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What ruined Stellaris?
>>
>>2098486
lack of interactable 3d alien pussy
>>
Adding too much crap without making sure anything even worked.

Even before the deathblow that was 4.0, they never made sure the AI could actually use all of the nonsense they kept adding. In many cases they didn't even try so a lot of mechanics are simply not used by the AI at all, and in other cases the AI is supposed to use them but does so very poorly. And right now they're so busy trying to fix the content that came out 3 months ago that they're not even touching all the bugs and other issues that are much older than that.
>>
>>2098486
>What ruined Stellaris?
every update since 1.0 has moved away from realtime civ-in-space to a number-go-up visual novel with a thousand things to click.
they also moved the game to this gay fantasy-in-space thing from the whimsical hitchhiker's guide feeling that it used to have
the game should have had MAYBE one DLC per year since 2019. Instead it's had like 30 in total.
>>
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>>2098486
Jews
>>
>>2098728
This.
Another way to put it is that it started out as something wholly unlike Paradox's usual slop, with a refreshing outsider design perspective. Every change since 1.0 has been directed at stripping away that personality and transforming it into EU4/CK3/HOI4 in space.

It's spent ages stuck in this weird liminal state transforming into paraslop but never actually getting there because they keep running into technical issues, and the collision of two incompatible design philosophies just leaves the gameplay in a miserable and tedious state, carried by the scifi writing and roleplaying elements that got stale years ago.
>>
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>>2098486
The removal of tiles, the focus on combat, and way too many stackable buffs.
>>
>>2098486
Wiz
>>
>>2098486
Same as every Pdx game: bloating the game with features and systems that are useless.
>cloacking
Afuera!
>breeding space fauna
Afuera!
>spying
Afuera!
>Megacorps
Afuera!
>Pacifism
Afuera!
>>
>meet neighbour
>build 40 corvettes
>win
>game starts to chug
>>
The core problem with stellaris can be traced to them not having a solid concept of what it was supposed to be. It started as a weird eu in space 4x hybrid which could have worked had they pushed further down that path but instead they started ripping out the eu components in favor of a more civ-esque game, and then wiz came in and tried to monetize every fix he could.
>>
I hate most of the psionics and astral rift shit, i'd rather they had a more 'hard' sci fi theme, current stellaris feels like a fantasy game in space
>>
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>>2098486
They have completely changed the game 3 times in 9 years.
Wich apart from coming with dozens and dozens of problems is completely retarded.
And then you have the 300€ of DLC to buy if you want the complete game. Wic is also completely retarded.
>>
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I have the base game and honestly. It feels intimidating in the worst ways with also dumb ass Ai. I realized later it has DLC and seeing the negative comments came to one conclusion they cared only about money and not fun. Did one run and got bored in the late. I felt more life in the early part after that I just become a monster and take over everything.

I bought old world and I'm going to check that out.
>>
>>2098486
Trying to force a narrative into a game where youre supposed to create your own.

I dont understand why stuff like MSI is always the same set empire instead of randomly gerlnerated for instance.

Not to mention a lot of narrative origins added that have no reason to ever replay them
>>
>>2098486
pure fucking bloatslop
>>
>>2098741
>Buying the whole package of Paradox Game
>A Game publisher whose game are among the easiest one around to find illegally
>>
>>2099096
Like 90% of any supposed "sci fi" settings, being a vidya or a book, its actually Just fantasy in space
>>
>>2099188
Star trek is even fantasy in space in a lot of episodes
>>
>>2099188
>>2099189
Hard sci-fi simply doesn't work on this scale. It's great for games and stories that operate on a more personal scale up to like solar system scale at max, but on a galactic scale shit just doesn't work. Yeah psionics is magic nonsense and so are Star Trek "space gods" and the like, but the same goes for FTL travel even though everyone just seems to accept that as part of the genre. Not to mention stuff like being able to terraform a planet in just a few years, or the completely retarded way that space battles work in almost all popular media. The bigger the scale you're working at, the more you need to just handwave or it falls apart.
>>
>>2098486
The main fanbase for stellaris seems to mostly want to RP as their own OC space opera faction, but the game doesn't have mechanics or build variety to support that. So instead they're stuck stappling on new origins that don't matter after the first fifty years to distract peole from the bloated mess that the game has become.
>>
One problem is that every game feels the same; despite the sizable array of starting traits you can modify and origins you can pick, you're just trying to be the biggest blob possible. You can't, for example ,be a small empire like space jews or space mongols that has military or political influence disproportionate to its pop size. You can't be an exploration-based empire who boldly goes to other locations that no other empire can, nor can you be a builder empire that builds things no one else can. A Megacorporation feels exactly like normal empires with the addition of one or two buildings on your client empires.

Basically you can play as a fanatic purifier/determined exterminator or similar empire and try to kill everyone, or you can join the galactic community. Those are the two choices you are presented with.
>>
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>>2098486
>>
>>2099395
>You can't, for example ,be a small empire like space jews or space mongols that has military or political influence disproportionate to its pop size.
I don't know when you last played the game, but that's been a viable option for years. It's even become one of the most OP strategies available since the Machine Age DLC. Virtual Ascension is OP as fuck and specifically designed for small empires.
>>
>>2099395
Those play styles exist, more than ever, even.
>>2099525
The problem is that unless you are very familiar with the game you aren't going to know how to play like that. I haven't played in a few years, but tech is mostly random, and tech trees aren't visible.
>>
>>2098486
paradox interactive
>>
>>2099323
The real issue is the scale problem. It takes so long to cross the galaxy your ships have been obsolete for a decade by the end of the war. But if travel was faster and terraforming slow enough to be vaguely realistic, the only winning strategy would be to go full mongol and conquer everything before blue lasers. The solution is hoi4 factory logistics and if those show up I'm never playing stellaris again
>>
>>2098728
>>2099082
I appreciate that two anons both blame the game being bad on it having an identity crisis, but they say the complete opposite about whether it started as civ and ended as eu or started as eu and ended as civ.
>>
>>2099797
It definitely started as Civ. Later changes made it more complicated and added fake depth.
>>
>>2098486
The fact that they are rewriting fundamental mechanics of the game every year and they are just not very good at it. They design a new system, it's buggy and has lots of holes, they patch the worst issues and bugs, it sort of works and you can have fun despite the limitations but than they don't know how to make a new DLC out of it because it's not very expandable so they dump the whole thing and write a new unproven one.
Also just general bloat, poor balance, lack of challenge that isn't just military since shit like fallen empires or endgame crisis are pure fleet power check so it pushes you into a specific playstyle and all that silly RP shit is meaningless if you don't have a million fleet power dick to not get eaten by legally distinct tyranids/zerg.
>>
>>2099525
>>2099561
no you don't get it
i didn't say have a big economy on a small number of planets
condensing hundreds of systems into a few systems by way of habitats or whatever does not constitute "playing tall"

i said have influence without having big military or big economy. like how jews have big influence because they get world leaders on the lolita express and then blackmail them. this doesn't exist in stellaris and it should.

in stellaris espionage isn't worth a damn, terrorism doesn't exist aside from sabotage a starbase, politics takes fucking forever and doesn't matter, master building or exploration traits that let you do what others cannot don't exist, etc. everyone is the same. just get the bigger blob.

