.
>>
>>1672194
How would you do that
>>
>>1671500
You would need to go into the files and raise that fucking random weight for pacifism out the ass. As of now you are 4 times more likely to get a militarist empire than you are to get a pacifist one.
>>
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>>1669250
>>
>>1672340
Yeah or he could create X fanatic pacifist empires and make them all force spawn in his galaxy.
>>
Are carriers actually useful? I want to make carrier fleets.
>>
>>1672294
Make a bunch if custom empires who are all Fanatic Pacifist, set them to force-spawn, adjust number of empires at game start so there is only enough room to put them in the game.
>>
>>1672453
Yes
>>
>>1672899
Not as useful as missile cruisers and alpha strike BBs
>>
>>1672954
>alpha strike BBs
Is this STILL the meta? I haven't played this game in about a year. Last I remember, the meta was torpedo corvettes, then carrier cruisers, then carrier/artillery BB's with max alpha strike
>>
>>1672954
Depends on the situation
>>
>>1647626
VicIII
>>
predictions for next dev diary??
>>
>>1671448
They're just tiresome for everyone involved.
>>
WOW REBALANCING
>>
>>1671448
Habitats are annoying and devs don't want to give us an option to turn them off.
>>
>>1672453
They’re good mid game when everyone is still using small ships.
Late game, they’re borderline useless since the AI starts spamming flak which will shred your fighters and their own carriers will constantly distract your strike craft from doing any actual damage to the ships themselves.
>>
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>>1660049
>>1662254
Here is updated Genejack mod v04:
https://easyupload.io/vhq2po
SHA256 f954018b1a42d8896bd3b8a6c5493535cee1de4c00111a3922a36694ca0fa45f
Added espionage operation that gives target a choice to take genejack jabs (or not). Also added genejacking slavery type, that adds genejack trait. Plus a few events about genejack pops.

If you have any ideas for 'Space Crimes' mods, feel free to post it here. I've become quite proficient in duct tape script and rubber band event system.
>>
>>1675974
Btw, does any Anon have ideas for espionage operations to script? From short testing, I can tell it has potential to be decent.
Like some ethics shift operation. Or slave riots operations.
>>
>>1635926
>qrd on getting dlc the back door way?
I haven't torrented anything since highschool, no private tracker memberships, is the public stuff trustworthy?
>>
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>start getting my midgame economy sorted
>great Khan comes to power right next door
>>
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So, I made a MOD that lets you destroy hyperlanes.

https://easyupload.io/67eypr
>SHA256 hash of SpaceTopology_v01.zip:
>afd22bd0fe0ebf5c077a1c00cfd44e95dd3ce1ee9123388b62238ee31ec9b356

To use it unpack contents of zip file (ie. SpaceTopology folder and SpaceTopology.mod file) to location %USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod\
Then in Stellaris launcher find 'Playsets' on the left and add mods.

Version 0.1, so use with caution.
>>
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>>1678005
*Omega Destroyer ship comes from decision on Capital planet. When finished it should spawn the Omega Ship-Fleet in capital shipyard.
If you want to test it, for dark matter, command goes:
>resource sr_dark_matter 1000

To activate the singularity, activate the related edict (100 dark matter to activate, and 10 for each month), it stays locked as long as the Omega exist. The ship will be destroyed when using any hyperlane connected to the marked system (also emergency ftl will destroy it), or 120 days after the edict has been enacted.
All mod related flags should be cleaned when the OMEGA gets destroyed, or disbanded.

Any ideas and comments welcome.
>>
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>>1678005
Danglit.
SpaceTopology\common\edicts\st_edicts.txt
Lines 25-28:
>modifier = {
>#for testing
>country_starbase_capacity_add = 20
>}
It's a feature!
Lorewise makes sense when you can bend space and time. Also the edict is costly and ends after maximum 120 days.
Not a bug.
>>
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>finally getting ready to fight the Khan
>L-gate opens
>>
Why aren't my robots working?
>>
>>1678391
What mods?
You could use debugtooltip command and see their job weights.
>>
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>>1678411
>What mods?
Universal Resource Patch
Universal Modifier Patch
Starnet
Archaeology Story Pack
Beautiful Universe
Dark UI
Dynamic Political Events
Expanded Events
Faster Galactic Community
Real Space 3.8
>You could use debugtooltip command
I honestly don't know how to make sense of this
>>
>>1678471
>gazilion mods
One of the mods must be fucking with the 'common\pop_jobs' or 'common\pop_categories'. 'Robotic Servant' stratum seems moded.
>>
>>1678489
Thanks, how do I check for that? I'm used to Vic2 modding where everything is on disk. But I don't know how to work with Stellaris. I want to check Universal Modifier Patch, that's probably the guilty party
>>
>>1678495
>Thanks, how do I check for that?
like folder with mods is in "%USERPROFILE%\Documents\Paradox Interactive\Stellaris\mod"

each mod has structure similar to the main game structure, common folder holds most of the structure
my wild guess is the mods have conflicting 'common\pop_jobs' or 'common\pop_categories'
stellaris duct tape and ruber bands engineering doesn't help with mod inter compatibility

not sure, where steam holds mods, if it's not the same folder you can check in steam>stellaris options
>>
>>1677759
Try modded stellaris (make mod myself to make wars super long and tedious because I think it would be fun)
Fight a fucking war for over 50 years with grand admiral AIs and (buffed by my mod to be super aggressive like attack and take planets at full blitz)
Finish barely surviving only for the same shit to start again with my enemies barely touched by half century of fucking war
Also I fought on 2 fronts so yeah...
Needless to say I understand you very well anon
>>
>>1678517
>modded stellaris
Does any multiplayer exist for moded Stellaris?

Some parts of Vanilla ruleset are just ridiculous.
Be Devouring Swarm. Some minor empire forces truce through becoming a vassal of an advanced empire. For the next 10 years their research ships can enjoy holiday trips on my devouring swarm planets and sectors... Like come on. Truce was never an option.
>>
>>1678503
Apparetnly what's happening is that the robots randomly get mass unemployed before filling in the vacant positions again. I have no idea what could be causing this. I don't see anything in the mod folders that would cause that
>>
>>1678545
>the robots randomly get mass unemployed
Like there is 'common\on_actions' that triggers events from 'events' (below common folder).
on_action has periodical triggers like monthly, or yearly, and game defined on actions like on_survey_planet, on_colonization_started, on_entering_battle.

You can check game.log and error.log files in
%USERPROFILE%\Documents\Paradox Interactive\Stellaris\logs\
Maybe they will show something. The logs are only from the last session.
>>
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>>1678554
Here's what I see when I check the logs right after closing when the mass demotion happens
>>
>>1678586
yes, it's fucked

vanilla common\pop_jobs\03_worker_jobs.txt line 141-146:
>triggered_pop_modifier = {
>potential = {
>owner = { has_modifier = paragon_origin_strengthened_government_iii }
>}
>pop_political_power = 0.50
>}

the scope system of pdx is quite aids
>>
>>1678586
strange, because pop can change scope to it's owner

maybe for some reason a pop without owner (null) exists
later in script there is a check if owner exists before trying to read it's flags, line 171-174
potential = {
>exists = owner
>owner = { has_tradition = >tr_mercantile_trickle_up_economics }
>}
>>
>>1678623
>>1678629
Thanks for this, but what do I do to fix it? I've never modded Stellaris before
>>
>>1678638
either add
>exists = owner
check, line before before
>owner = { has_modifier = paragon_origin_strengthened_government_iii }
line: 143 in
common\pop_jobs\03_worker_jobs.txt (which will change your game hashes and won't let you play in ironman mode)
or idk, play a new game in vanilla

main game folder is in my case in
"C:\Program Files (x86)\Steam\steamapps\common\Stellaris\common\pop_jobs"
>>
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>>1678646
So like this?
>>
>>1678667
>inside brackets
>not on the same tabulation
it should work tho

the check is a minor bug, I doubt that it was the cause of the problem...
for some reason there are pops that are not assigned to any empire
>>
>>1678682
That didn't fix it. But I noticed that if I prioritize a job the unemployment vanishes. I'm going to try a new vanilla game and see if it happens again
>>
>>1678704
What do you think about my hyperlane remover mod idea? >>1678005

