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>least hyped Stellaris DLC in recent memory.
>No one seems to be excited for it.
>Is it really that bad?
>Couple of thousand views on Youtube for recent developer diaries about it.

Adds a cool origin, interesting storm mechanics, and some unique civics.

What are your thoughts about it?
>>
>>1838285
I think the mechanic is going to just be a mild inconvenience at best and game-ruining at worse and everyone will just ignore them or turn them off after a run to try them out.
And aside from the random inconvenience auras you have no control over it's just a narrative pack but with less narrative than usual. This shit will be cosmic rifts tier but probably even more expensive.
>>
>>1838285
OMG YESSSSS new paraslop!!!! I'm SO hyped!!!!!!
>>
>>1838289
Very reasonable take, I think you're right.
>>
>>1838293
This pretty much. If you like stellaris, it's more content, but it won't fix the underlying problems it has (or accrued over the years).
>>
>>1838289
Nah it'll be fun, everyone said epidemics would be trash in CK2 but they added a lot.
>>
>>1838285
looks like a filler between the bigger DLCs
seems very boring desu
>>
What Stellaris is like?
Is this a good game?
>>
>>1838285
I just want an internal politics rework
>>
are the haters right, every game is basically the same?
>>
>>1838406
It's phenomenal and would be genre defining if it was more popular.
>>
>>1838285
>space
>storm
>>
>>1838406
It's not really a "game", more of a simulator. Has about as much strategy to it as figuring out how to dress yourself in the morning. Good for autism and emergent storytelling thoughever
>>
>>1838406
>good
yes
>game
no
Stellaris is like a visual novel attached to a really barebones empire builder. Most of its mechanics are half-baked in a way that doesn't really create meaningful gameplay and just exist to constantly present you with decisions where you would need to datamine and sit crunching numbers in a calculator to figure out which one is actually better--or just just randomly pick whichever fits your RP. Once you understand the rote build order you need to follow in the opening minutes of every game to get your economy up and running, the game effectively plays itself from then on out.
>>
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>>1838665
>constantly present you with decisions where you would need to datamine and sit crunching numbers in a calculator to figure out which one is actually better--or
wait, you mean that's not how you're supposed to play?
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>>1838285
Didn't the last DLC just come out?
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>>1838665
>visual novel
you are retarded, Stellaris is pretty much a traditional 4X and more of an actual game than any other paradox """""""gsg"""""""""
>>
>>1838285
>What are your thoughts about it?
All the same shit ever since then they broke the game with that turboautistic gameplay change several years ago. I wish I could refund this garbage.
>>
>>1838665
>Stellaris is like a visual novel
Why do people who've obviously never played always have the most outspoken opinions about it?
>>
>>1838285
>What are your thoughts about it?
Seems pretty bland to me, but anything that creates more midgame variety is welcome. My hope is that the "space weather" system will be flexible enough to interact with other systems, whether it's through mods or through custodian updates.
>>
>>1838698
>>1838719
Cope and seethe, paradrones, he is factually correct
>>
>>1838406
Depends on how much you enjoy alien genocide.
>>
>>1838698
you've never actually played a 4x
>>
>>1838285
>instead of making late game playable and interesting they give us fucking warp storms and other random bullshit
I'm so glad I pirated this thing
>>1840725
but he is right, in a sense
every playable faction starts with one "city" then explores and expands into the unknown
it's like civ but for even more autistic people
>>
What are some mods that are a must to download. I remember vanilla being fucking retarded at times.
>>
>>1838674
>image, filename, quote
kek
>>
>>1840725
How the fuck is Stellaris not 4X, lol?
>>
>>1838285
Started pirating their DLC after shitshow that was overlord.
>>
>>1840863
UI Overhaul Dynamic
Ethics and Civics
Diplomacy+
Planetary Diversity
Tiny Outlier
Trait Diversity
I'd say Gigastructures are good too, but only if you are an experienced and giga autistic player.
>>
I’m seething so hard, I started a new game and rolled a great start with a ton of room to expand except all of my neighbors are douchebags who rivaled me for no reason and the Prikkiki Ti spawned on my border right when one of those assholes declared war on me.
>>
>>1841017
>gigastructures
Holy bloat
>>
>>1841017
nothing to fix late game performance, besides mass genocide and playing on smaller maps?
>>
>>1841005
>eXplore
There's no real gameplay here because it's been so streamlined. Your immediately adjacent worlds will be your guaranteed habitables, then you just follow the linear hyperplane connections to your natural choke point. It's so mindless and involves so little decision-making you could just automate it. The only content in this phase of the game is text that pops up when you survey anomalies, which is narrative prose you passively read instead of something you actively engage with. After the opening minutes of the game, exploration ceases to matter as you functionally gain full exploration of the galaxy just by letting diplomatic contact passively establish.
>eXpand
Similar to the above, you just grab your guaranteed habitables and maybe an extra planet or 2. Planet preferences just mean it's always worth taking certain worlds, or never worth. The answer is just math, there's no decision-making or interplay with other mechanics to influence your choice. This is literally all expansion entails in Stellaris. The game is designed around Homeworld + guaranteeds because of multiplayer symmetry.
>eXploit
Planet management is just a matter of slapping a template of buildings on your worlds. What constitutes those templates? It's just math. The game's economy is needlessy complex in the surface but trivial and poorly balanced beneath, and the only real way to interact with it is by putting your building template on your worlds and like 1 star base eco structure.
>eXterminate
By far the weakest part of the game. Combat just means bashing more alloys worth of ship into your enemies choke point. The only way to perform better is to use minmaxed ship design templates which once again involve no thought. While you can technically commit genocide or whatever there's no real meaning behind the various choices of what to do with your conquest and vassalization is always objectively the correct choice. The significance isn't represented in gameplay, just flavour text.
>>
>>1841129
How's that different from other 4X games?
>>
>>1838719
What's wrong? Compare the amount of story text in Stellaris to Nu-MoO, which only has a few cutscenes that are played when you interact with leaders or listen to the galactic news.
>>
>>1841132
I started writing out a comparison but hit the text limit in the first bullet point.
In broad strokes, '4X' is a structure around which gameplay is built, and gameplay in any kind of strategy game typically involves making informed, meaningful and non-deterministic decisions. Most successful 4X games don't just HAVE exploration or exploitation, but those terms model the core of its gameplay loop, and everywhere in that gameplay loop has you making decisions that matter, based on changing and unpredictable information you must actively gather and interpret, where there isn't necessarily a single perfect answer but the outcomes aren't completely random or unknowable.

Stellaris fails in this regard. Most of its Xs don't provide much in the way of meaningful gameplay (if any) and generally speaking almost all of the decisions you make are either deterministic (ie optimal planet setups, optimal ship designs, optimal fleet compositions) or meaningless (pick the red potion, the blue potion or the green potion; pick option A for a 66% chance for X and a 33% chance for Y or pick option B for a 17% chance of Y, a 33 % chance for Z and a 50% chance for a second event to fire in 7 days to progress the story). The actual gameplay of stellaris mostly involves determining a build before starting the game, selecting complimentary civics, ethics, traits, origin, following a static build order for optimal expansion, economy and ship value and fleet power and then gradually stacking more and more complimentary %-modifiers from a fixed but largely randomized pool to enhance your economy and fleet power beyond what's otherwise possible.

But what holds all of this barely-gameplay together is an absolute mountain of text, prose and narrative content, most of which is basically completely disconnected from gameplay and offers no inherent novelty beyond the content of the prose itself and joy of reading. Think how many 'decisions' you make are at the bottom of a text block.
>>
>>1841129
>I don't like it, therefore it doesn't count
It's a literal 4x. A shit one ever since they completely changed the gameplay, but still a literal 4x.
Stop it, get some help.
>>
>>1841198
now analyze civ like this
>>
>>1841005
Dont bother that guy is retarded
>>
>>1841256
A retard wouldn't have been able to write that all down. He's not retarded, he's turboautistic and out of meds.
>>
>>1841128
You are better off working on parajew and fixing it yourself
>>1841129
>eXterminate
>By far the weakest part of the game.
Top kek
>>
>>1838323
CK is a very different series, characters dying can lead to interesting gameplay scenarious even if it can also be annoying. But with Stellaris, any sort of big negative event is nothing but a brake to slow down your snowball in relation to other snowballing empires.
>>
>>1838406
Stellaris is less of a 4x game and more a story generator like RimWorld or CK. It falls apart when you try to play it like a serious strategy game and shines when pick out a theme and roleplay it.
>>
>>1840863
Resolutions Expanded + Superstates
>>
>>1838698
>more of an actual game than any other paradox """""""gsg"""""""""
That says little
>>
>>1841293
This. CK is just an RPG with some strategy gameplay in the background.
>>
>>1838285
This game is starting to get to EU4 treatment where there are too many fucking DLCs which are getting progressively less relevant as they release. They just need to fucking work on Stellaris pt2 at this point, but consumers are retarded cattle who will reward PDX for releasing one billion shit ass $10-$20 DLCs. Machine age was pretty good and I was hoping that it would be the last big release for the game.
>>
>>1843744
>Needs a sequel
>But consumers are retarded cattle
How about you look yourself at the mirror before saying thinks like this, true cattle?
>>
How are you supposed to learn Stellaris? I'm playing vanilla with no DLC and there's already twenty different mechanics, 10+ resources, and a billion menus I need to keep track of. Fucking Shadow Empire is more intuitive than this game
>>
>>1844079

https://www.youtube.com/watch?v=vjIG_AC7BZc
>>
>>1838654
Not a good simulator either.
>>
>>1844098
he doesnt make sense that game doesnt simulate shit(no paradox game does maybe besides vic2), stellaris is basically a civilization game with extra bloat and rng events.
>>
>>1844102
Yep.
>>
>>1844079
Most of the complexity is illusory and most of the UI and menus are senseless bloat that's just piled up over time because Paradox takes a "please everyone and accomplish nothing" approach to their games.
The skeleton is basic 4x game. You start alone in a big galaxy and explore for new planets to colonize. Those colonies generate resources that you use to fund further expansion. Eventually you use your wealth to amass a fleet and start killing alien civilizations.