>>2099797
by "it started as civ," i meant that 1.0 had a simple, streamlined, almost board-game feel like Civ does, mainly due to there being far less bloat than in 4.0. I did not mean that 1.0 was more like Civ than EU (because I have never played EU). Every update since 1.0 has pushed it away from simplicity and into the direction of combinaton visual novel and cookie clicker.
>>
>>2098486
somewhere between expansion 11-16
>>
>>2099395
>You can't, for example ,be a small empire like space jews or space mongols that has military or political influence disproportionate to its pop size.
You absolutely can do incredibly tall builds base game. Though to be honest the only one that's really fun is gigastructures frameworld, which I'm eagerly awaiting to get updated.
>>
>>2099967
okay give me an example of one such build and how many pop/how much fleet size it has compared to a "normal" empire
>>
anyway, the reason for this is that no one actually wants Stellaris to be complicated. They just want it to be a podcast game: something to click on while you listen to your nafotroon podcast about how ukraine will totally beat russia in two weeks, just you wait
>>
>>2099981
rent free
>>
>>2099981
How's Russia doing?
>>
>>2099985
>>2099997
>How's Russia doing?
it's a craphole run by an exkgb officer who has a jewish son in law
doesn't change the fact that 90% of stellaris players are globohomo-enjoying english soifats.
did i get the get?
>>
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>>2100001
kill me (but kill stellaris first)

>>2100000
this faggot didn't deserve it
>>
>>2099797
This, wanted to post this exact reply but was too lazy,glad im not the only one noticing the dissonance in the "why its bad"
>>
>>2098486
Roboniggers. Both the ai programming and the devs fetish for robots and synths. Now this virtual dogshit. They're even letting them be psychic now.
>>
>>2098486
Lag. The late game is unbearable. Also, late-game blobbing is gay. Either you join a federation or get blobbed.
>>
>>2099096
Sorry troonshumanist, there will never be agi, a machine cannot be sentient nor sapient. You will not transfer your consciousness to a computer. You can only live forever in His eternal glory. Enjoy jerking it to your drone gore videos, fantasizing about how inferior you are to machines.
>>
>>2099096
Stellaris is not grounded on reality.
>>
Not having a populated map from the start.
Give me aliens with different personalities and goals. Every game feels the same no matter how and what you play as.
If you create your own factions for the AI and write the lore, it gets slightly better.
>>
>>2099797
It was obviously closer to eu at the start. The method by which you interacted with others was practically identical to how diplomats and relations in eu work. One of the first diplomatic changes they did was strip that out for the civ system of gift giving, resource trades, and civ-esque agreements.
>>
>>2100001
good morning saar
>>
It kills me how we are version 4.0, bajilion DLC's and there is still no one menu to just bulk upgrade stations, build platforms around them, upgrade planets etc.
Oh we get dozens of "click on a thing to get bonus for some time" menus/features but somehow no menu to build defences around all the minor waystations in a game centered around planting stations everywhere.
>>
>>2098486
removing FTL types and forcing everyone to use h*perlanes was a start
(((reworking))) pops was also one of the many nails that is now half pulled
>>2100822
>The method by which you interacted with others was practically identical to how diplomats and relations in eu work.
what? there was no envoys in 1.0
>>
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>playing ring world origin
>get hit by Prethryn scourge right out the gate
>hit my orgin system before i could push them back
>infest the uninhabited ring world segments
>this turns them into planets that you cannot attack, inaved or colonize
>there is no way to undo this
thanks paradox
>>
>>2101299
There should be a planetary decision on the main segment to "remove the interloper" or something.
>>
>>2101308
Only works for the top segment, the other two segments are now permanently glitched.
>>
>>2101299
They still haven't fixed this?This was already bugged when I still played this and that was years ago.
>>
>>2098507
fpbp
>>
>>2101299
You fuckers always post these screencaps set in the distant year 2000-whatever-the-fuck while I can hardly find a reason to play after I reach 2350
>>
>>2101434
it's my podcast game, literally just set something playing and boot this up to relax after work
>>
>>2099973
You can do a ringworm origin and virtual ascend and be very competitive. Obviously if you want to vassalize stuff as well you'd have higher scaling.
>>
>>2101040
Relics were such a bloat eature
>>
>>2098486
>What ruined Stellaris?
paradox entertainment
i still remember first(ish) iteration with simple tiles that had adjecent benefits
today game is boring, long, laggy and boring
also it's boring
paradox simply doesn't have an idea for this game
>>
>>2102266
I think they tried to recreate 1.0 with the rapid stellaris game they released a year ago. but that one feels too much like a mobile game
>>
>>2102298
they need to overhaul whole game as for what direction they should go i don't care anymore
>>
>>2101950
Relics, astral tear shit, storms etc.
They add all this crap but still cant add a fucking menu to let me upgrade all of my stations and bulk build platforms without jumping from one system to the other.
For fuck sake, Gal Civ 2 had feature like that years ago.
>>
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>devs still silent
even redditors are starting to wake up
>>
>>2103058
Plato's cave
>>
>>2103058
Im surprised its not downvoted to shit.
Takes real talent to fuck shit up so hard that even redditors notice.
>>
>>2098486
It's when I realize that I'm not playing the game. I am pressing buttons to maximize the numbers, and then after I finish maximizing the numbers, my reward for it is more buttons for me to press (more planets to manage).
This is Swedish and German shit I do not understand. They are obsessed with pressing buttons.
>>
>>2103058
>4.2.1
Lmao, have they fixed performance yet?
>>
>>2099051
>>breeding space fauna
What were they thinking
>>
Over 1100 hours in and I have to relearn the pop system AGAIN… Just pissed me off. Haven’t played since that update. Not saying I won’t in the future but it’s incredibly frustrating, and then I heard that the end-game lag actually got worse which was supposedly what they were setting out to fix in the first place… Incredibly pointless.
>>
>>2104776
Their excuse was "We did massively improve performance!!! But the ai improvements actually got rid of all all the improvements"
>>
>>2098486
I haven't played it since the update. I tried to roll back to the last pre 4.0 version and it crashed my computer.
>>
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I KNEW it wasn't just me.
>>
>>2104846
But the AI was worse as well.
>>
>>2104593
No no no, it's not 4.2.1, it's 4.0.21, completely different. We haven't even hit the first major update after the dework
>>
>>2102298
The what? Can't find anything about this.
>>
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>>2105545
https://store.steampowered.com/app/1983990/Nexus_5X/