Next I will make a pair of ships A and B, that harmonize a hyperlane between them into existance, for a small cost of 100 Zro per month (10%/month chance to happen).
>>
>>1678530
>Does any multiplayer exist for moded Stellaris?
You need to have to same mods and sumcheck for it to work
But forget about pubs, you need a friend for that who have your same mods
>>1678530
>Be Devouring Swarm. Some minor empire forces truce through becoming a vassal of an advanced empire. For the next 10 years their research ships can enjoy holiday trips on my devouring swarm planets and sectors... Like come on. Truce was never an option.
This is laziness on their part indeed
War and diplomacy has become complete dogshit
In past you could make demands now you can't anymore
Thanks to their animal dogshit updates
I really hope a new game from another dev kills stellaris for good
I have a lot of hours in this game and let me tell you, it's a piece of shit
>>
>>1678747
>Thanks to their animal dogshit updates
I've seen the script insides. The game is massive. It's hard to add anything new without breaking already existing stuff. And when I say massive, I mean decade worth of corporate team work massive.
>>
>>1678750
Plus the design solution choices from a decade ago are not something a sane person today would take. And no, duct tape pseudo database scripts are not as efficient as machine code.
>>
>>1678747
>War and diplomacy has become complete dogshit
God I hate war so much. Only three options and you get force peaced at 100 WE. Literally the only PDX game that works like that. I can't count how many times I fought a big war, got pushed back and turned things around only to be forced to make peace when I was able and willing to keep fighting.
>>
>>1678750
You mean it has a decade of terrible decisions that they now have to either fix or work around.
>>
>>1679146
>fix
That would be more expensive then rewritting a new Stellaris from scratch.
>or work around
That's the reason why the latest dlc broke half of the game's modifiers on release.

You can't really fix the scope system, and on top they added dynamic scope flags, that are just cancerous.
>>
>https://stellaris.paradoxwikis.com/Scopes
>Dynamic event targets:(since v.3.5) you have the ability add @scope in event targets and global event targets names. For example:
>save_event_target_as = something@root. Although be warned, it doesn’t handle dot scoping very well and probably won’t do what you want it to do if you try something like something@root.owner or exists check also do not work properly.[1](still in v.3.6)

This is just a rubber band solution.
>if you try something like something@root.owner or exists check also do not work properly
>>
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>>1678005
>>1678021
SpaceTopology_v04
https://easyupload.io/q2t0t7
>SHA256 hash of SpaceTopology_v04.zip:
>42b71b70d8f87a3f583d1c3ab8df7267c46ab011454a112c12ad4adc80cfacc1

Added Harmoniser Alpha-Beta ships, that can create Hyperlanes in a small range (value in script).

For Testing:
>event space_topology.0
>>
>>1679894
Cool mod, Dude.
>>
WOW SAME REBALANCING
>>
imperial or dictatorial?
>>
>>1680753
For the old (3.8), 10 habitats in one system, imperial gave +10% production in capital system.
>>
Give me your funnest settings combination.
Playing with no mods.
>>
>>1650589
Yeah, lustful void is pretty fun
>>
>>1676475
Google cream api
>>
>>1641384
bumpin this masterpiece
>>
>>1635287
>Should I buy [Paradox DLC #XX]
Lol no? Feel free to pirate it though.
Enough idiots will feed Paradox, you don't need to.
>>
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>>1642485
>Stellaris is killed by dlcs
Mostly that the DLC offers so little new depth. They just keep adding more surface level shit.
>EU4 is killed by dlcs
EU4 is so horribly balanced at this point, it's amazing people still (occasionally) play it.
>CK3 is shit
Agreed 100%, I have never felt it necessary to switch from CK2 to CK3
>Victoria 3 was dead on arrival
Agreed 100%, I have never felt it necessary to switch from Vic2 to Vic3
>Hoi4 is still alive
On Life-support I should think.
>>
>>1656094
Delete in console
run a trainer to enable console in Ironman
>>
What mod would one want to see?
>>
>>1681715
No habitats mod would be nice
>>
>>1681822
>No habitats
>>1660049
10x the cost to build one, I can reupload it if you want.
>>
>>1681835
https://easyupload.io/rcqxuh
>SHA256 hash of PriceFixMegastructures.zip:
>8ed9a0c17c2f4b6d8886bb34c75903bec6b5d576ac8dc314ebc129c17b354560
>>
>no habitatats
I could write some event to destroy all aready existing habitats. What should happen with the pops living there? Turn refugees?

>Wrath of God Event happend. All habitats will be destroyed in 3 years. Move your pops, or they will flee to the most habitable planet in the galaxy. Also, for 3 years, -90% cost of moving pops, enjoy.
>>
>>1681923
>event triggered on 100th habitat in game
>>
I'm pretty much done with pdx
Never buying anything from them ever again
I would rather throw my money in mobile gatcha and I fucking loathe them
>>
>>1681707
From my perspective, CK3 and Victoria 3 did kill CK2 and Victoria 2, but CK3 at least lingered on with a decent basegame that people still play sometimes. Victoria 3 on the other hand absolutely devastated the entire series.
And your opinions on HoI4 and EU4 are actual delusions, I hate them both as well but unfortunately they're still popular. In fact we're in a state where I can't see a new grand strategy game becoming popular without looking like EU4 or HoI4.
>>
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>>1681822
>No habitats mod
This bad boy fuck shit up for habitats. Every year rolls galactic storm flags. With low storm it starts irradiating pops (50% chance for each habitat). With high storm it has chance to destroy habitat (30% chance for each habitat). On destroyed habitat it removes habitat and any megastructure in that system (needs testing if it's doesn't break somemething).
For Tester Event.
>event unhabitats.0
All habitats in galaxy destroyed (event unhabitats.10) for testing purposes.
https://easyupload.io/ogq697
>SHA256 hash of UnHabitats_v01.zip:
>67250b72400966d0fbf08c03b342d61d321e8d395dd3da1fedd4d3bae9b4560b


Events 2(irradiating) and 3(destroying) are set to instant, instead of random delay, for easier testing.
I haven't tested this in longer gameplay.

If someone is brave enough to test it, remember to save your gameplay before using it.
>>
>>1682477
Btw does any ModderAnon know, how does one put global flags values into localisation description text? I had to use rubber bands, because it couldn't find any better way.
>>
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>>1682477
I've just noticed that 50kb out of 55kb zip is my glorious pic related thumbnail.
>>
>>1635287
Did they ever fix the crime mechanic or is it still easy to completely nullify by building a single police station?
>>
>>1682668
>it still easy to completely nullify by building a single police station
what is an opportunity cost
It's quite bad when at start your colonies get hit by neighboring (or even worse, not neighboring) criminal syndicate branch offices

your pops could have been making science... but no, they have to watch out for ruskie tricks
>>
Remainder
https://www.youtube.com/watch?v=59XgCXgezs4
>>
>>1656094
>need to pay upkeep of abandoned habitats
Seriously?
>>
>>1682850
I'm quite sure that orbitals require alloy upkeep, even if habitat is not colonized. They can be normally destroyed tho. Not sure about the habitat centrall thing.
Use my mod to spawn a Galactic (habitat remover) HyperStorm. Enough is enough. >>1682477
>>
>>1635771
I played it a lot and I will only play it more if it bring something worth the money to the table. I obviously wouldn't pay a thirty dollars for one new hairdo, and I'd certainly pay a dollar for Utopia, so it's a question of where between those two extremes Astral Planes lies.
>>
>>1682954
if you like short stories you'll like it

if the stellaris stories don't grab you, you won't care for it
>>
>>1635771
>do you like Stellaris?
No
>do you play it a lot?
Yes
>if so why not buy it
No
I'm one of those pathetic idiots who has spent over a decade playing paradog games and had maybe a hundred hours of fun out of the 5k+ hours I spent on them. It's like a drug addiction, every week I pirate, play for maybe a dozen hours, then I uninstall and go back to my normal life. I have absolutely no fun at all. Also, I have never paid Paradox a single cent in my entire life.
>>
>>1678391
>that floating bit of humanoid architecture
Paradox literally charges money for this.