Resources seem complicated but are really not. Energy and Food are upkeep resources and aren't really used beyond that. Your buildings and ships take energy to run and your populace needs food to eat. You should always aim to make just enough of these to break even.
Minerals exist to be converted into alloys and consumer goods. Alloys are what ships are made from, so the end goal of the game's economy is to maximize alloy production. Consumer goods are the sister to alloys but are only used as upkeep for researchers and a few other advanced jobs, so basically teching faster cuts into your alloy production and you have to balance them. Like other upkeep resources, you only want to break even on consumer goods, but since it feeds research you may need a lot of them since rushing research can be strong.

That's basically the whole game. The whole economy exists to support alloy production (or spam as much research as you can afford) and combat is as simple as "have a bigger fleet" and "move bigger fleet to enemy"
>>
Well at least the mining and thrall/prison world changes are nice I guess.
>>
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>>1838285
>Im guessing next year with be the bio path update.

In any case they need to just start work on stellaris 2. Drop the shit engine they've been using for years and literally just make it Distant Worlds with civilian economies and state economies with ships flying and trading between planets. Also just drop the ugly as fuck 3ds ship models!!!!!!! Waste of computer resources and it always looks cheap as shit.
>>
>>1844084
>>1844201
Thanks my dudes
>>
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>>1844102
>with extra bloat
>>
>>1838285
>What are your thoughts about it?

I want to be cautiously optimistic because the space-storm crisis is easily the shittiest one and Cosmic Storms ?seems? like it'll turn it into a proper 'thing' while also adding some new content I'm interested in (like a devoted terraforming/worldscaping civic). However.

This: >>1838289
It's probably going to be Cosmic Rifts all over again: charging 17 dollars for a 5 dollar dlc that should have just been fucking free.
>>
>>1844102
vic 2 doesn't simulate shit
i am tired of this gaslighting
>>
>>1844261
Picrel is Armitage III in case anyone else was wondering. I'm gonna lose hectolitres to this character.
>>
>>1838285
90% of my over 1000h of stellaris was before they changed the planet mechanics, i loved the tile system, the game was simpler and more fun back then, your planets were hardcaped, that required actual thinking, about how you were going to set them up, each planet was precious.. they really fucked the game up
>>
>>1845137
>should have just been fucking free
I hope you don't mean as an update. I barely tolerate moving slow in the storms the game has now.
>>
>>1838406
>meaningless +0.1 in a meaningless stat 76
>every possible SF trope and concept no matter how retarded crammed in with zero identity or style of it's own
>spammed by multiple cosmetic """choices""" every other second
>most of the shit is automated, the "game" plays itself
>""""grand strategy"""
>pay 300+ dolaridos for this
Master of Orion 2 is almost three decades old and still runs circles around this pretentious overbloated bullshit
>>
https://forum.paradoxplaza.com/forum/threads/the-cosmic-storms-mechanical-expansion-is-now-available.1702759/

I usually just pirate the new expansion and play the game but last one was underwhelming.
>>
Honestly the best parts of this DLC aren't actually part of the DLC but of the free patch that comes with it. Storms and the way you interact with them are extremely underwhelming, but the changes to strategic resource deposites and special world designations are pretty good.
>>
Did they shrink how much GB Stellaris took up? I remember always uninstalling it to save space.
>>
>>1845228
>Master of Orion 2
I tried it, but it doesn't have modern widescreen support, color palette makes me want to end myself, everything is janky and crappy. No.
>>
>>1841129
forcing hyperspace lanes only really killed stellaris in the crib, huh.
>>
>>1847579
filtered zoom zoom
>>
How are the storms?Insignificant or annoying?
>>
>>1847791
Annoying.

They all have positive and negative effects, some are better some are worse, but the devastation they cause is just a pain in the ass. Plus it's super RNG. If the game decides to shit on you and you get hit with a Nexus Storm before you have any protection, I hope you enjoy having 100% devastation on all your planets and your economy being wrecked past the point of recovery.
>>
>>1838406
It's pretty much just an economic optimization simulator where everyone competes to make the biggest space fleet of all time since there's no way to meaningfully interact with other empires other than war. The problem is the wars are annoying and the battles are boring lightshows.
>>
>>1845228
>the "game" plays itself, poorly
fixed
>>
>>1847791
Even the usual shills are shitting on it. This is another Cosmic Rifts. The storms are imbalanced and extremely RNG, ranging from 'you just ignore them all game and never even look at them' to 'you just die to a nexus storm in the opening years of the game' but leaning towards the former.
The after effects seem cool in paper but in practice most of them are just "your mining world is no longer good at mining, but really good at growing food :^)" and vice versa
>>
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My authoritarian faction is getting uppity since I’m Oligarchic and not Autocratic. Should I transition into a Dictatorship or Imperial government?
>>
>>1847803
To be fair that makes sense with correct framing. Galactic politics would just be an endless cold war of trying to outproduce everyone else, build the biggest fleet and potentially doomsday weapons until the galactic resources run out and everything colapses.
>>
>>1849525
No, because the more ships you build the more you need to invest in maintaining those ships, which require infrastructure for routine maintenance, repairs, service extensions etc. and a limited service life. And on top of all that you need to be able to produce enough ammo and spare parts to keep all of those ships fighting. The infrastructure that supports a fleet is more expensive than the fleet itself, this is why in the real world it's so hard for a wealthy country to just snap its fingers and become a naval power, while longtime naval powers remain such even after their economies shrink--because they inherit the infrastructure they built in the past. Militaries don't just race to grow exponentially forever.

Stellaris is a game where a ship made 300 years ago, which has seen a hundred battles and been damaged near-critically dozens of times will still fight as well now as the day it was launched, and where practical limits on the amount of ships you can keep in service is abstracted by how many spare slots you have on planets to stuff fortresses into.

The problem is that economy optimization games are easy to design because we've been designing them for 30 years. It's just math. All the other elements of grand strategy and 4X, those are hard to design, because you can't just borrow what everyone else has always done, plug it into a formula and solve for Y. So instead you just hide your economy simulator behind pretty visuals and fancy but pointless menus and sell the fantasy of a grand strategy game, hoping by the time people figure out you never put any game design into your game, it's too late. Then you don't have to find and pay people who are good at game design.
>>
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When I'm playing I like to imagine my snacks are the same snacks that my empire species eats. My cool cybernetic creed guys love ginger ale.
>>
>>1838285
Worthless garbage
>>
>>1838406
No
Don't bother
It's a piece of shit
But I play since 1.2
Just with my custom mods and couple others
But only because I know it well as a new player don't bother
There are so much better games out there
>>
How does a feudalist faction would work like?
>>
>>1850848
>>
>>1850848
If I remember correctly there's a civic specifically for feudalism. And there's some stuff in the game about aristocracy, though not as a form of government, just as another civic. I've only played with that stuff a tiny bit.
>>
I used to enjoy Stellaris very much, but I can't commit to a game beyond the first 20 years without wanting to restart for a variety of reasons. I think its just me trying to chase the high of a previous playthrough.
>>
>>1847590
This was one of the the worst changes they ever made, and all to fix a problem of their own making that could've been solved with even ultra-simplified, basic logistics but they were just too lazy.
>>
>>1838285
>What are your thoughts about it?
Haven't played it but it seems really...nothing? Bloaty? I mean who actually gave a shit about cosmic storms in the base game to begin with?
>>
>>1851177
The game gets very dull once there's no real exploration left and you know every event, anomaly, and archeology site. Then you're just rolling for what sounds kind of interesting and shows up with an interesting start.
>>
>>1851177
Midgame is easily the worst part of the game, mostly because wars against other empires are just shit and there isn't a whole lot else to do in midgame other than make numbers go up. Lategame is cool in theory with the crises, but my main issue there is that it's hard to find a good balance where it's not so easy that the crisis gets rolled before it becomes a threat, nor so hard that you have to do some sweaty minmaxing to even stand a chance.
>>
Can anyone think of a way to approximate a "dark forest" galaxy, either through mods or game settings?

I'd assume you'd want max primitives and max advanced ai starts, as well as max fallen empires. Probably min habitable worlds to counteract max primitives, since the # of primitives also increases total habitable planets. Maximum marauders as well.

Max hyperlanesfor sure, but I already do this. It's really a straight improvement to Stellaris. Choke points in space are retarded, and the ai is surprisingly competent with max hyperlanes.
>>
>>1853397
There’s literally a Dark Forest origin you can start with.
>>
>>1838285
Unless Paradox is ditching the Authoritarian-Egalitarian axis and bringing back Collectivist-Individualist I'm really not interested in Stellaris.
>>
>>1853476
Special home system + flavor text =/= high stakes first contact
>>
>>1853478
What’s the difference
>>
>let's just vassalize this tiny empire real quick
>my current vassals claim everything
>this shit empire with shit everything has a million guards per planet
I hate my vassals.
>>
>>1853534
It gets worse
>be me, megacorp
>surrounded by 3 megacorps and a hivemind
>take 3 wars to beat back the hive so I can expand past my 3 starting worlds
>get vassal, finally somewhere to put branch offices
>vassal has a trade deal with another megacorp
>wage a quick war to take over their branch offices only in my little vassal
>at war with half the galaxy and they've all gone for unyielding
That is the most annoying tradition in the game and I wish it didn't exist
>>
Why does high pops obliterate game performance? They're agents that only occasionally do anything, with how simple and condensible their calculations seem I imagine you should be able to have millions of them with no pop-related slowdown.
Yet having 20k in a galaxy will cause major slowdowns.
>>
>>1853526
Authoritarian is not Collectivist and Egalitarian is not Individualist. Authoritarian-Egalitarian is already represented on the spectrum of authority types - monarchic through to democratic - but now there is no representation of Collectivism vs Individualism.
>>
>>1838406
>Is this a good game?
No. Its a game that has been rocked by constant changes, its one that really cant decide what it wants to be and its a game full of weird, gamey, meta mechanics that got born out of Paracucks desire to get into competetive mp/e-sport market.
>>
>>1851400
>cosmic storms in the base game to begin with?
There are storms in the game already?
>>
>>1854414
pajeet coding
>>
>>1854414
Because the game was never designed for the current pop system.It was added with 2.0 and they had to jury rig the rest of the game to work with it.
>>
What's the best way to keep the challenge well-scaled with player strength?
Set difficulty to admiral+ but make it scale and only fully kick in by late game?