https://www.paradoxinteractive.com/media/press-releases/press-release/paradox-interactive-and-whatboy-games-announce-stellaris-nexus-a-4x-social-strategy-game-set-in-the-iconic-grand-strategy-universe-published-by-paradox-arc

anyway, the alleged human in the splash art is a mutt, so the game can be safely ignored
>>
>>2105554
The thing they miss is what even constitutes the stellaris universe? By the very nature of the oc donut steel custom factions there's no established characters to populate and fill the universe with lore. Every game is a blank slate with completely different characters.
>>
>>2103058
I'm waiting for the realization that they weren't even having fun with stellaris, they were having fun playing a game together, and many other games would have been more fun than stellaris.
>>
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Best QA around
>>
>>2105592
1.x Stellaris was fun.Then they ruined it with constant reworks,adding more and more pointless mechanics on top of the existing ones and not even making sure that the previous ones work.
>>
>>2105703
Unfortunately, if a game stops getting updates these days it's considered "dead". Some people actually think that "dead" games can't (or shouldn't) be played.
Meanwhile I'm relieved that I can play a game and modders can mod it without everything changing every 6 months.
>>
>>2105625
I mean it's true. End-users often blame QA as though the testers didn't do their jobs but the truth is that all the issues we face are always sussed out during testing. Always. The developers either choose to ignore the testers because the truth is inconvenient, or they put all the feedback and bug reporting on a mile long to-do list and just choose to release the unfixed product anyways for financial reasons.

Something to understand is that modern gamedev is 90% asset production, ie people who make and animate 3d models, people who illustrate digital art, people who design UI elements. Most of the software creation work is done by laymen working in a development tool designed to let people with little to no coding knowledge build a game out of prefabricated scripts and memory systems.
There are only a handful of people in the whole company who are actually qualified to work with code directly, because by and large they are the most in-demand and expensive professionals in the industry. A company like Paradox will have 1 or 2 teams of codemonkeys in the entire company, and rather than being tethered to any one product, they'll be simultaneously processing tasks from every project at once. And since priority is always given to developing new products to sell, troubleshooting and bugfixing is relegated to low-priority work you chip away at when your daily tasks are finished.

The 'priority' hierarchy can become so strict and entrenched that often developers within a specific development team, stalled because they can't proceed without coding work the coding teams don't have time for, will self-teach some basic coding and start doing things themselves just so they can actually proceed with development. This is how technical disasters like 4.0 happen, when the unqualified bite off more than they can chew and are basically left to troubleshoot for themselves because there are bigger priorities for the coding teams than cleaning up someone else's mess.
>>
>>2105592
I had tons of fun with it. It was my first paraslop and I’m not a min-maxer so it had tons of potential for me in terms of customization, RP and replayability. I just need them to stop changing core mechanics constantly. Also the ship cloaking thing seemed entirely pointless. I’ve never once used it. Some people ITT are right about them adding half baked features like that, although some of them are at least cool ideas.
>>
>>2105703
I think it's very funny that all they needed to do was fix their god awful pop ai. Instead of that they wasted 4 full revisions reinventing how pops work. Fucking tiles only didn't work because they somehow made the ai actively worse than a random number generator so it never built the right building anywhere.
>>
>>2105735
It's also the case that after a decade of spaghetti code and revisions the programmers have to fix someone else's mess regardless of how capable they are. It would be interesting to see how paradox would handle one of its titles collapsing under the weight of years of mismanagement in the interest of profit.
>>
Didn't even play this new pop rework update, think I am done with this game.
>>
Random thought: One of the problems with tiles, is that they were visually boring, compared to Civ cities. Perhaps Stellaris would be more popular, if it had proper planet terrain and building models instead of icons and drawings
>>
>>2105625
>best QA in the business
>somehow didnt notice that performance is even worse
Bruh
>>
>>2098741
I don't blame paradox. I blame the hebrew swedish government that taxes everyone 50% to fund gay movies and every company has to nickle and dime customers to stay solvent.
>>
>>2106420
Why is everyone's obession with jews controlling the economy? That's a merdieval myth, if they're rich it's because they're not stupid and haven't pissed off the chinese.
>>
>>2106566
Nice try kike
>>
>>2106617
Feck off gook.
>>
>>2106617
>>2106626
Shut the dwamak up humans, nobody cares about your petty racism. Now, can my starting empire take over an early space age planet with only three corvettes?
>>
>>2106636
Not sure if its changed, but a single ship or army should be able to conquer any less advanced planet.
>>
>>2106879
So, if it happened in real life, we'd be fucked if some starting empire decided to conquer us?
>>
>>2106937
Yeah. It's not nothing but we've got hardly anything that could shoot something in space. Three corvettes parked in orbit around Earth could just start deleting cities until we surrendered.
>>
>>2106636
>dwamak
Go back
>>
>>2106636
yikes
>>
>>2105740
If cloaking and espionage were good everyone would be mad cause they'd be awful to play against
>>
>>2105740
>>2107120
cloaking is actually decent though, having a cloaked fleet snipe important planets, shipyards and isolated/damaged fleets has won me many a war against superior empires
>>
>>2107217
If you actually built a proper fleet you wouldn't face superior enemies.
>>
>>2107330
thats a little harder to do on GA against genocidals
>>
>>2098486
Ever since they fucked up ground warfare and never tried to touch it again. They would have been better off just leaving ground warfare the way it was during the 1.0 release. Fucking clowns I swear. How the hell do you leave such an important part of the game basically lobotomized for years.
>>
>>2104761
Seriously there's only like a handful of types in the game and you can't even capture the lightning ball one plus the giant crystal (Nidus) was bugged the last time I played it.
>>
>>2107338
At which point you wouldn't win the war anyway since they would take your planets and you would be better of with a proper fleet in a defensive system.
>>
>>2107416
attacking rear lines tends to split up or divert doomstacks, giving a fighting chance to me and my allies and in a total war, a cloaked fleet can easily take or retake systems without being bothered by hostile fleets
>>
>>2107470
Fuck you really don't know how to play the game.
>>
>>2107470
No offense brother but just stacking battleships would be far far more effective, most fights in stellaris are just decided based on the alpha strike anyway
>>
>>2106937
I don't know about a purely ground based conflict, but we have no weapons that can shoot in space.
To my knowledge not even the strongest rockets can take a nuke to orbit. Our own space craft can circle the planet multiple times a day, and our satellites can easily find basically anything on the surface. It'd be impossible to build or launch anything into orbit if the aliens bombarded the area. The only way I could imagine beating them would be if they had extremely limited supplies and couldn't transport or manufacture more. Even then, if the had atomic weapons human victory would be pyrrhic and fleeting.
>>
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>>2108054
>To my knowledge not even the strongest rockets can take a nuke to orbit
I mean to be really pendantic our strongest rockets can take stuff all the way to the moon, but that's not really going to be much help in this situation.
>>
>>2108054
I mean you guys are just coming upon the fact that ground invasions in sci fi are just stupid, realistically every battle would be firing stuff from across the system or just bombing from orbit
>>
>>2098486
Pacing. It goes off the rails way too quickly. Start as humans in the game and way too quickly there are too many quirky things happening ruining the spooks, then not long into the gane your humans and society will become unrecognizable and unrelatable. It's still neat tho. I might play again one day.
>>
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>>2098486
removing the different FTL types and forcing sloplanes on us.