I know at least one of the curator team browses this thread, can you please fix it already?
>>
Unironic question, how do you have fun with a single player game in which 90% of the early and mid game comes down to build orders?
I've had fun once roleplaying as a peaceful oligarchy with a fully acquatic theme and I'd love to play that again, but at the same time it's so fucking boring to replay similarly themed nations because you'll just be pressing the same buttons. And at the end of the day it really feels like I'm playing an RTS against a bunch of AIs, which is obvious once you understand the game, but this whole premise is still so fucking boring.
>>
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>>1683544
>single player game in which 90% of the early and mid game comes down to build orders
>but at the same time it's so fucking boring to replay similarly themed nations because you'll just be pressing the same buttons
This is an excel spreadsheet game. Where column A is your roll this month. And your goal is to have the best excel formulas in your collumns. You win when your calculated output is greater than your opponents.
At least that's what Stellaris insides look like.
Fun.
Anyway people, give me only your finest ideas for mods.
>>
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>>1683672
Planet decision where you start a 'harvest planet's spin speed' situation, and after a while the planet becomes tidally locked. But can also destroy the planet if the player choose to only harvest energy, without investing in the situation.
>>
>>1683720
This is in Astral Planes.
>>
>>1683544
Mods
I modded my game with a custom made mod and I've been at war for over 50 years only to have a brief period of peace an back to endless slaughter and war again
Mods are your friends anon
Also I'm sorry I'm still early game since mid game starts for me in 2600
>>
>>1683672
A mod that turns a portion of habitable planets into terraforming candidates upon map creation. Or just greatly increases the chances of candidates to spawn.
Maybe also make multiple types of candidates that require different technologies to terraform into habitable planets.
>>
>>1684137
>I'm sorry
Kek auto correct
Anyway mods, but dont go over 150, 200 max
>>
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>I'm sorry
This, I had to make a few very important shitposts about the Swedish Cabal Secretly Ruining the World.
Now, back to modding.
>Or just greatly increases the chances of terraforming candidates to spawn.
A decision to pump 1M of energy credits, over 10 years, into a gas gigant to turn it into a 70 size gaia world, with a few negative habitability modifiers (-70% hab at start), that can be removed by investing into a planet situation - just to later destroy it by harvesting it's resources and it's spin speed. I like your way of thinking.
>>
Wtf is with youtube's layout. For a moment I thought I had a stroke.
>>
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>>1684920
Also it seems that the sound quality has gone to the shitter. The audio is damn flat.
Freaking Swedes!
>>
On every quality settings, for sound it shows 'opus (251)'. WTF is this flat shit.
>>
>>1684920
Must have been A-B testing, because it's the old layout with different IP. The new one looked like from twitch.
What it has to do with the game, one could ask? Stellaris Youtube Streamers, they are keeping the game alive.
>>
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>mfw /wsg/ has better sound quality than youtube
https://www.youtube.com/watch?v=8A4u3hgFO68
https://i.4cdn.org/wsg/1704720548234543.webm
>>
>>1683544
unironic question why do people play multiplayer it cuts off 70% of the game's content everyone just masses fleets all the time
>>
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>>1635287
obviously
>>
>>1685005
¡Dios mío! ¡La Americana del plano astral!
>>
>Opus
>You will just need a Neuralink with a Pluton DRM microchip, if you ever want to experience that sweet 48kbps audio bitrate again
>>
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>mfw my Steam\steamapps\common\Stellaris\music has 18 .ogg tracks with 320kb/s Vorbis, left by some guy named Andreas Waldetoft
>>
How do you actually struggle ingame? Even in the highest settings I can just turtle and sit on my ass until my superior management caused by my IQ of 100 evens the playing field and makes me able to compete in production and science with the blatantly cheating AI, and at that point it's just a slow agonizing game of whack-a-mole.
>>
>>1685381
Also, somebody please go upload his mod folder and post it here. I'd like to play a heavily modded game but I'm not in the mood to scroll through 50+ pages on steam right now. Feel free to keep the 18+ mods in.
>>
>Microsoft Excel World Championship 2023
https://www.youtube.com/watch?v=UDGdPE_C9u8
>>
Did these fucking morons remove assist research?Why did they do that?What are my scientists meant do?
>>
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Autism mod that lets tidally lock planets, by harvesting the spin energy (orbital ring needed if overlordDLC, or ceramo-metal tech plus some investment if without overlod). Only materialists, gestaut, or xenophobes on xeno planets can do that.
The mod also allows terraformation of gas giants (needs climate restoration tech, and it's expensive). At the begining of terraforming situation, 95% of districts are locked, and become unlocked as the situation progress. Different Approches will generate different planet feature types.

Still missing descriptions, and it's v01, so save your gameplay before using.

https://easyupload.io/zhq9nk
>SHA256 hash of SpinHarvest_v01.zip:
>0f4ba01dd73c5ce8d4563644b15c06941239da4ee235a00087d0d0f38ad42ea9
>>
>>1686107
Ohh, and if you harvest all energy from low gravity =>baren world, or high gravity => broken world.
(Making the planet unstable, will unlock some good planet features). So one could wait before making it stable.
>>
>>1686089
Yeah, I was also confused but they indeed removed it.
>>
>>1686089
You assign scientists directly as leaders to research planets now.
>>
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>>1685005
Wasn't it a white guy originally back during the beta? Weird, he didn't even have red hair.
>>
>what is space radiation
https://i.4cdn.org/wsg/1707981732761370.webm
>>
>Stellaris and DLCs
https://i.4cdn.org/wsg/1708051729631019.webm
>>
>oy vey pay the expansion sub!
>>
>xeno espionage be like
https://i.4cdn.org/wsg/1709214604632179.webm

Post only your best ideas for espionage operations mod. What else beyond 'promote ideology' operation?
>>
Great so the game is even easier on GA now.The AI can’t handle the tech changes and falls behind even faster.
>>
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>start on grand admiral
>neighbour immediately rapes and subjugates me
>end up switching to protectorate soon after and getting shitloads of tech, still have to pay 30% on basic resources though
>check back in on the agreement a while later and they'll fucking pay me 20% of THEIR resources to keep me as a vassal
>also i don't have to enter any of their wars but they have to enter all of mine
Wow.....so this is the power of the highest difficulty ingame.
>>
>>1687754
>not minimalising your research just before signing a deal that they will double your research, and take all (none) of resoures you don't produce, and then research maxing with free tech bonus, and always keeping high influence just to be able to nope any renegotiation deal
are you even playing?
>>
>>1687818
I'm not trying to meme the game, just trying to play normally. Unfortunately it memes itself for me.
>>
>>1687830
It's a role playing game, not a strategy.
Literally a dice rolling game with extra steps.
>>
>>1687862
I do wonder how exactly they expect me to roleplay in this particular scenario.
>>
>>1687957
>how exactly they expect me to roleplay in this particular scenario
They expect you to buy all their DLCs. They don't care if you play.
>>
I need ideas for espionage operations. The ideas I've got so far are:
-pop ethics shifts,
-worker/slave riots (rioting sectors might join as vassals),
-next trade will have +3000 acceptance (free resources from empire),
-locking target empire with some bullshit civic like environmentalist.