Also as much as everyone loves to dump on Paradox, kudos to them for having difficulty-scaling-with-time like that, because it's such a common problem in strategy games that high difficulties get you zerg-rushed by a massive force yet on lower difficulties the player will be literally 10x stronger than the AI by the late game
>>
>>1854534
Yeah. They were added a few years ago by the "custodian" team. Can't remember exactly when but it was before overlord because that was when I played the game last.
>>
>>1854562
The ai needs the difficulty bonuses early.Scaling will cripple them for way too long.
>>
>>1841253
Civ is not lying to your face by suggesting that there is gameplay where there isn't and that there is complexity where there isn't. In Stellaris the Ship Builder and the Planetary Buildings are basically all template based. However you must micro all the planet shit instead of just pressing "Turn into alloy world". Also the modifier stacking doesn't exist in Civ.
>>
>>1849572
>Stellaris is a game where a ship made 300 years ago, which has seen a hundred battles and been damaged near-critically dozens of times will still fight as well now as the day it was launched
Dont forget how, unlike in Aurora, you can just upgrade a 2200 corvette to 2500 standard despite all the tech progress that happened throught the ages. And how upgrading ships will never be more expensive than just building a new one from scratch etc.
>>
>>1849572
Oh and crew training and population is also never a problem.
>>
>>1841181
Text does not equal visual novel.
>>
>>1838406
Stellaris

Its a game that cannot decide what it wants to be.
Space 4x games generally fall into few categories : MoO2 and all its clones ( Free Orion, Stardrives1/2, ROTP etc ) are great if you want fairly quick and clean game, Star Rulers 1/2 scale like crazy and you end up with kardashev type 3 shit all over the place.
Aurora is great when you like detail, setting up logistical chains, freedom in designing ships and stations and if you hate simplification. Ditto but less for Space Empires.
DW is great for its automation where you can literally automate parts of your game to focus on things you want like commanding fleets.
Stellaris has nothing - its a weird mix of busywork ( you have to click through all of the planets to manually upgrade buildings because there is no button to just upgrade all the buildings that can be upgraded ), samey gameplay because every race plays exaclty the same ( you playing as a bio hive? Tough shit you still need alloys to build ships) despite all the origins, ascension perks, traditions etc. Add to that creators constantly meddling in game to appease mp meta faggotry to please the e sport crowd and you get a bland uninteresting product.
Play something else.
>>
>>1845200
I still cant over the removal of FTL system when simply adding fucking FUEL and range would neatly solve the ninja jumping shit.
>>
>>1854925
>Logistics
As a HoI4 player where the main logistics came from the Capital and ONLY the Capital I feel you.
>>
>>1855102
Its such a natural and reasonable way to limit the player movement in space 4x - even in hyperlanes only games like MoO2, Aurora and such..
But nooo paradox opted to just axe only remotely unique thing about that game..
>>
>>1854414
iirc pops are constantly recalculating which jobs they should have since the game tries (and fails) to assign pops to jobs where their traits will produce more output.
>>
>>1855239
>game basically dies because its coded to minmax like a retard
Minmaxing fags BTFO.
>>
>>1855239
It's been a long while since I've read stellaris dev diaries, but isn't it the reverse? Jobs seek pops rather than pops seeking jobs?
>>
>>1854414
Pops are stored in a database, and every tick the game reads that entire database to check who is where, and thus what resources to give to players. When a database gets big, it becomes slow to query because there's no efficient way to search it. So the performance cost of checking it increases exponentially as the database grows.

How to optimize databasing is one of those fundamental problems of computing that's been unsolved for decades.
>>
I'm getting the urge to play Stellaris again, can someone talk me out of it? It's been like a year and I'm sure Paradox has fucked up the base game in new and interesting ways.
>>
>>1854551
It was 2.2 anon, 2.0 was the change from three ftl systems to the default one we have today.

>>1854414
Pops today has the twofold problem of the game originally starting with tile based pops which they changed to the current one. Leading to games now shitting itself hard late game. And what this anon states here>>1855458, the game wasn't designed with this in mind. Ultimately, the game is creaking hard from the amount of shit they kept on adding over the years instead of working on a new Stellaris and adding these beforehand. Portraits lag the game hard when it's running, pop amount being too much to handle in late and some mid game playthroughs, and aside from the dogass new one the rest of the endgame threats are often too easy too deal with.
>>
>>1856268
IMO 3.13 is the best version of the game yet. The storms DLC is not good right now but there's a patch coming next week that should improve it a lot. Right now I'm playing 3.13 with all DLCs except Cosmic Storms and having a ball.
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>>1856268
>talk me out of it
You're just going to make another xenophobic, militaristic human hegemony. What's the point?
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I am pleased to announce that my new alien empire enjoys fruit gushers and chicken in a biscuit crackers.
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3.13.1 patch just dropped, or so I read. I'm looking forward to trying it out.
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>>1857621
According to Reddit (hurk) there's a gamebreaking bug in 3.13.1 that affects machine empires. I'm sticking with 3.12.5 for now, thanks.
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>>1857758
>I need to let everyone know that I'm a Redditor, but I still feel the irrepressable need to fit in on this anonymous imageboard
lol
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>>1857763
See, lemme explain. I enjoy looking at the Stellaris subreddit, among a few others. (The one for my home town is particularly good.) But at the same time, I really don't like Reddit. Wander into the wrong subreddit and you'll find yourself right smack in the middle of the asylum. Crazy shit gets not just tolerated but amplified there. So I use Reddit but I don't like Reddit. That's my deal.
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>>1838285
I didn't buy the DLC because I don't want annoying random mechanics like storms in my games. It was a shit idea. Hoping for a proper shroud DLC soon, as I"m currently playing spiritualists and the shroud mechanics look so fucking outdated compared to everything else, even gene tailoring.
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>>1857763
Meming on someone for using specific interest subreddits is like insulting someone for visiting /vst/ because /pol/ exists.
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>>1855239
And it doesn't even work lmao.
I had 20 unemployed pops on one of my worlds suddenly, even though it had tons of free jobs. Turns out when you assimilate a subspecies , the resulting pops just sit there and don't know what to do after assimilation. It fixed itself when I designated a priority job.
>>
Is committing genocide a good way of reducing empire size?
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>>1854925
Ninja jumping wasn't the problem, it was a performance issue; rather than bother to come up with a more efficient pathfinding algorithm for the AI they just axed the ones that were giving them grief.
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>>1858181
Very much so. Population is your biggest source of sprawl, and killing xenos lets you decolonize their low habitability worlds so you can focus on the ones you've built properly
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>>1855239
Maybe genetic traits should just be applied as planet modifiers. Then pops won't need to be assigned and reassigned, the bonus would apply whether that species is working the specific job or not.
>>
How is the star wars mod?Does it change the time scale?
>>
So I've been playing with the new DLC for a little while now and I've got a stupid question: What are you supposed to DO? Cosmic storms appear, stick around for a little while (or several decades), they fuck up your planets, they move around a bit, but what am I supposed to do about it? I know there are new buildings to build but it's not 100% clear what they do except to provide a few little bonuses here and there, and they take up building slots. What's the game?
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>>1859450
Play the game as normal. Storms are just roaming modifiers.
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>>1859450
You’re supposed to disable the DLC in the settings.
>>
SHOULD I TRY THIS STELLAR GAME?
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>>1859566
Maybe
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>>1859450
Yeah thank the lord for ASpec warning me of this DLC. Insane how this one got greenlit. 20 bucks to make your game worse, thank you.
Apparently a new DLC will already drop end of next month, focusing on collecting stuff. This one sounds like it will ADD to the game, not subtract from it so I'm cautiously optimistic.
>>
Enjoying the new DLC?
Well we got a new DLCL: https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-355-it-belongs-in-a-vivarium-announcing-grand-archive.1704387/
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>>1859680
This one actually looks like fun. Can't wait for it to go on sale 2 years from now.
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>>1859680
Can someone explain the seasons thingy? Also, do we already have subscriptions like eu4?
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>>1859771
I still don't understand the $80 cube portrait and my searches don't give much of an explanation.
>>
> portrait mods are still broken
FUCK, can I really be bothered to fix them?
Maybe in a year when I feel like playing Stellaris again.

Actually, I'm going to first mod the Luminary game start.
I'm going to make it so you have an ongoing event chain which lets you improve the Luminary trait beyond the first 40 years.
Maybe with some sort of end event when you reach a certain point that gives you the "max" trait possible.

Of all the annoying things I have with that start, having to rush the first 40 years because you can only improve the trait with that first event annoys me the most
The forced death of your first child is also lame but whatever, you know it always happens so it just becomes a meh thing
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>want to play evil overlord race who is a small minority with various client species
>can't manage population ratios without insane levels of micromanagement
>have to find species that are the right climate
>that have the right traits
>or I have to go hard into genetics and spend ages toying with traits
>get exhausted and switch to egalitarian or just go full blown genocidal
I just want to roleplay the British, is that too much to ask?
>>
>>1859680
>story pack
it looks like we've finally accepted what stellaris always was, a Visual Novel with a shitty strategy game attached to it
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>>1859968
Just outlaw free migration. Then manually migrate enough of your main species to other planets to just fill the ruler jobs.
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>>1859979
>a Visual Novel with a shitty strategy game attached to it
thats all modern paradox games
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>>1859979
Story packs have been a thing since Leviathans, anon. That was 8 years ago.
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>>1859968
But this is exactly what it was like for the British. That is why they were wanking it so hard to being liberal in the 19th century and why Imperial Federation came up as a concept. It was all about a belief that if you are egalitarian then everyone will join your Empire willingly.
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>>1860016
Will a worker of my species be promoted to ruler if they are the only ones on the planet that can fill that role? I'm like the other anon except I want to RP asshole space elves and I eventually want none of my original species to be workers (or even specialists if I can)
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>>1860344
yes, pops auto promote to the highest available job
>>
>unbidden crisis spawns
>fallen empire rushes them
>blokkat crisis spawns
>they suddenly die shortly after (outside intel range so I couldn't see why) even though I needed them to help reduce lag (I banned habitats and halved the number of habitable planets but forgot to set a ringworld cap so there's literally like 50-100 ringworlds in the galaxy)

At least the time-travelling space-hitler crisis went okay
>>
How do I balance my early game as an oppresive autocracy? It seems like I need to build precinct houses before I can even get my economy running in my colonies
>>
Is Feudalism any good? Wanted to try making a courtly empire with lots of subject nations, but I remember puppets and the Imperial government being terrible in earlier versions.
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>>1860824
The point of that civic is that it shifts the happiness weighting super heavily towards the ruler pops. A planet with no rulers will have shit happiness but even just a single ruler will keep it stable for the most part.