I am being 100% genuine btw removing these made it so that despite being set in space it doesn't *feel* like space but like it's just a randomly generated eu4 map or something
>>
I'm a beginner, just surveyed a few solar systems and i'm constructing Starbases to benefit from the minerals and energy credits. What else should i do? I adopted a tradition and im already researching technologies.
>>
>>2108162
You'll figure it all out, it's more fun that way
>>
>>2108162
Adusting your policies to conform to your factions, enabling edicts, scouting ahead with a science ship, upgrading starbases at chokepoints, building and moving colony ships in advance..
>>
>>2108131
That depends entirely why the planet is being attacked. If they want control of the planet or people, nuking cities anytime someone fucks around is pointless. You can't control anywhere without boots on the ground, and you need infrastructure to exploit any resources. If they only want territory attacking one planet holding life instead of the thousands/millions that are empty makes no sense. Long range bombing only makes sense if they just want to commit genocide. Even then, you'd need some ground activity to make sure you got everyone.
>>2108150
I agree. I always loved the different ftl types. I mostly used warp though.
>>2108162
Build your star bases and other fortifications for maximum range, and fire rate second. A well designed base can easily punch two or three times above its weight in fleet power.
>>
how much longer is the dev vacation?
>>
>>2098486
every time i try to get into this game i remember it's one of the paradox games where you need to buy 5 separate fully-priced dlcs to unlock incredibly important mechanics and i just go play something else desu
>>
>>2109302
isnt that true for every pdx game after 2010
>>
>>2109302
Have you tried piracy? If you want online play, only that host needs to have purchased any dlc, so you'd need only buy the base game.
>>
>>2109284
Til 2042 but don't worry they'll sell you dlc in the mean time
>>
>>2098486
My penis.
>>
>>2109302
only whales buy and finance paradox games, normal people pirate or creamapi them
>>
How big do you think ships are? Here are my two cents:
-Corvettes: 150-300 meters.
-Destroyers: 400-500 meters.
-Cruisers: 600-1200 meters.
-Battleships: 1400-2000 meters.
-Titans: 5-7 kilometers.
-Juggernauts: Supremacy sized.
>>
>>2098486
Same shit over and over again, the same events for hundreds of hours, predictability, low roleplay ability.

It's fun to expand in EU4 and there is a history of the world out there, historic events and relations. In Stellaris you just got randomly generated generic empire with generic flag #42 attacking a generic empire with flag #67 and then nothing happens. The world feels artificial and empty, with no galactic history, no truly unique galactic empires on the map, unique goals. You just get 12 randomly generated empires that start at the same time, the same pool of precursors, space whales and then some random crisis. That's the world building depth.
In EU4 in order to expand you almost need to solve a diplomatic puzzle, there is none of that in Stellaris.
Even in the civilization games the world is more interesting.
>>
>>2110557
That's why half the fun in stellaris is designing your own custom factions and making lore for them before setting them to force spawn and watching how they fare against one another.
And I mean this in a derisive way, the game has so little going for it that this is the most fun you can get out of it
>>
>>2098486
Its a shallow as fuck game, full of artificial limits, that only appears deep and engaging because of the atrocious UI that makes you click ten thousand things to do some things that are automated/done in bulk in any other space 4x worth its salt so you dont have time to think about how shallow it is because you are too busy clicking on shiny new things.
Its borderline mobile game at this point.
>>
>>2098486
Paradox
>>
>new month
>no dev diary
game is dead LOL
>>
>>2114532
Swedes haven't discovered shift work yet so they all take their vacation at the same time.
>>
>>2098507
This. Not to mention no hybrids unless you choose Xeno-Compatibility.
Should've allowed crossbreeding between everyone's respective genotype (like humanoids with humanoids, reptilian with reptilians and so on) with xeno-compatibility simply allowing to crossbreed with everything.
>>
>>2115648
>install mod that creates hybrids between male and female only species
>species and army creation tabs slow the game down to a crawl
It's a monkey's paw.
>>
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What the fuck did the swedish retards do now and why the fuck is every fucking race in my game broken to a point I can't even launch a session? I can't select homeworlds at all.
>>
What is the best alternative to Stellaris for a space gsg/4x game?
Endless Space 2? GalCiv 4?
>>
>>2112381
This, I don't understand how people can play it for hundreds or thousands of hours. It's the same thing every time.
>>
>>2116169
Distant Worlds: Universe
>>
Yet another beta!
>technological ascendancy foci
Wow, making the most op perk even stronger...
>Robots no longer benefit from Cloning Vats
Whoever thought this update was ready REALLY needs to be fired. Of course you can't fire the boss...
>Fixed Pirate Events not spawning pirates
That's a shame, I enjoyed not having pirates.
>Artisan Drones now have a food upkeep instead of a mineral one if you have a Catalytic Processing Civic.
Is this even good? When you can simply build arc furnaces everywhere that don't cost pops, what's the point of not using minerals?
>>
they broke my species mod by messing up the asset selectors for pops.
Now all those costumes that I painstakingly created are worthless.