I need only the best espionage ideas.
Is target's leader assasination already in the game?
>>
>set midgame to 2250
>set endgame to 2300
>2378 and neither has fired
Welp, guess I'll restart
>>
>>1688113
>set midgame to 2250
Am I the only one setting it to 2600?
>>
>>1688143
Yes. I personally set it to 2275.
>>
>>1688143
Do you change your other settings? Usually I'm overwhelmingly dominant by 2275 assuming the crisis hasn't fucked me hard
>>
They still haven't fixed the fleet weights for the league of non aligned powers.
>>
>>1688143
Why?Even the ai could defeat a 25x crisis by 2600.
>>
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>set midgame to 2225
>half of the galaxy gets raped by Khan
I love this game so much.
>>
>leaves midgame at default
>the khan gets raped.
I hate this game so much.
>>
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>turn off crisis completely
there is no crisis but I
>>
>>1688144
>>1688145
>>1688202
Well, I have X5 tech so things are slower
Plus my custom mod to slow pop growth to a 1/3
So I can have a chill run
(It's not chill at all, made ai super angry, god fucking wars after wars after wars)
Also a space war wouldn't end in a couple of years like vanilla stellris
My wars take at minimum multiple decades before one side is crushed
Don't let me even start on federation wars...
>>
>>1688083
Smuggling pops in and out of planets, you can fuck over egalitarians by getting species with bad traits into their planets and gives another avenue for slavers to get slaves and mess up the target planet economy.
>>
Why is there still no way to reject the Head of Zarqlan?Why do I need to accept an ugly stinking alien head as a xenophobe?And the digsite doesn't even vanish eventhough I cracked the planet it spawned on.
>>
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>getting raped by 3 different empires all trying to take my space clay
>khan wakes up on other side of galaxy
>submitting to them immediately ends all my current wars
>>
And as it turns out tech rushing is still superior to everything else.
>>
this tech nerf is insane
my games are ending before even the first megastructure gets built
>>
I just spend 30 years fighting a massive coalition because I didn't check to see if my rival got vassalized.Fucking bitch never had allies before but now he has 6 empires backing him up.Fun.All because I wanted some pops as slaves and I got only 40 because most of the ones on the planets I claimed died.One planet just got completely depopulated as well.
>>
>>1635287
Wish you could turn off the portrait part. I already have portrait mods that take over twice as much space as the game itself, I don't need to mix in a few half-assed for a deadline ones.
>>1687614
>the Art of the Deal

>>1687121
Remember to subsidize your galactic retards. They may not be worth it, but they sure make for a funny break from exterminating half the sapience in the galaxy, and some out of it.
>>
>>1690153
Is there any 4x where this isn't the case?
>>
>>1691596
Sword of the Stars, I guess. Tech rushing is still doable but you need to fight to expand earlygame and the AI factions are typically really aggressive with a lot of ships midgame so you actually need to balance tech vs production to keep a credible navy unless you start in some isolated corner of the galaxy.
>>
>>1690210
I genuinely like it. It feels like the final tier of stuff is reserved basically for builds that specialise in tech rather than being something everyone has by lategame. Megastructures are payoff now instead of inevitable lategame progression.

But this also fixes a lot of shit like archeotech making sense, crises being more threatening and fallen empires not jobbing to powercreep ai as soon as they awaken. Plus my games run better because the ai isn't able to spam gateways.
>>
The entire galactic community just voted on a resolution to denounce one AE.Nobody expect two weak non council members were a subject of the other one.So everybody expect those two got sanctioned reducing their fleet power while they fought both AEs.Why would any of the other empires vote for this shit?And I doubt those two had favors on everyone else to make this happen.The wiki is wrong as well,the resolution doesn't ban being a subject of the first denounced awakened empire it bans not being a subject of the second AE.Which is obviously very different.
>>1691596
Yeah but I thought I'd at least try a unity rush and compare it to tech rush with the new balance.But the rewards from tech are better and you can only make use of unity ambitions after researching a late game tech anyway.Btw. Imperial Prerogative is fucking useless since 90% of the sprawl comes from pops followed by districs.Planets barely affect it .So go suck a dick Montu.
>>
>>1691824
Unity is strong because Unity-oriented Ethics are crazy efficient and Traditions are hugely impactful earlygame. This means a unity 'build' can get the full benefit from traditions while also diversifying in other things. They aren't stuck being a one trick pony. There isn't really a good research-oriented ethic so they're all-in.

Plus Mercenary Enclaves are still broken and objectively better than building ships yourself. They barely benefit from tech you research, which in turn means research matters less when you're abusing mercs.
>>
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How do I make Agrarian Idyll good without oceanids/plantoids dlc?
>>
>>1635287
What's the weakest PC Stellaris can be made to run on? Can one pull some extreme potato PC console optimizations on it like in Source games?
>>
I only have the base game, played it once and thought it was 'okay'
>>
>>1691596
GalCiv2 (probably the others too but 3 was shit and 4 looks the same). Rushing for something means you miss out on other stuff, or get ships which have mental attack but die instantly.
>>
>>1692261
Define "run on". You can play it like a turn based game, or play by mail if your computer is slow enough/mods are big enough (Hello MEIOU and D&T enjoyers), like essentialy all real time PDX games.
>>
I just did that anon it is decent early one but not as good as tech and falls behind in the mid and late game.It is not crazy strong.
>>
>>1692368
As in function at all. But I suppose your words say much on their own.
>>
>>1692243
IDK. You need to make food more valuable so rapid breeders. I kind of like the idea of a Jeffersonian Space Republic.
>>
>Open L-gate in 2068
>get two drakes
>get dozens of new contacts
>survey half the galaxy
>snipe systems with leviathans
God I love tech rushing.
>>
They just made me the Custodian and I even voted against me ,but they still did it.I only joined to buy slaves,you can‘t just put me charge.I can‘t even leave now and they already have strong support to remove the term limit.I‘m xenophobe why do they keep voting for me?
>>
>>1688083
Bro come on, think of the obvious IRL ones
>Is target's leader assasination already in the game?
Exactly.
>Leader assassination
>Governor assassination
>Corruption (this needs crime to do something first)
>Guerilla making (so when you land and make an attack you can take over a world with ease/instantaneously, with reduced/removed unhappiness)
>Supply tampering (extra cost to having army units)
>Outright takeover, something that makes the enemy much more willing to accept defeat/the idea to get vassalage
>Outright placing bombs to detonante and kill everyone/destroy a planet
Also even make it so that they would get some friendly fire trigger to reduce the enemy numbers or just lag them
>>
>open game
>start on grand admiral, all advanced AI
>pretend espionage doesnt exist
>pretend megastructures dont exist
>pretend federations dont exist
>pretend the galactic market doesnt exist
>pretend the UN doesnt exist
>pretend ships other than corvettes dont exist
>pretend that anime portraits are vanilla portraits
Yep, looking good. This is actually how I play, and it's piss easy to conquer the whole galaxy by 2325 on medium size, despite ignoring so many mechanics.
>>
>>1693515
Get democracy'd nerd
>>
>>1693644
>pretend hyperlanes do not exist
>pretend psionics do not exist
>pretend Artificial Intelligence(Robots and Synths) doesn't exist
>thankfully Sectors do not really exist anymore
Ah Stellaris, it's like you never changed.
>>
>>1693515
Headcanon, there are two factions that are on the last stretch to getting the Custodianship, whiose bonuses would firmly place one of them above the other, and that pushes them further into conflict to cement your victory before the other side can.
Electing you is basically avoiding almost galaxy wide war, as while you won't be impartial, you probably aren't threatening to leverage the bonuses of Custodianship against others, and aren't deeply hated.
With the quick road to Custodianship by at least semi victorious war closed, the blocs aren't pushed to war, and with the fast road of getting your power block dominating or getting dominated closed, the factions aren't at each other throats that much, since they don't threaten each other relevancy in any easy to achieve way.
>>
>>1671448
Ever tried playing late game Stellaris? In my opinion, Stellaris simple offers too much population and colonization. I always play on 0.25x habitable worlds with no guarantees just so the game is actually functional and runs smoothly, but I even wish I could decrease it further sometimes. Frankly, technology makes pop output and mining output so damn efficient in this game that you don’t even need that many worlds to begin with to have a gigantic ultra powerful fleet and uber strong economy if properly specialized and developed, but the game practically shoots itself in the foot by offering so much colonization because it adds so much damn bullshit it has to compute, thus slowing it down. Habitats and ring worlds only contribute to this problem. Not only should there be an option to disable the construction of habitats, but also ring worlds (just only be allowed to repair found ring worlds, not be able to build them). You should also be able to dramatically decrease the amount of worlds terraformable in the galaxy. Paradox probably wants to emphasize the colonial spirit, but I’d argue that it’s best emphasized through encouraging colony micro through having an extremely limited amount of worlds one can colonize.
>>
>>1694062
>I always play on 0.25x habitable worlds with no guarantees
Bitch
2x habitable worlds on max galaxy or bust
>>
>>1694192
I‘m playing on 0.5 right now and I have 80 planets to manage.I don‘t even own half the galaxy yet.I used to play 2000 star galaxies with the tile system and conquer the entire map and I still had less micro.Wiz should be shot for fucking up the game like this.
>>
>>1694192
>2x habitable worlds on max galaxy or bust
I have to go on slowest speed by 2400 on medium size, 10~ mods, and 1x habitable worlds. I don't even know how anybody can manage to play with a larger galaxy than that, my Ryzen 5 5500 gets raped just with this.
>>
>>1679140
Vic3 if you haven't tried it also works like that, and I suspect they're doing it this way because they really can't program AI to get it's head out of it's ass when it comes to trade territory concessions and shit so the player can't clown ai completely as "The Negotiator" and the only place when there really any "important" trade was still happening in their games were peace negotiations.
>>1688573
The scariest one, the Mid-Life Crisis
>>1694284
I liked the tile system too, although I would prefer the tiles to be either smaller, or the planet to be scrolling, because 20 pop limit seemed a bit too small/ungranular for me.
>>1694335
The heat from my laptop is quite pleasant indeed.
>>
uplifting dlc soon?
>>
>>1694192
Sorry, I actually like to take care of the things I own.
>>1694284
This is why I always play 600 star size as well. I also wish they brought the tile system back. The current system is sick and unique but damn if it doesn’t actively slowly the game down and make micro into hell.
>>
So a cybernetic focused DLC?Or one focused on all ascension paths?Or will they make one for each path and really milk the players?
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>>1694614
As long as they give more genocide flavors I am happy
Teachers of the Shroud removing colossal weapons is such a bullshit move
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>>1694062
I totally agree with you.
>>
>internal politics and empire management DLC never ever
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>>1694614
IMO it sounds more like a religion focused DLC with ascention being tied into it.
The teaser had a lot of religious undertones.
>Into the Light