So yeah your first priority is making sure there's at least 1 ruler job on a new planet. Otherwise the happiness penalty will kill all your productivity and make a bunch of problems for you.
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>>1860832
Is there a way to get a ruler job for a planet with <10 pops or do I have to bear with the moaning and groaning of my wagies? I have aristocratic elite but noble estates require planetary administration
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>>1860834
Prioritize Enforcer jobs
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>>1860829
Any vassal-based build gets better the higher the difficulty you're on, since AI empires get big bonuses on high difficulties.
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>>1860834
resettle 9 pops to newly colonised worlds and build the capital building, you're authoritarian it shouldn't be an issue.
>>
>didn’t buy the shitty Cosmic Storms dlc
>still get a Magnetic Storm spawn in my game
Fuck these devs
>>
>>1861098
They already had them as a mid game crisis before.
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>>1861184
I doubt it, since this storm causes devastation unlike the one before.
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>>1859968
Mod in a species trait that severely limits the starting race's pop growth + a civic or origin that gives them a separate servant race at the start of the game. Tinker with default citizenship rights after starting the game to ensure everyone you assimilate later remain second-class citizens. By mid game your empire will resemble the vision you're going for.
>>
Is it ever worthwhile to try to coup pre-FTL governments? Aside from having to tech them up to space age, all of my attempted operations are at "hell" difficulty even with gene tailoring. Should I just invade them?
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>>1861617
Unless you have an active xenophile faction or the pre-ftl civilization is already nearish to atomic age, invading is just easier and less of a hassle.
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>>1861646
Thanks. Looking for help, people keep mentioning "insight techs" or something. Is that DLC only?
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>>1861691
Yeah you need First Contact for those.
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>>1861696
Great, that's helpful. That's the main reason people were talking about observing Pre-FTL. That or early game Society research.
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>>1862071
I can literally see the print screen key on your picture
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>>1862148
kek
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>>1838406
no it fucking sucks
t. 5k hours in Stellaris
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>>1838285
A reminder that anyone that buys this shit instead of pirating it is part of the problem.
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>>1838285
It's interesting, but after the likes of Machine Age, it just can't compete. Better than Astral Planes and Ancient Relics, that's for damned sure.
>>
>2024
>Paradox STILL hasn't released a contradictory ideology DLC
Seriously, why not? Just make it a government civic only available to the player to avoid the hassle of dealing with programming AI. It's a fucking goldmine, given how many people want to play the Mechanicus or Animal Farm civilizations.
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>>1862238
They already added an Adeptus Mechanicus option with Cybernetic Creed.
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>>1838285
I'll explain the DLC in a nutshell without playing it. It's a content pack that adds random chance of your empire to get slowed down on it's cookie clicker spam to victory approach. In competitive MP, this is aids. Considering the AI is retarded and the story might as well not exist, there's no other reason to play stellaris.
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>>1862543
>In competitive MP
Oh my god, get a life.
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>>1862543
>competitive MP is aids
Fixed that for you.
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>>1859968
the British had Vassals, which is what you should be doing anyways. Especially since on higher difficulties you can benefit from the resource boosts to the A.I to a lesser degree, you can play space Britain on a tiny cosmic island and have gigantic vassals feeding you raw resources and science output
>>
>>1858181
>>1858409
Whenever I conquer an empire (or several) I move their entire population to one planet and split it off into a vassal. It's super unstable but they're not my problem anymore.
>>
Patch 3.13.2 dropped last night, apparently. Looks like just a few bug fixes. I'm using this as an excuse to start a new game anyway.
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>>1838285
>What are your thoughts about it?
My thoughts about it is that it should've been the Internal Politics Rework DLC that this game needs.
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All the Paradox consoomers were waiting for CK3's Mount & Blade mode DLC.
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>>1862543
>competitive MP, this is aids
Yes it is. The idea of "competitive MP" in a Paradox game is laughable.
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>>1862543
>competitive mp
Is the state of multiplayer still RNG 1 system alloy spam vs wide tech rushing? Seems uninteresting.
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>>1862543
What kinda fucking loser is playing Competitive Stellaris?
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>>1838406
Unironically better if you disable all AI and countries and do VN-kino
Such wasted potential
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>>1859968
>wants to play as Britain
>micromanages species and considers both liberty and genocide as options
Did you know Britain didn't pick Africans, Boers, Arabs and Indians because they had special traits, but because they were convenient to conquer?
It would be British to have vassals. It would also be British to turn faraway colonies of your own race into vassals.
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>>1854439
this gives me the idea of an extreme individualist ethos where you have a much higher leader cap but its more efficient to produce resources through leader skills rather than pops
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>>1838406
It used to be. Then they forced hyper lanes and made planet management a spreadsheet simulator while never evolving anything else like ship combat and design.

It's a great concept, poor execution, and the devs have given up trying to make it good.
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>>1848623
I JUST LOST THE GAME
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>>1865526
Unfortunately the things you said there are all wrong.
>>
The game would be improved immeasurably if it just had different win conditions besides "paint the map" or "kill everyone else but your coalition." I don't finish games because the effort of tard wrangling an AI federation or slaughtering every other empire on the map is frustratingly tedious. Seriously, why isn't there at least a fucking science victory?
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>>1865795
Combat sucks, unless you're engaging in some MP metafaggotry. It basically boils down to "higher combat strength = win." Yeah, different ships perform differently, but it doesn't really matter much as long as you build a balanced fleet. If you're playing AI, they don't really know how to concentrate strength, let alone do anything tactically interesting. It's worse than Civ III's doomstacks- at least then terrain kind of mattered and you might occasionally see a spearman beat a tank.
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>>1865812
>It basically boils down to "higher combat strength = win."
That's not the whole story though. A much smaller fleet (in terms of fleet power) can obliterate a much bigger fleet if you can counter them. And doing that means getting enough intel to see how their ships are loaded out, and THAT brings in diplomacy and espionage … it's complex and cool.
>>
Going to shill my pet idea to solve pop lag
On planets every strata gets their traits averaged. Then, instead of having a job per pop, jt works like this
Output of every job *( pops/number of jobs)
With modifiers, coefficients and nuances. Sure, you might lose some granularity (can't really have your optimized pops prefore the jobs they are best at, althrough you could have soe modifier replacement) but performance increase will be worth it. In some ways it'll be better, as it would allow you to better balance your output, remove the stupid pop growth limit, allow more jobs and pops so there are more ways to balance things.
If this is too hard, here are two simpler solutions. Pops no longer switch jobs unless unemployed, but you can drag and drop them. Or, every pop has a hidden variable, from 1 to 30, and checks are performed once a month. Which day of the month depends on the hidden modifier.
But really, first idea isn't half-bad and not THAT revolutionary
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>>1865810
>why isn't there at least a fucking science victory
That’s literally what Cosmogenesis is?
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>>1865810
This is a genocide game first xister
>Seriously, why isn't there at least a fucking science victory?
They literally added one for your nerd asses.
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>>1865934
>>1866180
>Available only with the The Machine Age DLC enabled.
>End game crisis
>>1865872
>Diplomacy
Set envoy, wait for things to happen (unless you have DLC)
>Espionage
Requires DLC
If you need to spend a hundred bucks just to add basic, core features of the 4X genre, maybe the game is just shit?
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>>1866279
You should have all the DLC installed by virtue of pirating in the first place, otherwise you really are in no position to complain.
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>>1866279
The game is better off without 60% of the DLCs desu, you just have to choose carefully.
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>>1838285
There are multiple Mode who did this...
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>>1866664
Ah, the HOI IV treatment
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>>1865872
My 900strength fleet will easily kill your 1400strength fleet
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>>1865872
This is furious cope. There's a single optimal 'balanced' fleet composition that has no counters and cost-effectively beats everything and that's the 'meta'. Small tweaks to ship balance just alter this optimal composition slightly.
The AI always uses the same compositions, so you can always choose to hardcounter them but then the relationship between your fleet power and the AI's still remains static. The AI will never counter you or change its composition to avoid being countered. And if you mod the AI to use better fleet compositions you're just back to meta vs meta.

Like most paradox 'designers' the system sucks because it's just a matter of solving for optimal. When the correct choice is deterministic, making a decision doesn't involve any strategic thinking, it just involves math. And piloting an algorithm isn't really interesting gameplay.
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>>1865872
>and THAT brings in diplomacy and espionage
Either the most deluded retard on the planet or the best baiter on this website
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How the heck do yall keep your subjects in line?
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>>1868560
Building garrison holdings (and any other ones that give positive loyalty for cheap) and keeping good relations with them whilst taxing them into poverty, or just having too large of a fleet for them to think they can rebel (and then taxing them even harder to support it).
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>>1868560
Fleet correctionh (let them get fucked in wars)
And overall good pacts with them. You mostly need them as war allies so resource yields are secondary.
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>>1868560
Overlord Garrison + Aid Agency + don't make your pact too oppressive + maybe send an envoy to improve relations if necessary.

Also the more subjects you have the worse their relations get. You can somewhat reduce this effect with stuff like Feudal Society or Shared Destiny, but at some point it just becomes hard to keep them happy due to the stacking Divided Patronage penalty.
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>>1868560
Superior power.
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>>1865810
How would a meaningless pop up improve the game?
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>>1869488
You don't get it, It's impossible to enjoy a game if it doesn't send me a message telling me I'm the greatest every time I do something.
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>>1868560
Fear will keep the systems in line
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Has the game changed in any substantial way? Last time I played they added that awful council dlc where you could only have one scientist researching everything.
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>>1838285
Sure. I'll pirate the game when it comes out, play a run as the only type of civ I enjoy (criminal heritage megacorp) and delete it again. Might even play a second one as the purifiers.
This game has so little art man. It's been years and years, and I still miss the cool planet screens with the inhabitant, the building and the biom all in one square.