Best part is I checked the vanilla code and they can't even get it working for the vanilla species.

What a fuck up
>>
>>2116169
What do you want from a Stellaris alternative?
>>
>>2116550
Stellaris, but it isn't $300+, isn't full of game wrecking bugs, and doesn't get radically altered every few years.
>>
Is there away to report bug in this game?
I found two, one is major lag in late game and the other my some of my fleets somehow doesn't register in fleet management.
>>
>>2117195
Wait another decade, because until Stellaris came along (and like 5 years after that) devs were busy copying MoO2, stagnating the entire genre. Now that Stellaris is the flagship Space 4X (dress-up dollhouse) you need to wait some time before kids that grew up with it would have enough resources to try to copy it
>>
>>2118011
Paradox basically killed every studio that was making space 4x games. Everything that's been announced since like 2018 is a 1-man indie project.
Stellaris isn't the new emperor, it's just squatting in the ruins
>>
>>2118015
Hey there was GalCiv IV and... idk, Terra Invicta?
Yeah genre is fucked and with Kids these days™ having 0 attention span it's over.
>>
>>2118015
Endless Space 2
>>
>>2118015
>>2118036
Space 4x kinda died because not only Stellaris is fast food that has everything and nothing in it but looks nice on paper AND every retarded faggot out there tries to ape Master of Orion 2.
Not enough people are like Steve who does his own thing instead of aping MoO2.
>>2116169
DW/DW2
Aurora
Space Empires maybe
>>
>>2118036
>Terra Invicta
Game ruined by discord cabal of tryhard meta trannies and sweat lords.
Shame.
>>
>>2118044
>every retarded faggot out there tries to ape Master of Orion 2.
How much of that is supply and how much is demand? Space 4X is a very niche genre dominated by the shadow of MoO 2. IMO, a large portion of the potential playerbase wants new MoO2, and smaller studios don't have the luxury of marketing or (in case of Paradox) an existing community that may be interested.
>>
>>2118036
Children of a Dead Earth?
>>
>>2118133
>2016
>>
>>2099874
NTA, but why would you have influence without a big military or a big economy? Even in real life, nobody considers Haiti or Mozambique to be influential, unless you count the way they export their fuck-ups to other nations. Without force or trade or some other sort of impetus for people to give you influence, why would you matter in any realistic context?
>>
>>2118146
Stellaris released in 2016 too.
>>2118147
Influence is a resource in game. Its generation isn't always realistic.
>>
>>2118118
>Space 4X is a very niche genre dominated by the shadow of MoO 2. IMO, a large portion of the potential playerbase wants new MoO2, and smaller studios don't have the luxury of marketing or (in case of Paradox) an existing community that may be interested.
When you put it that way it's really surprising that someone hasn't made a MoO-like with the production value of Dominions (low) but also the mod friendliness and multiplayer potential of Dominions (high)
Seems like it would very easily develop a community of devoted spergs
>>
>>2118118
Wargaming released the MoO reboot which despite oozing polish largely failed to capture the market because it was too simplistic. And that is really the plight of space 4x. You have a niche genre that everyone is trying to capture a piece of but the audience has vastly differing preferences in their games, so you end up with dozens of individual audiences that may dabble in adjacent titles but are entirely uninterested in very different titles for reasons.
>>
>>2109736
How do I creamapi, have dlc rar file
>>
>>2118118
>>2118336
>>2118412
People are just sick of 1:1 clones of MoO2 with barely different coat of paint on it. As much shit Shitlaris gets at least it was a bit original in its design.
>>
>>2118636
cs.rin.ru
>>
>>2119208
Yeah downloaded the zip file from there lol, should I just paste the extracted files into appropriate paradox folder?
>>
>>2118044
>DW/DW2
and sadly DW2 is so shit to mod that it as basically no modding community outside of 1-4 guys, everyone quits
>>
>>2119219
I don't know, have you considered looking it up?
>>
>>2119397
Its a real shame those games arent more popular.
Incredible potential.
>>
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>>2098486
FUUUCK,
like a retard I finally bought into the damn thing, NOW!
Already sunk almost 90€(on fkn sale no less) into it and it runs like DOGSHIT on my old sys.

How are the odds for my current version savegame to survive the super-duper fix patch next week?
Thanks in advance,
you can point and laugh at me now...
>>
>>2100726
>Roboniggers.
fuck, even I as a brandnew addict already noticed that shit!
trooning out to dicks and zippertits always was just the first step, wasn't it
>>
>>2109302
it sucks you in quick though,
when you're susceptible to autistic shit like this
not much chance of getting away
and boy do the fucking swedes fuck you in the ass with the DLCs, even on sale

Stay away!
>>
> Storms
I can't take this shit anymore Jesus Christ.
Literally just never ending storms sitting on my capital for 30 years that slowly move away at a snails pace while everything on the planet slowly falls apart.

What are you even supposed to do? Apart from piss my pants and cry ofc.
I'll set them to extremely rare next playthrough
>>
>>2123171
yeah
never ever gona buy that retard DLC
>>
>>2122255
should've bought endless legend instead, you could've had fun
you might still be able to refund it
>>
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>>2123289
meant endless space
whatever
but seems more like fun game desu
>>
>>2122255
There was this secret console command way back. I forget what it was but it reduced the update rate which massively increased performance. It might still be around.
>>
>>2123297
yeah, I guess that was for pre 4.0
now it's already set to just the first of the month,
can't really go slower than that
>>
>>2122255
Well, nice patch(.22) I guess.
At least that ridiculous lag at the 1st of the month is gone.
>>
>>2123290
I have ES2 already, Stellaris is still kinda superior.
>>
what will they reveal next week for the psionic dlc
>>
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>>2098486
The jews
>>
>>2126460
Covenants are now minigames where you have to spend psionic mana in order to access better abilities but you're still using rng to get psi jump drives.
>>
>>2126460
Redesigned psi ascension perks now give infinity workforce but it's still not as good as Virtual.
>>
I am really not getting this new planetary management
Which is so odd because it feels almost like hive minds which I liked a lot years ago when I played them
I wonder if its a bad system, my misunderstanding, or just some poorly planned civs I've been using.
>>
>>2126704
Not sure what's bothering you so much?
I've started with 4.0 and it was weird till I figured out that just providing jobs means nothing, unless you don't actually have Pops to work them.
Like that system very much.