Religions were a thing paradox put on their to do list for Stellaris a long time ago.
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>>1694682
Yeah if I had to guess, this DLC will finally decouple religion from Spiritualism and make it into its own system that can be combined with any ethic. The trailer heavily implies attaching a religious significance to cybernetics, which runs counter to how the current system works (cyborgs being associated with Materialism and religion with Spiritualism). It also seems at least a partial reference to Warhammer's machine cult (aka Adeptus Mechanicus) which is something people have been requesting for ages and has been a frequent argument for decoupling religion from the Spiritualist ethic.
>>
>hopes
Religion/belief is made into a proper system decoupled from spiritualism that every empire has access to regardless of their ethics and ties seamlessly into the other parts of the game
>expectations
A origin/civic/ascension perk that lets you play as an spiritualist machine cult, cyborg portraits and an extra feature tacked on that stick out like a sore thumb and is mostly useless, only used once every 5 hours when you remember you can get some goodies from it
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You know, there’s nothing in the live game that’s stopping you from having spiritualist ethic AND ascending cybernetic at the same time.
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>>1694862
Technically there's nothing stopping you from it, but it's still counterproductive since as a spiritualist it'll make your main faction unhappy and IIRC the robot/cyborg techs have a lower chance of dropping if you're not materialist.
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>>1694577
>Sorry, I actually like to take care of the things I own
As in the colonies or as in the computer parts?
Because as far as the colonies go I just build new sectors/buildings when they run out of jobs, sometimes deciding to specialize a colony if it seems worth it, sometimes not. One thing that certainly helps is that I'm not playing very aggresively in the early game when there is most stuff to do, i leave fighting wars and Global expansion for the mid-game when my Core is properly set up to sustain my needs and fleet.