>>1838406
>good
Eh, if you're autistic
>game
Not really, no. It's more on an roleplay thing. It's like Sims but for space empires. You get to customize a lot of shit, crunch some numbers.
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>>1869488
That's literally what people wanted all along. Crusader Kings in space.
>>
Please help, I'm looking for mod that would highlight unemploy/need housing/riot in different colour on planets and larger scroll bar.
This game is close to unplayable in late game after you conquer more than a quarter of galaxy.
>>
The latest dev diary mentioned that bio ships are a possibility in the future. Hopefully that's a sign that a broader genetic ascension path overhaul might be the focus of the next big expansion.
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>unbidden spawn right next to awakened fallen empire
>didn't even get 2 systems before getting curbstomped
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>>1871684
Does that mean hive minds will finally get some love?
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>>1847590
No, getting rid of warp and wormholes made the game 1000x better and if we had started at that point instead of taking years to get there the game would be in a much better place now.
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>>1872205
How did it make it better?It made doomstacks worse and smaller raiding forces became far less effective.
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>>1872987
>How did it make it better?
His brain hurd if there's no obvious chokes for him to build his defenses around
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>>1871684
>>1872168
It is pretty frustrating how hive minds are just regular dudes who happen to be telepathic, there is no Zerg / Tyranid fully biological setup with distinct specialist organisms. But it would probably require a lot of portrait reworking and such to make that work.
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>>1872057
Yeah getting the Crisis multipliers just right has been an ongoing struggle for me. I'm by no means an expert player so if I turn them too high I get my shit fucked, but if I turn them too low they just get rolled by the AI before they even get going. Unless the crisis is Cetana, which the AI barely seems to do anything about at all.
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>>1838285
I read through the comments here and agree with the general sentiment that the actual gameplay isn't mindblowing but the RP aspect and creating your own empire is fun.

I played with the Paragon update -- forgot the name of it -- but the AI and cumbersome management sucked balls. Way too much management with the automation sucking leaving you to constantly put out fires for planets their subsequent political factions, buildings, and more.

I'll still give this a go but hopefully more QoL fixes to focus more on what I'd consider fun personally and not being an Interstellar Secretary.
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>>1872987
Doomstacks were so much worse before the FTL update because defense was completely impossible. Hyperlane-only also means that terrain actually matters as you can force a fight in a neutron star system or black hole. It made sublight speed actually useful so smaller ship classes have a strategic advantage. The move to hyperlanes fixed the territory system to actually encourage expansion.
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>>1873094
I get my shit kicked in on default settings desu. I played around with the console to spawn Prethoryn that showed up next to me and I held off the first wave easily enough, but once I saw several 200k fleets heading straight into my defense line it was all over. The awakened empire came to my defense, but they only had one fleet and the Prethoryn simply ignored them, beelined straight into my capital and killed my rebuilt fleet. That is with the ascention perk bonus against crisis forces.

I don't know how you're supposed to hold off a crisis. Once that shit shows up at your doorstep you can just say goodbye.
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>>1873104
Yeah, AI being dogshit isn't really an issue because you're focusing entirely on your own territory anyway.
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>>1873523
>Interstellar Secretary
Now that's a videogame title.
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>>1873439
You're supposed to have multiple 150k+ fleets, as well as a few mercenary enclaves with big fleets of their own so you can instantly add a few hundred thousand fleet power to your forces. Plus a few vassals who can pitch in with their fleets.
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>>1865810
There are different victory conditions, the problem is that the AI doesn't try to get any of them, so you end up feeling like you're playing by yourself
>>
So I just invaded and took some systems from my neighbor, one of which was a system with a ruined ring world and a Dyson swarm constellation on a star that gives a total of 48 physics and 64 social, resarch.

I thought you couldn't build two megastructures in the same system and looking through the wiki it doesn't have any stars that give social research, so how did it happen

https://stellaris.paradoxwikis.com/Celestial_body#Uninhabitable_celestial_bodies
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>>1874582
Probably some combination of origins and/or events causing multiple things to happen in the same system even though it normally shouldn't be possible.
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>>1874594
they also spawned next to a gaia world and a relic world, they're origin is just prosperous unification. The ai always seem to get better starts than me.
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>>1873150
>terrain
>in space
Fuck off and no it was better.The chokepoints made doomstacking even more important.
>>
I like playing with 0.5x hyperlane desnity, 0.5x habitable planets and pre ftls, 2x gateway and wormholes, medium or large galaxy. Typically a number of empires towards the right, like 16 or 17 on large I believe. No advanced empire starts. Max fallen empires, 2 marauders. Admiral difficulty, midgame scaling. No AI boosted resources stuff, that gets dumb. 0.75x tech 0.75x unity. 2300 midgame, 2400 endgame, 2450 victory.
10x crisis. I pick something that isn't Cerana, fuck Cetana. L-Gates on. Xeno Compatibility off.
Most other settings are default.
The vast majority of my games have been authoritarian/spiritualist foxes with the goal of becoming galactic emperor. Recently did an individualist machine run, virtuality ascension into cosmogenesis win.
Rate my galaxy settings and give me some fun unique idea to try please. I'd like to do another run but I'm stuck at empire creation. I tried a rogue servitor playthrough but I got bored of it, again, near the start of midgame.
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>>1874627
Space war should be that you concentrate defences on strategically important planets and effectively sacrifice border territories. The enemy spreads out and attacks your less valuable systems to try to push you to send out your proper fleet and leave your valuable worlds undefended. A risky move on the enemy's part, since they'll never be able to pull their split fleet together fast enough for a real fight.
If you ignore your border territories and let them get raided, your entire empire should be hit with severe unrest, your population getting upset that you're letting the enemy run wild and kill your people.
With something like that, space terrain comes into play in the form of hiding ships in asteroid belts, nebulae, dust clouds or gas giants, then letting the enemy chase you into an ambush.

Dunno how you put that in game form, though.
>>
I refuse to learn how combat works, I just do 2/3 armor 1/3 shield, and all laser weapons. I only build corvettes
>>
Do you like the idea of collecting non-sapient aliens and using them to destroy your enemies?
>>
>>1875240
Yes, it's like my very own transatlantic slave trade
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>>1874832
Players wouldn't be able to handle a meta that revolves around letting half of your carefully built up territory get ravaged every time there's a war.
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>>1867447
>There's a single optimal 'balanced' fleet composition that has no counters and cost-effectively beats everything and that's the 'meta'
What is it?
I just let the game auto complete my fleets.
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>>1865884
Why even have pops? Do you really ever click on the economy tab to check the ethics of the synth working the exotic gas factory on your third refinery world? You could just record all the interesting information for each planet in a spread sheet with some graphs and pie charts. It would also run way fucking quicker and feel more realistic because a newly colonized planet can have a population of 10,000 that swells to hundreds of billions in a century's time.
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>>1875397
I think the devs said something about wanting a tangible representation of population; physical population units that could be moved and would build up making it feel like planets were becoming densely populated, and eventually overpopulated. A flat number just doesn't give that effect.
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>>1875449
The old system worked for that just fine.
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>>1841068
Gigastructures are cool though
>>
Downloaded all the dlc and had to disable cosmic storms in creamapi. What a shitty bloat dlc.
>>
>>1875640
Nah they rape the gameplay balance even harder than all the DLC shit. The idea is cool but the dudes making it have zero restraint and just want everything they add to be the most OP shit ever imagined.
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>>1875661
Same as Astral Planes.
>>1875240
I will probably ignore it unless there is a real combat advantage.
>>
been a long time since I played, and I'm having to relearn, but the void dwellers have been remade and don't feel as efficient. Was it a buff or a nerf for someone who liked to make super specific habitats and species to crew them? Do they have to go wider or is it still possible to play them in absolutely tiny spaces?
>>
>>1841129
>Your immediately adjacent worlds will be your guaranteed habitables, then you just follow the linear hyperplane connections to your natural choke point
I don't play with guaranteed habitable worlds or use chokepoints for defense. Fortifications simply aren't a huge force multiplier, and if you make them really good you still often lose them and have to retake them later. On the other hand, if I can get the enemy into my territory, I can attack smaller parts of their fleet when they inevitably split up, and build up to a defeat in detail. I've won a number of wars against superior powers that way.
>>
>>1854439
Xenophilic vs Xenophobic kind of makes sense for that considering one ups trade value and the other ups pop growth
>>
>>1879069
There's an arc furnace + or something mod that gives you a decision in your capital to find out which systems are biggest. With the sprawl changes, it's really annoying now and you have to grab a small number of systems and fill them to completion. You can't really specialize your habitats any more because the planets you have are the districts you get and you're stuck stuffing industry wherever it fits
>>
>>1855458
>How to optimize databasing is one of those fundamental problems of computing that's been unsolved for decades.
A few that comes in mind
>Dont bloat database of a several thousands pops with literally hundreds of modifiers based on percentage
>Make a resource output a flat sum of whatever, then only add on to that (ie. change it to different number) only when something is modified, such as new building is being made - it's the same amount of calculations only once per game, not once per month
>Use flat numbers instead of omnipresent percentage boosts
Advanced calculus (if you're from USofA)

>>1865884
Number of jobs * number of pops working them
All pop modifiers are +1 to <insert resource> per job instead of +15%
>>
>>1880125
ah, lame and rip probably then. I'll finish a run and see but they're currently not feeling as interesting as they once did
>>
>>1874582
did they start as primitives? because those aren't generated with the same restrictions as starting empires as they are just put into the galaxy after it has already generated
>>
>>1874832
>Space war should be that you concentrate defences on strategically important planets and effectively sacrifice border territories. The enemy spreads out and attacks your less valuable systems to try to push you to send out your proper fleet and leave your valuable worlds undefended. A risky move on the enemy's part, since they'll never be able to pull their split fleet together fast enough for a real fight.

this doesn't work because of Hyperlane only because the end result is always border stabilizing around chokepoints where you only have to defend a single system. with the old FTL systems there was potential for the kind of war you imagine if they had just implemented something like a logistics system, this could've been as simple as needing a set amount of anchorages in an area to supply the fleet or else you suffer from debuffs to more advanced things like the resources from systems actually needing to be sent to where they will be used (so if you want to build a battleship then you'd need to ensure those alloys get to the shipyard).

this could've been simple for warp (which should be simple and easy) which would just radiate "supply" from the logistics hubs of your empire but be the slowest of the three
Hyperlane could have "supply" be based on number off jumps from the logistic hub but be far faster than warp and less restrictive than wormhole
and lastly wormhole could be based on the capacity of your wormhole stations but not be impacted by distance (aside from the wormhole range) as your "supply" is effectively teleporting and not travelling.