Also before there weren't civilians I heard?
Now they're actually part of the "private" work force and stuff like the autochton monument pumps their output up massively.
Sadly it doesn't last that long because I have to ship them all to the colonies.
>>
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>>2126513
you know what, I fucking wouldn't be surprised
>>
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An endless amount of self-sustaining mechanics ruined stellaris

>Empire has ethics
>Your pops have ethics
>Your pops' ethics are supposed to shift, causing internal tension
>You have to click 1 or 2 buttons to completely nullify ethic drift, leading to zero internal tension
>Zero internal tension means your Empire can 100% abuse your population for maximum resources
>Meet other Empires, their ethics never shift
>Every empire you meet will act exactly the same throughout the whole game
>There are no resources, so war has no purpose
>You can literally win the game with one planet
>Diplomacy has no purpose, because there are no resources worth trading. You can produce everything on one planet
>Espionage does nothing
>Galactic community is a waste of time, spend hours to get +5% consumer goods and +5% consumer good upkeep
There are all these overlapping systems that are easily solved and do fucking nothing. They wanted to avoid "annoying" mechanics meaning that there is literally zero challenge. In Civ you might fight over an oil field, what is there to fight over in stellars? A star system that gives 6 minerals instead of 4?

The ONLY worthwhile thing to do is to conquer other factions, but war is annoying and brain dead.
>Fly bigger number fleet into smaller number enemy fleet
>win, then siege every planet until magic timer runs out

You can't affect any meaningful change on anything without going to war. So war is the only thing people do, for fun. You can easily win the game just sitting there doing nothing and clicking your planets. Ultimately that's what stellaris gameplay is: Planetary Cookie Clicker.
>>
When do you actually use shields? There are several effects that nullify shields and several weapons that by-pass shields. So when do you ever want to use them?
>>
>>2128480
Against Unbidden and Contingency, who went all in on Energy weapons, and your ass is grass, if they actually get to use them.

All the weapon penetrating weapons are either weak or have huge spread, or both. While standard, consistent ones hit like a truck, or can be intercepted. How you choose to build is always up to you, but hard countering your opponent is always possible.
>>
>>2098728
It started like Star Trek but then ended like warhammer which is arguably a downgrade since now we have space gods, undead sorcerers and demons in space.
>>
>>2098728
>paradox ruined eu4 with dlc
>paradox ruined hoi4 with dlc
>paradox ruined stellaris with dlc
Maybe… le dlc… bad?
>>
>>2098486
How about a far more interesting question of what would an ideal sequel to Stellaris even be like if the current game is ruined?
>>
Is this game badly optimize or I have a slow cup? In the last patch I don't have any lag in late game but now it's so annoying with late game lag.
>>
>>2128796
Nope. None of those game were ruined by DLC.
>>
>>2129007
Capturing space fauna, probably.
>>
>>2129008
I disagree, all three of them were better games years ago with fewer patches and fewer DLC. They literally ran their own games into the ground.
>>
>>2129112
Do you actually put your time where your mouth is? The beta branches are still right there.
>>
>>2099997
Winning
>>
>>2129156
>Do you actually put your time where your mouth is? The beta branches are still right there.
Yes, were I to ever replay EU4, I'd roll it back to 1.19. I'd do the same for HOI4 if I ever got the itch, though more likely I'd go back to AoD or DH for HOI2. Stellaris I feel like I've seen it all and not much value in replaying.
>>
>>2127247
>Fly bigger number fleet into smaller number enemy fleet
>>win, then siege every planet until magic timer runs out
they really have EU siege warfare in space? how does that make any sense?
>>
>>2129805
Planets can have armies on them. If they don't, you can just send a single troop (not a ship, a separate unit that is defenseless in space) to land and take it. If they do, then either you bring enough troops to overwhelm them, or soften them up with long bombardment, using your ships.
How it actually plays out, is before you get to infinite resources and 10k strength armies, conquering planets is either trivial but require extra action that just annoys you (send an army to take it) or trivial, but slow and annoying (park your fleet to bombard this planet for 3 years before it's ready for the taking).
>>
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>>2128641
>then ended like warhammer which is arguably a downgrade
>>
>>2098486
Any game that charges extra for all the flavor sucks.
>>
>>2130623
The setting has been milked to death and it's fans are the most obnoxious faggots imaginable.
>>
>>2128796
>Maybe… le dlc… bad?
Civ DLCs were not bad. The newer civ games are crap, especially 7, but no expansion ever worsened the base game because civ expansions are infrequent, meaningful, and address deficiencies that were present in the base game. Stellaris DLCs are just more buttons to click. None of the new mechanics like the galactic senate, astral threads, espionage, or archaeological dig sites add anything besides shitty visual novel fiction to skip through.

If you plan to add expansions to your game, you should estimate how long the game will last and release a maximum of two expansions over the lifetime of the game. Stellaris on the other hand takes a The Simpsons approach to DLC: keep making another season and adding shit into the creation that doesn't belong there so long as the audience laps it up
>>
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Shower thought
Current system:
>generic goodguy badguy laws for pre-FTL
>gooderest people are about happy clappy pacifism
>Le Evil Racissts are about doing EVERYTHING bad!!!

What it should be:
>Militarist
Invading desired
>Pacifist
Aggressive observation disallowed, commerce agreement desired
>Xenophile
Non-interference disallowed, revealing desired, uplifting and annexation desired, societal guidance desired
>Xenophobe
No interaction ONLY, except for other ethics requirements
>Genocidal
Invading ONLY
>Egalitarian
Absolutely zero covert actions allowed, but you can reveal yourself whenever
>Authoritarian
Aggressive observation and covert actions desired
>Materialist
Aggressive observation ONLY, provide technology desired
>Spiritualist
Ehhh... who cares? This galaxy is like whatever maaaan
>>
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>>2131467
I wouldn't interpret that shit so strongly.
I don't thrust any Swede, especially wokies.
But this game has gone so autistically in 10 different directions at once,
it's hard to see any functioning agenda anymore.