>>1695275
>Everything must be optimal, or else
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>>1653659
It's a psychology trick. People got so used to being exploited that they're willing to accept and cheer for the "lesser evil" like the good cattle they are.
>The door-in-the-face technique is a compliance method commonly studied in social psychology.[1][2] The persuader attempts to convince the respondent to comply by making a large request that the respondent will most likely turn down, much like a metaphorical slamming of a door in the persuader's face. The respondent is then more likely to agree to a second, more reasonable request, than if that same request is made in isolation.
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Ok how do I fix this shit?This is the vanilla resolution to "Denounce The Second Awakened Empire".According to the wiki anyone that is a subject of the second AE should be in breach of the law.However it doesn't actually work like that and instead everyone that is NOT a subject of the first empire is sanctioned.The voting weights are fucked as well and members of the league can and will vote for it.What do I need to change to make it so League members won't vote for it ?
>>
>>1695350
I meant my poor computer lol
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>>1691837
>mercenary
Would be a shame if someone blew them up
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I never played stellaris
what is it like
>>
>>1696046
A space empire roleplay sandbox with a lot of semi-randomized narrative elements. There isn't much to the gameplay itself, boilerplate dad vs AI 4x stuff where most of your decisions barely matter because you're never under any real danger. But the customization and open-endedness paired with all the narrative stuff makes it a pretty novel experience if you just want to shut out the outside world and play make believe in space.
>>
>Imperial
>+5 Edict Fund
Is this meant to be a joke?That's fucking useless even in the early game and it won't matter at all once you 500+ unity for a single edict.
>>
So does the GC spawn later with this patch?It used start a lot earlier and I did three runs so far.
>>
>>1696390
Most of the internal politics mechanics are just leftovers from when the game was completely different. They keep massively reworking aspects of the game without touching interlocking systems, causing things to become further and further out of date until they just don't make any sense anymore.
>>
I hate the concept of Galactic Paragons, can you just disable the whole mechanic with a mod while retaining the other features of the DLC?
>>
>>1696043
You just put the enclaves in your capital. They build up an impossibly large amount of fleet power for free, pay you for the privilege of existing and you can call upon them at will to win your wars for you, paying only energy upkeep for it. Earlygame they completely outpace what an AI empire can build up in fleet power and lategame you can have 3+ enclaves, which will combine to more fleet power than pretty much the entire rest of the galaxy in a federation.
Plus since the AI biases short range designs, the mercenaries serve as a screen helping keep enemy ships away from your own and taking the casualties on your behalf. So you can invest all in on maximum long range DPS and just ignore other requirements like kiting, screening, PD entirely. Your mercenaries will replace their casualties for free and do so much faster than you could realistically build those ships yourself.
The only competition that mercenary enclaves had was that cheese where you stack ship build cost reduction until they're essentially free. Fixing that left Enclaves as pretty much undisputedly the strongest way to play military.
>>
>>1696998
Anon they don‘t even provide 1/10 of my fleet power even when fully upgraded.Stop playing on civilian.
>>
>>1696390
The main upside of Imperial is your next ruler won’t have useless non-council traits.
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>>1694614
I have absolutely no faith in paradox to add something interesting to this game like religions. The trailer is literally
>DUDE WARHAMMER LMAO
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I fucking kneel, spawn-sama
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>>1697515
You are like a little baby, watch this.
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>>1696827
I don't know if there's a mod but you could simply not hire them.
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>>1697019
Are you high? Lategame they're worth a few million fleet power per enclave.
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>>1696390
A lot of the benefits of a governing authority are hidden modifiers. Imperial is actually pretty good even though it looks bad on paper.
Pdx has just been generally terrible about making any of that info available in the ui.
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>>1697722
>Not trying to edge the maruder systems beyond their agro range
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>>1697515
The worst I've ever had was being blocked by a Fallen Empire directly adjacent to my home system on one side, and an Advanced Start empire 3 jumps on the other side. My Guaranteed habitables were both located on the other side of the Advanced Start's homeworld, so they got 4 easy expansions at the start and I got 0, but I still had to find a way to war them to break out of my start
I got super lucky and my precursor system created a bypass that let me escape the enclosure
>>
Serious question: is it worth updating my game yet or should I wait for the next patch/major release instead?
Last time I updated was around the release of Paragons and I regretted it because it introduced a bunch of broken shit and just generally made the game worse. Are we in a 'most of the broken shit from last content update is fixed' part of the cycle or a 'we're still waiting for them to unfuck what they fucked' part of the cycle?
>>
How to fix Astral Planes for a 15$ price tag because I'm an autist and I'm mad
>Need rare tech to harvest astral thread, just like most other rare resources, makes no sense that you need tech to mine crystals and not for unraveling the fabric of reality. It also gives you access to astral actions and 2 edicts for increasing physics research and sublight speed+jump time reduction. This tech is needed for the tech that lets you explore astral rifts to appear and the riftworld origin starts with it already researched
>New rare tech that gives you starbase and planetary buildings to increase astral thread storage, storage increase removed from exploring astral rifts
>The rifts themselves stay the same, they are fine for what they are, wish they updated archeology to be more like them
Now for astral actions, they no longer get unlocked as you complete rifts and instead you have to pay a certain amount of thread to unlock the next tier, so you no longer get cucked out of them if you don't get enough rifts. There's 4 actions in each row instead of 5 separated by tiers, lets start with the first row that's available for everyone (where the repeteables are now):
>tier 1 gives you 1 use of a short distance jump drive for a fleet that only has 10 days missing and no debuffs, roughly 3 systems distance
>tier 2 is the wormhole lock no changes
>tier 3 lets you put a science ship special project to create a hyperlane in a system you control, if it points towards a system from another empire they get a notification and a science ship special project to cancel the process in the affected system
>tier 4 lets you destroy a hyperlane, same rules as creating a hyperlane but you can't delete the last hyperlane connecting to a system, there always needs to be a hyperlane or wormhole connection
+
>>
>>1698018
As for the bottom row, they are only unlocked if you pick an ascension perk, to pick it you need to have upgraded astral actions to tier 4 and have 3 other ascension perks. All the actions are unlocked as soon as you pick it. In addition to the astral actions it also gives access to a interdimensional portal starbase module that generates astral threads
>tier 1 is all the current actions in the bottom row, generate rift, astral labs, catapult buff (if you have overlord), etc + the hyper relay buff but now it reduces the material cost(not influence) and build time of hyper relays by 50%. Every time you use it you get one of the available buff at random, when there are no more limited buffs available instead it lets you reset the cooldown of an astral action
>tier 2 lets you create a wormhole, the first entrance has to be placed by a science ship on your territory but the second entry can be placed anywhere with a special project. Same as with hyperlanes if the second entry is in another empire territory they get a special project to interrupt it with science ships or military ships, if military ships are used the science ship is destroyed without needing or sparking a war. The same science ship has to physically put down the location of both entrances and finish the special project and if it gets destroyed on the way the action is cancelled
>tier 3 lets you destroy a wormhole, same rules as with creating one and can't destroy the wormhole if it's the only way into a system
+
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>>1698029
>tier 4 generates a unbidden fleet on an opened astral rift or interdimensional portal starbase module. It scales with your fleet cap and tech so it's always roughly 1.3x as powerful as your normal fleets no matter if you are mid or late game, doesn't use naval cap, has no upkeep and has no time limit. It's initial price would be roughly 1% of its fleet power but the catch is that it also activates an astral thread edict that constantly increases in cost each month, this increase also scales with the fleet initial power just like the starting cost and once it's been deactivated it can't be activated again until you generate a new fleet. After the edict is deactivated the fleet can't regenerate shield or hull by any means and it starts receiving constant damage until it decays completely from 100% hp in 1 year, less if it had been damaged beforehand
And that's how the dlc becomes worth 15$, now paradox would have to find a way to cover the other 5$
>>
>>1698032
Oh I forgot to mention that the cooldown of each action starts when itts effect ends, as in when the special projects are completed or when the unbidden fleet is destroyed, except for the wormhole lock that one starts as soon as it's placed
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>>1697985
>is it worth updating my game
no, nothing good since 3.8
>>1698018>>1698029>>1698032>>1698034
pure autism
>>
>War in Heaven breaks out
>Stay neutral
>not in the GC either
>decide to scroll out and see what the aliens are doing
>an actual three way war with each AE having subjects
>See one other large empire that is neutral
>It's the Custodian
I have never seen that before.
>>
>>1698246
If any of the Awakened Empires actually have subjects, you are playing on too low difficulty level.
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>>1698410
I changed the event so the ai needs far more fleet power to decide and join the league. I also gave the FEs 40 repeatables instead of the 10 they have in vanilla.
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>>1697744
The AI doesn't get them?
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>>1698774
As far as I know no.
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>>1635287
now that they are adding the subscription model, if you really really can't use creamapi then just use that
it's cheaper if you don't own any dlc
>>
Why is the AI so fucking bad?A size 20 planet with no build districts they build three buildings ,10 pops with no jobs and then the next planets has 40 open jobs.And the AI just doesn't know how planet designations work.Why does a planet with 1 farming and 13 energy districts have the urban world designation?It shouldn't be that hard to get it to build up planets and resettle them.Starnet manages to do it, so why does Paradox refuse to make the AI better?
>>
>>1699005
>Why is the AI so fucking bad?
Because there is no AI. Just scripted weights for decisions.
There is no real logic behind it, only dice rolls for options and weights for decisions.
t. retard
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How the fuck do you disband hyper relays? They cost 2 each. I've exterminated the motherfucker to my north that's 50 systems and he built a hyper relay in all of them which cost me 100E in upkeep. Is it not possible or is it another bug? I see no way to support the massive fleet and those useless relays that's -400/month.
>>
I know.It's annoying and why do I need hyper relays to get the benefits with my vassal even though I have gateways in all capital systems?And I can't even find a mod that allows me to destroy them.They all just disable the tech.
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>>1699108
Write a system_event that destroys every megastructure of type relay in current system.
It's not a rocket science.
>>
>>1699098
You vill pay ze upkeep
>>
>>1699098
if you feel cheaty, select the thing and type in console
>effect remove_megastructure = this

>https://stellaris.paradoxwikis.com/Console_commands
>>
>>1699126
That may be the best solution. It's not cheating if you unfuck a dlc fuckup.
>>
Fallen Empires really need some new content.They got feature and power crept.
>>1699137
Or use these
>https://steamcommunity.com/sharedfiles/filedetails/?id=2934317190
>https://steamcommunity.com/sharedfiles/filedetails/?id=2954428425
>>
>>1699158
And a new endgame crisis fucking when? I am sick of the 3 normal ones and the end of the cicle literally never happens
>>
>one fallen empire is hive mind
Name a bigger wet blanket. I always set FE to 3 to try and guarantee a War in Heaven, but Custodianshits ruin it
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>>1699199
>to 3
The highest chance to get a war in Heaven is when all 4 normal FEs spawn.Set it to 5.
>>1699185
That would be nice as well.But seriously capturing the capital of an ancient precursor shouldn't just give you a bunch of buildings and some ship techs.They could at least add some events or situations.
> I am sick of the 3 normal ones
I still hope that they are going to add more to Ultima Vigilis.
>>
>>1699210
>Set it to 5.
I'm pretty sure the max on a medium galaxy is 3. I don't play larger than medium since on anything bigger it feels like I never really see the other side of the galaxy. So my computer would be doing a bunch of work for no real reason
>>
Does the ai ever leave the GC?There are always empires that are crippled by sanctions.But I have never seen them leave even if it would have been more advantageous.
>>
>>1699269
In my 2000 hours of unmodded gameplay, I have only once seen a sanctioned hive mind leave the GC.
But they then rejoined a few years later.