this naturally would've affected how wars are fought as for example the wormhole empire would have to go slow as they need to expand their network of wormhole stations into enemy territory during war (and if you destroy these they get stranded!), meanwhile the warp empire goes balls to the walls aggressive but might find themselves overextended and unable to react in time.
>>
>>1874832
>>1880352
3 FTL Stellaris could simply be fixed by introducing ammo and fuel as a resource for fleets like in every fucking space 4x game out there..
>>
Cybernetic Creed is busted, I have endgame ship weapons less than 50 years in

I hate that I can't go cyborg psionic with them, you tend to get the psionic events and leaders since they're spiritualist
>>
Fanatic Purifier Cybernetic Creed seems like it would be strong, the early game buildings are good and you will never want for engineering research, is there something I’m missing?
>>
>>1880352
Seems a bit like how early game Distant Worlds worked. You were limited by fuel distance, so you would want to build refueling stations. This would lead to natural space roads.
>>
>>1880893
And it’s going to stay op until the next dlc that overhauls bio ascension releases.They have no reason to keep it balanced.
>>
>>1845228
>Master of Orion 2
the Antaran raids ruined that game for me. I think you can turn them off, but turning off game features because they're shit is not a good look or feel. there's a lot of old games that I've come to appreciate more than other modern ones in some regards (Master of Magic vs Age of Wonders), but this one ain't it chief. This is "Total War Warhammer 2 Vortex Campaign" level of retardation
>>
>>1880893
the entire DLC is power-creeped anon I mean fucking virtual, modular getting +75% alloys, etc
>>
>>1881575
oops forgot you can slap another 5% on there (which means you get +45% resources from all jobs)
>>
>>1881539
they better give us strata modification like they said they would before megacorp released.
>>
Any good DLC requires a rework of their engine, they can hire juniors to make a glorified mod for cheap, I can only imagine the game of telephone engine devs and content devs play during these expansions. The only advantage Paradox has over modders is more robust art teams when they do this content stuff that does nothing more than touch the files that are already available to users

We could have fewer meatier DLC but it’s more profitable to have a few seniors work on an engine and then have 80% sloppa devs shit out content DLC

All for profit, no soul
>>
>>1881321
Even better, creed with barbaric despoilers and cosmogenesis crisis ascension
>>
really think paradox should just move on to stellaris 2 and try to have a more focused vision
>>
Slaver Guilds + Xenophile is so peak
>>
>>1883068
It would be even better if certain civics like Slaver Guilds allowed xenophiles to enslave entire species. Right now it's impossible for Decadent Hierarchies to function as intended.
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>>1883092
>xenophiles
>enslave entire species
>>
>>1882352
A key issue is that Stellaris' main appeal now is its bloat. It has something for basically every flavour of scifi fan, so its mediocre gameplay and lack of cohesion can be forgiven by people that are just happy their specific autism is catered to. It's a game that presents a lot of possibility space, which is enough to keep it relevant even as it fails to realize much of that possibility.
A new stellaris will need to compete with a fucking decade of content. Ship models and civics and stuff is no issue but this game's prose officially has a higher wordcount than the Lord of the Rings trilogy and basically nobody is going to be a Stellaris 2 that offers less even if the gameplay is more--because at this point Stellaris is synonymous with space empire roleplay and not space empire gameplay.

It's the catch 22 of building brand recognition for the wrong reasons, and being left with problems that aren't economical to solve.
>>
>>1883302
>I love aliens so much that I simply refuse to let them leave my factory
>>
>>1883324
>It has something for basically every flavour of scifi fan
>still no zerg/tyranid like race option where everything is a purpose-spawned creature
Current hiveminds are so lame because they still function like a regular race with regular buildings and regular ships, and bio-ascension is a complete letdown that basically only amounts to a few buffed traits. It doesn't help that Paradox seems to have fully embraced DLC powercreep now, so the new machine ascensions are just better both in terms of gameplay options and in terms of raw power.
>>
>>1883333
That's the problem when they make that shit DLC. Hearts of Iron and EU4 had to fix things down the line but couldn't because they have vital shit locked into DLCs and their solution literally was to slap that into the main game.
When its in DLC they try to avoid making DLC reference other DLC to avoid the issues with forcing people to buy more DLC to access DLC content, but it also means they'll let that lie fallow for fucking years.
>>
>>1883302
Those aren't as contradictory as you think. It's like an abusive relationship, but on a much larger scale. The love is as real and as intense as the cruelty.
>>
>>1883302
more like
>These xenos are so cute! I simply must have a dozen as my pets and ten dozen more to wait and serve me 36/8

Verification not required.
>>
Is it still bad?
>>
>>1883333
That's mainly because they already played their hand with the Tyranid knockoff being a crisis, so it would be weird to also have it in player hands
>>
>>1883773
That's retarded. You're retarded. They didn't keep players from making machine empires just because the Contiongency exists. Hell, there are two literal "become the crisis" options in the game right now, so obviously that's not a concern.
>>
So should I always be disabling clerk jobs?
>>
>>1884744
If you have better jobs available and the planet has good habitability?Yes.Clerk jobs are only useful if you have a bad start and need to colonize a low habitability world.
>>
Why is it that everytime I play this game it eventually goes from a normal strategy game to a digital model railway? I eventually just stop caring about the outside galaxy and just spend the time tinkering with my empire's infrastructure.
>>
>>1884825
Because war system is genuinely terrible and the diplomacy is not worth the bother. Managing your buildings and building new stations is 85% of stellaris gameplay anyway
>>
>>1884825
>>1884828
My favorite time in a Stellaris game was when the Khan rose up next to me. I defeated his first fleet, but he had a wormhole to the other side of my empire and was wreaking havoc there, so I decided to go on the offensive and destroy his main systems. What happened was that I did destroy another fleet and a bunch of his habitats, but lost the battle and 2/3 of my ships. So I submitted to the Khan, meaning I had to pay tribute. I spent the next 20 years trying to somehow pay my tribute while rebuilding my fleet with Khanate technology so as to maintain my autonomy and put myself in a good position if the empire collapsed. It was actually challenging. Fortunately, the Khan died a few years after unifying the entire galaxy, so I was able to declare indepedence and go on the offensive against successors.
>>
>>1884825
This is why I always switch to an Isolationist stance after the mid game.
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>be psionic
>take eater of worlds
>double stack ‘chosen one’ immortality on my emperor
>rules for over 120 years
>randomly one month, the shroud eater decides to kill him
>>
>>1885411
Just wait for the next power creep dlc for psionics.It's going to fix those silly balance events.
>>
How's the new update?
>>
>>1885569
Trash. There are a couple of fun anomalies, but I suspect they're dlc locked. The collection is completely unintuitive and has millions of extra +2% to mineral output from worker jobs tier bonuses, the vivarium's autocull literally has no effect so if you care about breeding stuff you're stuck clicking 100 tiyanki and slaughtering them (completely accepted by the galactic community btw)
I'm 80 years into the game and I feel as though I've been at it forever. If the grand archive weren't a megastructure you had to build, it would be better. If things worked intuitively with the existing ui, it would be better. If everything weren't tiny modifiers, it would be better. Literally cutting out the archive feature and adding 20 new anomalies and 3 dig sites would have made it a great dlc, now it's just bloat
>>
What DLCs do you think are bad? Astral Planes and Grand Archive seem like bloat that adds nothing of value.
>>
>>1885931
Also forgot to mention Cosmic Storms too.
>>
>>1885569
Ridiculously buggy. Stay away for at least a week.
>>
>>1885801
they added like 300 relics so I suppose they had to make them weak to avoid modifier bloat
>>
>>1885801
>has millions of extra +2% to mineral output from worker jobs tier bonuses
So it fucks the balance even more?Great.
>>
>>1838665
>Once you understand the rote build order you need to follow in the opening minutes of every game to get your economy up and running, the game effectively plays itself from then on out.

Stop playing the same Government and civics every game then anon.
>>
>>1885931
Species Packs can be safely skipped:
>Plantoids
>Humanoids
>Lithoids
>Necroids
>Aquatics
>Toxoids
Necroids and Toxoids are at least somewhat interesting, the rest isn't. It's mostly about giving you more portraits to choose from and maybe adding a few extra traits, civics or origins. Nothing important at any rate.

Story Packs can also be skipped:
>Leviathans
>Synthetic Dawn
>Distant Stars
>Ancient Relics
>First Contact
These are mostly about adding more of the little things like events and shit. They do make the universe feel less empty but don't add anything vital, it's mostly more events and popup bloat. Of these, Synthetic Dawn is the only one I'd rate above the rest.

Of the major DLCs I'd consider Utopia a must-have. So much in the game depends on it that they should really make it part of the base game already. I'd tell you to ignore Galactic Paragons since it's lame, except that the new leader system introduced alongside it is a huge pain in the ass without it so you're pretty much forced to buy or pirate it. The rest depends on how much their particular theme appeals to you, but they do all add at least something substantial. Unlike as you mentioned Astral Planes, Cosmic Storms and Grand Archive which are just more busywork that doesn't improve the game in any meaningful way, they just adds more crap to keep track of.
>>
>>1886253
>Aquatics
>Useless
You never used the deluge colossus?
>>
>>1886369
It's not particularly better or worse than the other colossi. Yeah it's essentially a free terraform which is nice, but it doesn't add any new options or anything.
>>
>>1886375
Its like you don't know you play Stellaris to have fun around gimmicks, my man.
>>
>>1886381
Well yeah that's what most of the DLC amounts to, gimmicks and "more stuff" to keep you occupied. But when it comes to actual mechanics, most of them have next to nothing and even the ones that do have new mechanics aren't necessarily meaningful, like how Astral Threads was technically a new mechanic but practically it's basically just slightly more interactive excavation events with bonus rewards. That's not necessarily bad, especially if you enjoy the "more stuff" it adds from a roleplaying perspective, but it's not exactly an exciting selling point for a DLC.
>>
>>1885957
>modifier bloat
There are 30 modifiers coming out of that megastructure. ~2350 I have +33% planet build speed, +13 amenities, +30 unity, +5 edict fund... It IS modifier bloat. The game is much slower than last update, which was much slower than the one before because of the stupid storms

>>1886067
It's worse. I ran into a -1 mineral for cg/alloy jobs relic. That's the passive effect. It's even more power creep