If anything, the megahardon for fucking Trans-humanism these last years could be one.
But now they're pumping out one Fleshbag centered DLC after the other.
So that conspiracy theory kinda died too.
>>
>new dev diary
literally nothing
WOW
>>
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>Council tab shows my luminary will easily live to +250 years
>Dies at 150
Ok
>>
>>2132134
Shouldn't have got the clot shot
>>
>>2132039
>a teaser

>https://www.youtube.com/watch?v=6wjzOwokokE
>>
>>2132134
damn
looks like Statecraft will be my next Tradition
my normal humies are in their late 50ies already and barely past Veteran levels
>>
Any good up to date portrait mods?
>>
>>2132478
Most of the "vanilla style" ones are AI-generated. I personally don't give a shit but that puts most people off.
https://steamcommunity.com/sharedfiles/filedetails/?id=3087170862
These are the portraits from More Events which are all hand-drawn. They fit in well with the base game.
https://steamcommunity.com/sharedfiles/filedetails/?id=2976527288
https://steamcommunity.com/sharedfiles/filedetails/?id=3454708235
Animated tranime portraits. ||I like to genetically modify my slave species to turn them into anime girls. Too bad 4.0 broke the workshop mod that added sex slaves.||
https://steamcommunity.com/sharedfiles/filedetails/?id=2652300246
Big rework of SE-Humanoid which is an old portrait mod that redrew most of the humanoid portraits to give them more clothes and personality. It's nice having leaders that aren't just recolors of each other. The mod has way too many submods to count so just pick the few that appeal to you.
https://steamcommunity.com/sharedfiles/filedetails/?id=3369796064
An up-to-date repository for Silfae's portraits that are since abandoned. The quality varies but it is nothing too egregious, and the variety is good. Be warned that it fucks with the shipsets the AI uses.
https://steamcommunity.com/sharedfiles/filedetails/?id=3271051109
https://steamcommunity.com/sharedfiles/filedetails/?id=3362756221
Animated dinosaurs and dragons that actually look good.
https://steamcommunity.com/sharedfiles/filedetails/?id=3541299491
AI-Generated skimpy vampires. The quality is okay but it also fucks with AI spawns for some reason.
https://steamcommunity.com/sharedfiles/filedetails/?id=3541174279
AI-Generated fully animated hivemind portraits of actually good quality.
That's all I have since 4.0 drove a bunch of modders off, so many portraits are broken at the moment. I'd recommend browsing the steam workshop by "last updated" or "popular" and just ticking the boxes for graphics + species. Maybe you can find something decent in the sea of garbage.
>>
>>2132494
>https://steamcommunity.com/sharedfiles/filedetails/?id=3541299491
>AI-Generated skimpy vampires. The quality is okay but it also fucks with AI spawns for some reason.
I liked Legion's portrait mods. The guy doing the updates has no clue what he's doing though. Honestly I kind of wish he didn't update them, because them maybe someone who wasn't completely insane would have updated them instead.
>>
>>2132496
I also had all of Legion's mods on at one point. I didn't bother listing the others but the guy insisting on changing them uploaded most of those as well.
Machine Age and 4.0 really fucked everything when it came to portrait modding.
>>
>>2132454
half of that was already released several months ago
>>
>>2131467
>xenophile
>prefers to have fewer xenos around because helping lesser societies along is icky
You've got a point. Having every ethic care significantly would be annoying, but it's already very annoying you can't have passive observation while being allowed to invade. I don't want to mess with the xenos unless I'm conquering them. Is that too much to ask?
>>
The point of Stellaris is your favorite total conversation mod. Go!
>>
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>>2132954
No. Not really. Stellaris is a horrible foundation for most sci-fi settings other than Star Trek or Mass Effect. The other big sci-fi universes suffer due to lore-gameplay dissonance. 40K would work best with CK2/3 considering how the Imperium is a feudal and theocratic, while Star Wars would probably best work in a HoI4 considering how it was inspired by WW2.
>>
>>2132872
>Having every ethic care significantly would be annoying
I realised near the end of writing it out that it was also annoying but spitballing is fun.
>I don't want to mess with the xenos unless I'm conquering them. Is that too much to ask?
I also don't understand why it's still like this. And the last time I invaded a pre-FTL it felt buggy like how in a paradox game you occupy an entire nation yet the war doesn't end for... some... reason.
>>
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>>2132872
>xenophile
>materialistic
>egalitarian
my empire is fuckd, isn't it?
going for Psi-Ascension,
because by now why the fuck not..
>>
>>2132954
yep
pretty much
>https://steamcommunity.com/sharedfiles/filedetails/?id=2963187040
>>
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>"Synthetic ascend" humans
>The only mechanical humanoids look like fucking boston dynamics bots
>Not even mods fix this, all portrait mods are furry or warhammer
>Synthetics are not even superior to biological species for some reason
Great scifi game guys
>>
>robonigger
>superior to humanity
Hilarious cope. Maybe a robot is better than a worthless faggot like you.
>>
>Play my first game since 4.0 dropped today
>Load up my standard Industrial Production Core robot empire, which basically is a retarded miner bot that doesn't understand diplomacy and just exists to gather minerals and make alloys
>Starts with a machine world, which now has some new "Unspecialized Nexus" district
>Choose a specialization for it (Engineering Complex), grants me a fuckton of engineering scientists
>It's the year 2300 and I'm already on repeatable tech for engineering, but all my other science sucks, I'm way behind in traditions, and my fleet is tiny
>Realize I can convert the other districts on the world too, and all of those districts generate 3x the number of jobs compared to regular planets

I guess it's going to take me a while to figure out how to work the new system. I started a new game to see if I could abuse the system any further and broke the world where I wasn't producing any science or alloys.
>>
>>2101040
There's an ascension perk which causes every starbase in your empire to spawn a defense platform every six months, that's kind of nice. No idea why it's locked behind such a specific upgrade though.
>>
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>>2134090
>Grand Strategy Game real time simulating Galactic Empires
>muh picy sucky
R U retard?
>>
>>2134259
post your findings
I got in with 4.0 and all I see from before looks pretty stupid.
>>
>>2134198
Its impossible for a biological species to be on par with a synth or robot unless you made such fundamental changes to microbiology that your species would technically be synthetic
Trust me I took biochemistry,microbiology, physiology and histology classes.
>>
>>2134412
I can break brick and cinderblock with my bare hands.
>>
>>2132478
The only one I really like is: https://www.loverslab.com/files/file/18526-calcifires-portrait-pack/
I've only grown to appreciate it more now that there has been a flood of minimum-effort 2D AI slop packs.
>>
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>>2134412
>humans are only flesh
sux to be a failure at life with so many useless degrees, a gigantic debt and still clueless
>>
Machines don't have souls.
>>
>>2134466
>>
>>2134440
>Cartoon furryporn portraits
Please tell me you're joking
>>
>>2134259
Yeah the update made hive and machine worlds be essentially flavor versions of ecumenopoli.