Then they left again…
>>
Are Void Dwellers a meme?
>>
>>1699400
You can either downgrade to 3.8, or play cheesy lithoid void hive, that feasts on planets, and after taking cybernetics, can live anywhere.
>>
>Hydroponic habs are actually good
Why did nobody tell me?One of them in a shitty system with no deposits can produce over 1600 food and I haven’t even finished all food techs.It‘s far more efficient than having to use planets.
>>
>>1698774
AI doesn't have the DLC
>>
Stellaris peaked in 1.4.
>>
I want the old outliner back.
>>
I hate vassals so much.Even if I change it so diplo vassalization is impossible one empire still manages to snowball by conquering 7 vassal in a row.And all of their old vassal happily go along with it and help in the next conquest or defend their overlord despite not being loyal.This shit should generate far more threat and vassal rebellions should be far more common.
>>
I want tiles back.
>>
I want tiles and wormhole stations back.
>>
Have they reworked the AI in the last 1-2 years?
It seems more aggressive and seems more economically competent than I remember it being.
>>
>>1701990
It‘s a bit better.Vassals are op as well so if an AI get‘s one early they can snowball.
>>
>>1700977
I noticed disloyal vassals tend to do jackshit when they’re dragged into an overlord’s war. They usually just stay within their borders unless someone intrudes.
>>
>>1699185
The new DLC will have a 4th endgame crisis and new megastructures.
>>
>>1702086
There is no variation in AI vassal behaviour during wars based on their loyalty.
>>
>>1699255
And people say tall isn't playable
>>
So the dlc is going to be cybernetic and synth focused.I wonder if they will actually make similar dlc for the other ascensions.
>>
>>1702753
They think psionic is in a good place, so I expect the bio dlc to be next, since that one also needs them to finally rework how gene modding works.
>>
>>1702849
They are reintroducing advanced government forms but only for synths and cyborgs.They need to add something similar to the other ascensions even if they are otherwise fine.
>>
>>1702753
All bio really needs gameplay-wise is better UI for managing population mods. The current one is a fucking mess that bloats out of control ultra fast and is tedious to engage with.
I guess that also applies to cyb/synth modding so maybe they'll be addressing it here too.
>>
>>1702904
Yes, but I expect psionic to be dead last.
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>making a dlc for a dlc
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>>1703035
they could start by at the very least making per-strata modification possible
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>>1703035
I am crossing fingers that automodding is a fix to this
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Never played this far before
What should my last tradition be?
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>>1703402
Politics
>>
Great my long time ally took the crisis perk.At least I don’t have to feel bad when I conquer them.I wanted to do that anyway to get to the Chosen.
>>
>>1703402
Is this default settings? How does one even get all that by 2328? I played this game twice and by that date I had 2 perks, 7% of the production and no megastructures other than hyper relays like >>1699098.
>>
>>1703870
Depends on your difficulty settings ,your starting traits,civics and just how lucky your start is.
> 2 perks,
> 7% of the production
That's pretty bad.Do you specialize your planets?If you can you should try to get research habs as well.They get a 10% output bonus unlike planets.Tech is the most important resource in Stellaris and having more tech will make everything else better as well.
> hyper relays
Don't bother.Just rush gateways if you want to travel faster.There are better uses of your influence like orbital rings or conquest.
>>
>>1703035
My earlier idea of species having icons (like empires do) instead of portraits (which would come up in either detailed, or 1-1 comparison view), would go a long way of solving the Species UI clusterfuck.
>>1703521
If they were your long time ally it would be more fitting/satisfying to vassalize them and bring them into your empire slowly, if you decide to at all. No need to sacrifice a good relationship(campaign-wise, not mechanics-wise) all the way, just because they fucked up once
>>
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What the fuck is the deal with this system?
Also I didn't conquer the Chosen because they turned into a merchant republic so I just vassalized them instead.
>>
>>1704129
I thought this game discourages you from expanding too much and only allows you to have 2 - 3 colonies so you keep your empire points below 100 to avoid being penalized. wtf
>>
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>>1703457
I love democracy...
>>
>>1704247
You just need to make your extra expansion worth the debuffs
>>
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>>1704278
FINALLY.
>>
>>1704032
They have 38 planets and over a hundred systems I‘d rather use total war than spend a million influence on them.
>>
>>1704283
It's not supposed to be a penalty, but a scaling system, kida like using more fuel in a bigger car isn't a "penalty" as much as a trade-off.
>>
>>1704278
Wish those "flags" in the background would dynamically change to reflect the Galactic community flags, since they already tried to do something similiar with the "voting balance"
>>
>>1704374
>>1704283
How are you supposed to know that? All you see is the penalty and the cost increase so you avoid growing past 100 points. There is no way to know that new colonies can at some point in the future make up for the cost, break even or even be worth it. If it's meant to be a handicap (just to annoy you for no reason) then why not make it a % reduction of the production output, growing with empire size. That way it is clear from the start that you are allowed to expand but the returns are diminishing. Shitty game design.
>>
>>1704129
Ophala is the 'end' of the Chosen event chain that reveals their origins. It's supposed to be reachable with jump drives but sometimes spawns too far out and forces you to use a quantum catapult to reach it.
>>
Ok this has to be the strangest bug I ever had.For some reason the Prethoryn can't colonize properly 99% of the time because most planets turn barren after they finish colonizing them.I think it may be because the planets already have 100 devastation from combat and earlier bombardment but I have no idea why this would happen since I never noticed this before.The only mod that I have that could cause this is the Unofficial Patch, but I pretty sure someone else would have notced that before.
>>
I checked with observe it's not the devastation.I also tried seeing if uninstalling all mods would help.Now the colony ships do invest the planets but they aren't owned by the Prethoryn .They just change the planet type and count as uncolonized.
>>
>>1704529
Because a % reduction to production would eventually hit -100%, and you should be making resources from you planets anyway? More planets=more stuff if you just build infrastructure is not hard to grasp anon, it's a Paradox game.
>>
>>1704529
Watching the AI and it's a softcap.Why did you think you couldn't go above it when everyone else does it?The games has war as well so if conquest is a thing you can obviously rule more systems and planets.
>>
>>1704529
As with any strategy game, you get to know by playing and trying things, and you gauge whether it's worth it afterwards. I suppose the game assumes you'll figure that there is no difference between your main planet and a colony, so it's a (n+1)*output/n*penalty sequence, if we assume ideal colonies.
>>
>>1704886
>>1704965
>>1705137
There are ways to make it obvious to the player what your intent is and why the game behaves in a certain way. You either tell the player directly, lay out the mechanic or make it easy to see. Eg the costs remain the same but the production in each new colony is progressively decreased by a % - this makes it clear that you are not penalized since the current production and current costs are unchanged but the returns of new colonies are diminished. It's also easier to precisely tune for the dev and decide how large empires are to be in your game, whether there is a hard limit or not, and how high the gap between big and small is by setting the curve and the point at which upkeep surpasses yield. Currently you are penalized simply for getting a new colony even it produces nothing and it isn't clear how things scale and why.
>>
>>1705201
>Currently you are penalized simply for getting a new colony even it produces nothing and it isn't clear how things scale and why.
It litelly tells you it increases tech and tradition cost if you just hover over the icon, and if your new colony isn't generating anything why are you colonizing it in the first place?
It's not meant to penalize wide playstyle but rather balancing it so there's some reason to play tall instead of making wide strictly better. So wide gets better resourse production due to more territory while tall gets faster tech progress.
>>
>>1704286
What is The Galatron even for? Played Stellaris for over 1000 hours but I never got it.
>>
>>1707155
Some monthly influence and diplo weight.
>>
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>>1707155
>>
>>1707155
It's literally the Briefcase from Pulp Fiction.
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>All those new buffs
Yeah they are going to power creep all other ascensions.
>>
Are versions past 2.6 worth playing? I had a ton of hours before and around the time of Federations but after that I started to lose interest, especially with how painfully fucking underwhelming the espionage expansion was, and how Necroids pretty much molested the multiplayer meta to death for a while. Outside of that I'm not too sure how the game has been doing, and what I've seen isn't particularly promising either.
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>>1708830
bloat and busywork is unbearable with all the DLC enabled
most of the big mods from the olden times are abandoned or permanently broken if you're keeping up with the patches
it's over
Utopia was the peak, it's been going downhill ever since
>>
>AI galactic council member just vetoed my Crisis Declaration resolution
I didn’t know they could actually do that
>>
Do we have any insight on the 4th crisis? What it will be like?
>>
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Congratulations citizen, you have been assigned to live in the Sol System!
Choose your new home now!
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>>1708518
Yeah I fucking hate it. Psionics had the vague justification of being locked behind a rare tech but the other ascensions are super accessible and the design concept behind origins that are always optimal for an ascension but rob you of the choice is fucking garbage.
>>
balanced for multiplayer
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>>1709903
No clue.The game already has the Contigency as a machine crisis .So maybe something Cyborg related like the Borg,but I think that's most likely going to be the player crisis.Or maybe it's a crisis that hates robots and technology.Could be related to Ultima Vigilis as well.Whoever build it is able to make the crisis appear earlier so they are probably powerful enough to be one themself.
>>
>>1710270
I hope it's more flavorful than just a souped-up Driven Assimilator.
>>
Is there some mod that lets you see then alloy's worth of fleet lost in the space battle war exhaustion tooltip instead of number of ships?
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>>1710414
So do I but I'm not expecting much from Paradox these days.The scourge is still broken btw maybe they should fix it before they add another one.
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Am I gimping myself if I don’t make an Ecumenopolis in every run?
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>Got the Galatron on the literal first Ironman run I did after getting the DLC
bow before me you shits
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>>1710583
Yes.
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>>1709903
The trailer showed the poster race building an undamaged contingency core so it's probably just a new flavour of player crisis without the psionic flavour.
>>
Wait the shattered ring system can spawn without an empire?Is that normal?
>>
>>1711858
The shattered ring was in-game before the empire. It's not the same exactly though.
>>
>>1711858
Yes, there's a naturally spawning shattered ring. There's one for each megastructure. The Origin ring is unique and has a couple specific mechanics, while the one you can find is just a generic ruined megastructure you can rebuild with the tech.
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>get the urge to play Stellaris
>load up a new game
>immediately lose the urge to play as soon as the solar system loads in
>get the urge a few days later
Is this mental illness?
>>
>>1696046
A game that a lot of people kvetch about but for whatever reason there isn't any corresponding shilling for other 4X space games.
>>
>>1712095
no you just know it's shit and you're reminded of it the moment you see it.
>>
>>1712095
This happens to me too. Sometimes I change my mind during the loading screen.
>>
>>1712095
You crave the sense of discovery and mental stimulation from learning a 4x game and seeing things for the first time, but know Stellaris' gameplay is so shallow there's no mental stimulation left to be had.
You need to branch out, pick up some other examples of the genre (which are sadly all old because Stellaris killed the genre) and mess around with those.
>>
>>1704278
>>1704286
How are you so far ahead
>>
>>1712564
Bro it's 2430, this is deep into endgame. Unless something seriously went wrong in your run (it happens) you should have snowballed to a similar point by the time you hit the endgame dates.
>>
>>1712567
I changed the settings to have slower tech so I suppose that might have had an impact
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>>1635287
I was long without playing Stellaris and recently I decided to pirate the DLCs and...