>>1885931
The storm dlc is the worst imo and adds 2 precursors that you'd rather not get. Idk if anything important is shoved in there but first contact is meh too, but it's not too intrusive and the technologies can be kind of fun. GA and AP are imitations of AR, but relics was actually good and gives you relic worlds. Nemesis makes the ai spam hyper relays, which reminds me I need to no hyper relay mod. The rest are either not detrimental or add useful things. Of course, this is from a perspective of not having to pay for them
>>
why does a singleplayer game need powercreep anyways????
>>
>>1886572
I suspect they're simply running out of ideas. The older major DLCs at least added new ways to play the game, but lately all they do is add more ways to get more stat modifiers, and even the stuff that makes meaningful changes (like the machine ascension rework) ramps up the powerlevel significantly in an obvious attempt to keep people interested.
>>
>>1886535
>The storm dlc is the worst imo and adds 2 precursors that you'd rather not get.
I really don't understand why they're so averse to buffing the weaker precursors, especially since you have no influence on which precursor you get. Nothing worse than playing for an hour only to uncover that you've been randomly assigned a precursor that has been worthless since day one.
>>
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There should be biological ascension for the machine empires, that lets you to turn into cyborgs and then real into real human boys
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>>1886621
Bio Ascension needs a complete rework anyway. It's outright bad compared to the other ascension types right now, both in flavor and in mechanics.
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>>1886629
If they ever actually get around to this, they should revamp the species UI while they're at it. It's a nightmare of clutter once the AI empires get going on species modifications.
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>>1838285
Fucking weather should be normal patch, not a whole-ass DLC
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Somehow my ship captured the giant crystal guy and put him in the vivarium, but I can't find him in the list and the capture message is borked.
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look at the size of that thing
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>>1886901
Nice. I thought they had nerfed this event.
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>>1886754
No it sucks and this way I can just deactivate it.
>>
It's very obvious that there are two different factions among the developers. One is composed of actual players who enjoy space autism simulators and fun in general. They're the ones who put in the huge planets in the storms dlc
Then there are the corporates who want to optimize for multiplayer so that montu doesn't have a tantrum when he loses to bad rng and thinks that dedicating your entire species to some "overpowered" strategy that take a hundred years to activate is the problem, rather than the 1% who actually does multiplayer thinking that paradox games are supposed to be balanced
>>
>>1887282
You are a dummy that likes number go up
>>
Is there anything worthwhile in astral planes and cosmic storms or should I keep them disabled?
>>
>>1887334
Not really, unless you really want more midgame narrative events. On a mechanical level they're both completely worthless.
>>
>>1887334
It's mostly bloat and events that make the game worse.I didn't like the stories added by AP either.CS is just annoying.
>>
>>1887289
Damn right.
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>>1887289
>noooo you can't just have fun things!
>everything has to be identical for mutliplayer
>stop trying to have fun
>my subterranean reanimators are supposed to be perfect
>you can't beat them because you got a good start, that's cheating!
>look, I even replied to myself to prove you're stupid and a meaniepants!
>>
>>1886674
>internal vision statement
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>>1887382
Nah he didn't reply to himself. I do indeed believe in seeing numbers go up. He's just retarded in the belief that nobody likes seeing it apparently.
>>
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>casually powercreeps your singleplayer game
Heh. Nothing personnel, kid.
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>>1887620
Glad I didn’t buy that shit. There are already too many Amenities bonuses in the game already that Entertainers are already useless.
>>
>>1887620
Why are they so obsessed with power creep recently?If I wanted to cheat I'd just do that or install a mod and not pay for a dlc.
>>
>>1887705
They ran out of ideas, obviously.
>>
>>1887705
It's also possible they're genuinely incompetent and somehow don't know how much of an impact new stuff will have. I'd wait until the first hotfix to see how they try to balance it.
>>
>>1887620
I would probably still build megastructures even if they did nothing.
>>
>>1887705
I think >>1887707 has the right of it. The last few DLCs have been even more uninspired than usual.

>>1887709
I don't doubt this is part of it, but the power creep seems very deliberate. They've said that they're not going to nerf any of the Machine Age stuff even though it's blatantly overpowered compared to any of the older ascension stuff. Considering that they've nerfed stuff that was less overpowered in the past, it really stands out.
>>
>>1887801
Because they think that it help selling dlc if they give the player some new more powerful toy.It's not as extreme as actual pay to win in online games but someone at Paradox probably thinks that it will help.They did the same in CK2 with shit like the horse lords dlc and they are either going to keep it in the game forever or only nerf it when the next large dlc releases.
>>
I do like the concept of Machine Age, it still needs to be nerfed though.
>>
The "Space Fauna clones" ships are basically pointless, they're outcompeted by regular ships and it's not like they're especially cheaper. They just use different resources.
If the options are 'cheap and does not win war' and 'expensive and DOES win war', the latter is still the only choice.
>>
>>1887705
It's to get people to buy DLC. P2W, basically. Which is stupid in a singleplayer game with a working console and mods, but some people feel like paying to win in their singleplayer game is "legitimate" while console command and mods are not. They'll get extra cash from those people.
>>
>>1888051
Yeah Machine Age when viewed on its own was actually good IMO. The problem is just that the other ascension paths have nothing comparable, so it makes them look weak and boring in comparison. This is especially the case for bio-ascension, which hasn't been meaningfully expanded since its introduction. At least psionic ascension got the various shroud pacts.
>>
>>1888070
I haven't played a whole lot with it, but space fauna seems to me like a viable option for an early game rush. I was playing a hive mind with Primal Calling, Wild Swarm and Cordyceptic Drones and I could just steamroll everything around me pretty much right from the start.
>>
>>1888162
They're great early on, honestly rather overpowered.
But after that early section they suck dick.
The only benefit you might gain is that you can mass produce small baby ships which will grow up for free.
>>
>>1888173
You have that, but also, you get 6 hangars for the price of ~1200 food. If you have something else as a screen, that's worth 2 battleships of alloys. The problem is that the small bioships' weapons are much weaker. Still, strike craft are strike craft and you'll never have to worry about point defence (you were worrying about it, right? The combat rework was supposed to fix that)
>>
>>1888173
>mass produce small baby ships which will grow up for free.
Mass-producing Bubbles?
Now that I think about it, I have no idea when was the last time I got Bubbles.
Or that event about gases engaged in a civil war.
>>
>>1888187
Anon strike craft aren't good.
>>
Huh, just had a weird interaction with the Azilash system. Normally, at the end of the scenario you can either leave the spooky guys alone and get a paragon leader, you can force them to become a special Luminarium vassal, or you can attack them and take their system. I did the vassal thing, but instead of becoming my vassal their entire system including their homeworld instantly joined my empire. Basically I got the result you get if you attack and kill them, except I didn't have to fight for it. I'm not about to say no to a free size 40 Gaia world, but I haven't had this happen before so I wonder if it's a bug.
>>
>3000+ hours of gameplay
>still never got the Horizon Signal anomaly or the Scion of Vagros paragon
>>
>>1888594
>Is triggered only by:
>Entering the correct black hole system
???
>>
>>1888594
>Horizon Signal
Now that you bring it up, I do feel like I didn't get it in a while.
>>
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It happened the year the overlord released, so some of game mechanics might (but unlikely) be outdated
>find out about vassalisation
>wage war
>vassalise casus
>Win
>Get a minion that now can be annexed with no fight, or would need to fight in my conquest because AI magic compels them
>Repeat a few times
>I now have an army of vassals that fight in my wars, basically wage war to anyone with less firepower than me, sit back and let them sweep in and fuel my conquest
>Im snowballing wassals lol, got like a dozen
>messing around diplomacy screen, finds a way to lease/rent my fleets to them
>Choose the vassal that hates me the least >they all do hate me but they cannot do shit because constant wars dump their fleetpower and Im only building more ships that never fight
>Lend this mofo like a half of my fleet about 2M
>He becomes equal in military power
>A minute pass (in game month to be precise)
>he wages a war on independence on me
>all other vassals join in
>Their combined fleetpower is bigger than mine
> I only have my core sector with two ringworlds because (one built and one repaired, easily sustain 1600 pops) I released all my sectors as vassals to have more vassals
>massive amounts of ships start to gate in into my proxy systems (AKA chokepoints)
>My fleet is constantly swarmed, mega shipyard cannot build reinforcements fast enough I start to lose
>Think for a minute watching literally hundreds of 300-600K fleets jump in
>sign defeat
>The empire that revolted the first becomes independent
>Other empires does not because they only helped them, not like they waged their own wars
>They're now independent and still have my 2M fleet at their disposal
>They go bancrupt 2 months later
>They are deleted less than a year from that moment
>My 2M fleet goes back, contract broke because the empire no longer exists
My best guess is once you're independent you pay full price of fleet maintaince, hence their extremely fast bankrupcy
It was cathartic
>>
>>1888594
>>1888654
It used to be that it had like a 1% chance of triggering every time you entered a system with a black hole in it, so over the course of a game you'd get it almost 100% simply by moving ships around. But now it only counts the FIRST time someone enters a black hole system, so if it hasn't triggered by the time all black holes are discovered it'll never trigger during that game.
>>
>>1888594
Paragons appear based on your civics. Me, I never got the xenophile ones for instance.
>>
>>1888669
>"you ungrateful wretches.
>"you think the imperial books just balance themselves?!
>"you have no idea what it takes to operate finances on this level!
>"but you will.
>"enjoy your 'freedom', fools"
>>
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>>1888210
Here's your bubbles army.
There are some things that bother me with this expansion.
1. There is no meaningful interaction between any space dragon and the mechanics of this expansion.
2. Lots of bugs and stupid interactions.
>>
>>1889222
>you can mass-produce Bubbles
We are reaching the levels of based that shouldn't even be possible.
>>
>>1838406
Its good till you figure it out. It is exciting to beat the end game crises the first time. Once you have it figured out it's the negative things people say it is. Thats quite a lot of hours of gaming though.
>>
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How do I keep my council free of non-humans?
>>
>>1889222
My main issue with fauna fleets is that they suffer from one of the issues that starbases also suffer from, except unlike starbases they're meant to replace regular fleets which makes the issue a lot more serious. They have high hit points, but relatively weak offensive capability. This means their strength rating is unrealistically inflated and they'll get wrecked by regular fleets that are way weaker on paper. This becomes especially

They're decent in the early game because if you build for it, the growth mechanic potentially allows you to reach Destroyer and Cruiser tiers faster than most other empires, but they fall off hard later on, especially against high tech fleets like fallen empires and crisis fleets.