I'm so disapointed you can't play a spiritualist machine empire. In the next DLC you will be able, as I read but... :c
>>
Should I still use clerk jobs when all my planets are at 100% stability?
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>>1713663
You should never use clerks.
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>>1713663
Avoid clerks as much as possible. They are an extremely inefficient job and essentially squander pop productivity. If you need amenities, build a dedicated structure and employ those jobs. You should only ever employ clerks on a planet if you can't afford to build a dedicated amenities structure and your crime rate would rise above 30% with your current amenities deficit.

Clerks are so bad for the most part that if you can afford one of the higher standards of living, like utopian abundance or academic privilege, it's literally better to have pops unemployed than to have them working clerk jobs.
>>
Do we know when are they going to release that DLC? I want to finish my savegame before that.
>>
>want to enjoy the game but even on normal galaxy it still slows down to a crawl
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>>1713685
fixed in evolved mod.
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>>1716959
Play 1.5.
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>>1654440
I wouldn't worry about it.
>>
I really wish Stellaris lasted longer than 200 years. Would have been nice to do a 10,000 year sci-fi empire.
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>>1717605
Just draw two more zeroes on your screen.
>>
>>1717610
But now it takes 50 years to build a house!
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>>1716729
No word yet but the volume of dev diaries and youtube shilling means it must be very near at hand. My guess would be sometime in April.
>>
>>1647626
Being from Sweden, Denmark, or the Netherlands is itself a crime against humanity and unforgivable.
>>
How do I make oligarchic elections not suck ass?
>>
>>1647922
Space Empires 4. Is only what, 5.99? Get it, play with mods.
>>
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There is black hole in the galactic core??
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>>1721108
Probably. What do you think keeps the galaxy spinning around?
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>>1721136
the science
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>>1721108
There's a Rifts story about it.
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>neighboring empire asks to be my bulwark vassal after losing territory to another empire
>accept since they are pretty big and I could use some allies; only have to subsidize a small amount of basic resources to them
>decades later
>bulwark eventually becomes pretty fucken big, expands a bunch of their space, winning their own wars, levels up to level 3, now even has overwhelming power and tech compared to me
>subsidies reach insane levels, I have to give them over 500 energy, 300 minerals, and a bunch of food per month
>can’t even change the terms of the vassal contract since they’re too powerful to want to accept any new proposals from me
>still loyal to me somehow

WHAT DO? My economy is dying trying to provide for this welfare queen.
>>
>>1724929
Can't you integrate them?
>>
>>1721136
God
>>
>>1725081
No. The contract says “Integration Prohibited” and I can’t change it.
>>
wow i cant wait to pay for 3 new dlcs
>>
>>1726678
Do you mean to tell me you didn't pay full price for the single portrait alone? For shame!
>>
>>1724929
Support your greatest ally, goyim.
>>
>>1724929
>now even has overwhelming power and tech compared to me
How?Seriously how?What the fuck did you do?Did you demolish all of your tech buildings?Forget to research anything for a hundred years?
>>
>>1727047
Lmao.
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>>1722182
kys glowie I'll never pay for rifts
>>
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>>PRAISE THE MOMNISSIAH
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>>1727199
>Kerrigan, but Vodyani.
Eh. A Qu Crisis might've been more interesting, maybe.
>>
>>1724929
>He fell for the bullwark scam
Should've limited expansion
Ngmi
>>
>I-I'm a Cube, Morty
*Acid Reflux*
>I'm a Cube Riiick!
>>
>>1636289
Slopasaurus
>>
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-341-become-the-crisis-cosmogenesis.1665800/
Friendly reminder, that ZoFE did it fucking years ago, and knowing the PDX DLC policy and usual launch quality it's not only going to have less content than the fucking mod but also implemented in more bugged way.
>>
>>1732204
>Stellaris is getting a technology victory now
It's been a staple of many 4X games
>>
>>1732204
>ZoFE
The what?
>>
>>1732230
Zenith of Fallen Empires mod, I'm guessing.
>>
Why has Stellaris become so gay.
>>
>>1732544
>become
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>>1654440
A 5 pointed star is analogous to a crucifix. It's only satanic when it's inverted just like a crucifix
>>
>>1732204
Honestly as far as crises go, "get FE tech" is about as lame as it gets. None of it feels particularly special when you already get limitless free FE ships with an artifact.
>>
>>1683544
Mods. Not chasing le difficulty meme. Using it as a glorified story generator. Lots of things to do in Stellaris.
>>
>>1732622
Except with Cosmo, you can actually design those FE ships to not use shit weapons.
>>
>>1733585
Oh boy now I can PLAY META whoopie
>>
are you guys going to buy the new DLC?
>>
>>1737753
>buy
I fly the Jolly Roger and you should too
>>
>>1737753
Only after 2 months when all the inevitable bugs get fixed



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