>>1889484
Have you tried not hiring subhuman leaders?
>>
>>1889488
>This becomes especially
Somehow failed to end the sentence lol. I was going to say this becomes especially apparent against lategame conventional fleets.

Also, I forgot to mention what makes their offense weak: Their weapons and components are essentially one size class lower than their equivalent on a conventional ship. For example, L-sized laser eyes have the stats of an M-sized laser cannon of the same tier.
>>
>>1889484
Have you tried killing them?
>>
>>1889484
The Holy Emperor REALLY looks like he does not want to be here.
>>
>>1889517
Why does he look like a turbo mutt?
>>
>>1889543
In 40k lore, the god emperor was originally Anatolian. In other words a proto-turkroach.
>>
>>1889484
Anon, it's literally as easy as not hiring non-humans as advisors. Are you actually retarded?
>>
>>1889546
>thinks Turks came from Anatolia
NGMI
>>
>>1889548
Turks aren't the same thing as the Turkic race.
>>
>>1889550
Anon the turks only came to Anatolia during the 11th century.They were not native to the region.
>>
>>1889635
The orcs have been encroaching upon civilisation from the south for millenia, leaving ruined empires in their wake. Mankind used to flee north and build again. But now there is no further north to go.
That's why we desperately needed to get into space.
>>
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>>1889547
Can you say no to this face though?
>>
>>1889792
>dumb robot who wants to genocide everything with free will
Oracle is just a dimestore Cetana.
>>
>>1889484
You aren't xenophobe so why worry?
>>
>>1889792
Am I dumb for always dismantling this bitch for the 500 influence?
>>
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>>1889927
It's an immortal governor with good traits.
500 influence is also good. Strictly depends on what you need at that moment. Oracle would probably be better in the long run, but that 500 influence could also win you the game.
>>
>>1889927
Depends on where you are in the game. Early on my expansion is usually bottlenecked by influence so getting 500 for free is great. Later on I rarely give a shit about influence unless I'm spamming claims.
>>
>>1889927
Do whatever matches the theme of your empire. Ignore the silly numbers. If they stack up against you, good that's just a more interesting game. Keep to the theme.
>>
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LE FUNNY MEEM.
BAZINGA
>>
>>1890030
This is the way. Make game harder, make game easier. Whatever fits your fun.
>>
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It's up.
>>
>>1890234
What's up? Your fucking dick?
>>
I haven't played this in years. What's the meta build order and are xenophobic spiritualists good? How do I make cosmogenesis work? Feels like it forces me to stretch really thin between alloys and tech.
>>
>>1890913
build the lathe and you can focus only on alloys and stop using researchers though you need to constantly conquer more pops for the lathe for this to work
>>
I really hate how if you don't have the DLC then the game is full of greyed-out options and reminders to pay up for content.
>>
>>1891733
At least you can actually see the options. EU4's UI without DLC is filled with holes.
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>>1886869
Same. Had him and he just disappeared. Not even sure what you get if you cull him?
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Is the Khan still unable to conquer anything on GA?
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>>1849572
I think putting more emphasis on military doctrine, strategy and tactics - and then having the player stick with the decisions taken either for a long period of time or permanently, would be a good move towards making combat more enjoyable in grand strategy games.

For example perhaps you specialize in defending a star system from invading forces, but you're not as good at invading a star system. If it was like this always, then you would be incentivized through intrigue and spying to goad others into attacking you, or perhaps you would be incentivized to try to achieve victory by other means than military conquest, and you'd simply have the advantage when defending your star systems when more militarily aggressive civilizations decided to declare war on you.

Conversely, perhaps you're not good at defending, but you have the edge at attacking star systems - but only for a short period of time in the beginning of a way. This would incentivize risky, aggressive strategies that you would need to plan ahead and execute well. Scouting would become more important, as well as crafting a fleet specifically intended to deal with whatever is awaiting you in the star systems you intend to invade. This, of course, would incentivize neighbouring civilizations to invest heavily into defense, or counterintelligence to deny you important scouting information.

There's so much interesting things that can be done with grand strategy, unfortunately I don't think the homosexual Americans that develop video games are capable of just sitting down and thinking for five minutes.
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>>1892037
>beginning of a way.
war*
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>>1891862
Don't think you can even cull him since you can't select him.
Anyway. Rate my Space Fauna fleet.
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>>1892100
Leviathans kick ass until suddenly enemy fleets can 1 hit KO them...
Had a dimensional fleet 1 hit salvo my Ether Drake zombie...
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>>1838612
>It's phenomenal and would be genre defining if it didnt have such a greedy publisher
>>
>>1892265
Is there any way to destroy Paradox once and for all, and save Stellaris from their tyranny?
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>>1890095
I never got how that got meme status. Sneed is a meme because it's an unfunny joke from an episode nobody cares about. 22 Short Films About Springfield was a great episode and the steamed hams segment was one of the funnier parts of it.
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>>1892019
Yeah, we'll see how the new AI model does in a week

>>1892037
>Finish Unyielding tradition (for slower war exhaustion)
>Claim some shithole in the middle of nowhere halfway across the galaxy
>Wage war with the cucks that owe it
>completely cockblocked, neither of us can actually attack the other
>wait 10 or so years
>Their war exhaustion is off the charts
>they must sign a peace treaty
>They give me their system without firing a single bullet
Passive income much?

>>1838626
Nigger
>>
I'm made custom Name List. Trying to have army with both sequential and individual names. But I can only do it for defense armies, other armies have only sequential names. I checked Human pre set empires (because their names list have both types of names for some armies) and they also can only have sequential names
Looks like at some point something broke with Stellaris name list system (maybe need for additional localization file)
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They've turned Grunur Prime into Space Israel, should I be worried?
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>Breed a bunch of space amoebadads
>Wait for them to mature in anticipation of massive amoeba fleet.
>They're not only *marginally* stronger than an ordinary fleet of comparable size, but require 100's of units worth of food.

Wow, *very* cool.

Also, furthermore:
>Ancient Mining Drones can't be 'domesticated', not even by Robot Civs. Zero new Interaction.
>Nebulae Cloud Beasts don't have any new interactions.
>No new interactions with Pythagoras Swarm either as far as I'm aware.

EVEN more cool.
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>>1889488
>>1889517
>>1889492
>>1889547
Alright I started a new game and tried hiring more humens, how does it look now?
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>>1894171
>make relatively easy to play 4X stratego
>gradually remove all stratego from it
>release half baked shit as a 30$ DLC for a nearly decade old game
>steal modded content with 0 acknowledgement
>hire modders, make them fix the everloving fuck out of the engine bad since the day 1
>double down on retardness and start making three DLC a year
>every single update broke more than half mods
>half of DLC just add unnecessary bloat
>some of DLC doesnt even work for about a week after they release
>fuck it, let's make it a service
>every single DLC is extremely unbalanced and becomes meta untill it's patched a week before new dlc is announced
Despite all this bullshit and mistreatment the stockholm drones still pay for it
I have nothing but sheer respect for PDX for milking these absolute fucking retards for kronor more and more each year
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>>1894837
Change your default species laws so their species aren't allowed to be leaders.
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>>1890234
I bought the 7800X3D a few months ago and it has been worth every penny. For us strategy game boomers who have suffered literal decades of getting cockblocked by our brand new CPUs, the new X3D chips are a godsend. Now I can finally play strategy games the way they were meant to be played heavily modded, double unit sizes, double army sizes, extra huge maps, max ai opponents
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>>1889546
Anatolian from long, long, long before the turkroaches invaded. Even longer than the Greeks initially came there. He would have been Hittite, if anything, aka Indo-European.
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>>1889546
>originally Anatolian. In other words a proto-turkroach.
Fucking historylets
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>>1894896
But none of the leaders there except the humans have a species.
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>>1895772
Don't recruit them.
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Just killed vluur specifically in a system with my arc furnace, I rushed it and attakcked him with ships eqipped with energy weapons cause I didn't have time to change them out. Lost half my ships. Got no depositis after I killed him only 100 flat dark matter. Bullshit game
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>>1838406
its really good but the poor design choiced added over he years mean the game runs more and more poorly until it eventually grinds to a halt a nd sets your processor on fire trying to calculate all the pop movement, which is the only reason im not really playing it these days even though I did have loads of fun with it
>>
>>1838406
>>1897361
>pops
According to some guy on R*ddit a couple of week ago, fleets are a problem too.
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>>1897442
They are, especially bio fleets. This update is much slower than the last, even with cosmic lag generators disabled
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>>1894969
>heavily modded
I still doubt that it could handle a fully pop'd Alderson Disc. The pop model is pure cancer.
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>>>/an/4865878
So that's why birbs look the way they look.
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>>1898580
Birds are cool.
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Is there any reason to use selective bombardment over indiscriminate bombing?
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>>1898804
Nah. Indiscriminate causes more damage to pops and buildings but you typically don't care about that when bombing planets anyway. Selective is really just for pacifist empires that can't select indiscriminate.
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>>1898819
Don't pacifists have even more useless bombardment policy? Also, did the change it, or is bombing still a meme and you need to deploy legions of legions of troops, if you want to get the shit done before the heat death or universe.
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>>1898827
Bombing is better than it used to be, mostly because it can now be used to force planets to surrender so you don't have to bomb them into rubble. It's still slower than just invading with lots of armies though.
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>>1898580
God, I wanna fuck that bird milf.
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>>1893177
Don't worry about it, autist.
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>>1838285
This game is so fucking garbage. Paradox really suffers from having a monopoly on strategy games. Has let them be lazy fucks pumping mediocre shit for years. I hope one day they somehow lose all their money and are forced to make a good game. Maybe that game will be Stellaris 2.
>>
Can a regular crisis still trigger after taking the Galactic Nemesis perk?
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>>1899111
yes, there can be both an EGC and a player crisis at the same time
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>>1897341
it wouldn't have helped because dark matter deposits use research stations instead of mining stations anyways and the game doesn't like to overlap the two
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>>1898804
I learned in a recent game that everyone hates you for indiscriminate bombing, even genocidal empires. Then again, they opinions cease to matter after you absorb a couple of empires, so it's not a big deal unless you suddenly want to pivot from conquest to diplomacy



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