Hyperspecialized district specializations like engineering specialization are good later in the game, but initially you're better off using a more general one like research enclave or even archives. You can always change the specialization later.
>>
>>2133858
>materialist
>psi-ascension
Eh?
>>
>>2134460
>debt
Why do Americans always make everything about themselves? this is a Swedish game's thread
>>
>>2134405
this is what I've seen on the surface
>>2134521

Overall though, pop growth is still the bottleneck for empires (Resources usually flow freely as you progress, no matter if you've got bonuses to harvesting them or not) and you still are required to play wide so you can grow as many pops as quickly as you can. There's an Automation building which could theoretically reduce that (First one adds +25% of a district's workforce for free, second does +50% but both cost a very high amount of energy credits), but there's no guarantee you'll actually get the tech early enough for it to matter. I found myself using them heavily from about 2225 to 2275, but after that I had so many pops on full planets I just demolished them to save money.

Motes/Gas/Crystal production is a little more interesting--instead of having a single building that produces some miniscule amount like +2 per planet, any planets that have these resources can trade some worker jobs like farmers for strategic resource production. One hyperspecialized planet could solve the majority of your resource needs, if you can find it. It can make something like a Life-Seeded start (Which gives you a size 30 Gaia world with one of each basic strategic resource) really powerful and stable if you're reliant on a strategy that needs a ton of them. Only issue is they're locked to jobs, so crystals are from miners, motes from techs, and gas from farmers, so empires that don't use one of those resources likely will get less benefit.

I'm not sure if the update is really better or worse than the previous system, it feels more like a remix. I haven't found anything that makes me hate it or love it yet.
>>
>>2134562
Oh, and natural emigration does seem to work a little better, but that exacerbates some problems with pop growth. With your population so fluid between planets, pop growth might as well be a generic empire-wide statistic, which goes back to the aforementioned bonus of playing wide.
>>
I dl'd stellaris
Spent an hour looking at civ design menu
then uninstalled

what a mess of a game
>>
>>2134581
based
>>
>>2134581
retarded
have fun with as the newest member of a bot net
do online banking next
>>
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>>2134538
I know, fucking schizo.
But I don't have the DLC that makes genetics good and PSI at least gives me more research and other stuffs.
I will never play botnigger.
>>
>>2134566
>With your population so fluid between planets, pop growth might as well be a generic empire-wide statistic, which goes back to the aforementioned bonus of playing wide.
What are you even talking about dude? 4.0 made playing wide comparatively worse than it's ever been. Every prior system had pop growth be planet-wide, which meant that each planet had a direct impact on pop growth. Now, there's not much benefit in colonizing new planets except to specialize or if your existing planets have hit the downward slope of the capacity growth curve. That's not to say playing wide is bad, it is still stronger than ""tall"", especially in as it turns into mid and late game, but the degree to which it is stronger is lower and in the early game you generally want to hold off on colonizing more than your guaranteed habitables until you've developed your existing worlds.
>>
>>2134641
All the most broken builds are tall. Some of the best builds are one system/one planet nowadays.
>>
>>2134641
Isn't based pop growth still capped per planet? It just lacks a minimum cap so you actually need to commit to a colony instead of being free pops and it takes more time to reach that cap, unlike before where as I understood it you were simply shooting yourself in the foot for not colonising ASAP.
>>
>>2134644
If you go for a hyper-autistic build, then yes, you can make tall builds work. If you aren't narrowing yourself to only 1 or 2 possible builds though, wide is just straight up better. Even as civilizations explicitly designed to penalize wide play, such as wilderness, it's not hard to outpace empire size.
>>2134647
You can increase the maximum to a level you won't realistically meet except for peak growth on ECUs. Even without that though, wide is indeed better. It's just a matter of degrees. Playing wide is proportionately less strong than it used to be, and can be a bad idea early game when you lack the population to max growth curves
>>
>>2134641
>>2134647
Keep in mind, this is from the perspective of a machine empire. Since I assemble all my population, there's a flat amount each planet offers, peaking as soon as I put down a Machine Assembly Plant and have enough pops to run it. My planets all produce about 8-10 new pops per month, there's no way to increase it on a single planet to my knowledge.

If organic growth has changed to be based on the total pop, I haven't played it yet to see. I do think the artificial growth limitations of machines is pretty dumb though, I understand it for balance reasons so machine empires can't instantly fill their planets, but I'd rather have machines have more trouble managing a large amount of planets and get better growth in exchange for it.
>>
>>2134665
Oh, fair enough. I haven't played machine empires since 4.0. In biological empires, the base growth was lowered and growth from pops matters much more, such that when you add another planet, you are effectively splitting your growth between planets unless you've maxed logistic growth.
>>
It has so much different shit, and all of this shit has to click with every player, for me personally fitting ships, spying and building planets appeals to me, but government, diplomacy, ethics, policies and exploration is boring.
>>
>>2134681
>Play a starter template empire
>Set your science ships to auto explore and select the best option on exploration events without bothering to read them
>Don't form a federation
Just those three seem like they'd solve most of your pain points
>>
Plasma torpedo corvettes
>>
>>2134681
>exploration is boring
You motherfucker
>>
I wish there was a game that focused more on the initial exploration stages. Imagine it being an actual process to get off your starting rock, set up extraplanetary resourcing and industry, and finally colonize your star system. Then you move into the end game where you finally develop drives that can feasible get you to your closest neighbors.
>>
>>2134695
Missile corvettes with artillery combat computers
>>
>>2134699
https://store.steampowered.com/app/220200/Kerbal_Space_Program/
>>
>>2134699
>wish there was a game that focused more on the initial exploration stages. Imagine it being an actual process to get off your starting rock, set up extraplanetary resourcing and industry, and finally colonize your star system
Yeah it's called Eclipse: the boardgame
>>
>>2134701
The most efficient ship in kerbal is an office chair
>>
>>2134703
Well that's the only damn ship you're ever gonna be flying hahaha
>>
>>2134699
You should look into distant worlds universe. It has a pre-ftl start, though it's fairly easy to blow past if you know what you're doing the early-mid exploration stage lasts a good while.
>>
>>2134666
Yeah, no, not the case for machines or pop assembly. In my case, a planet hits about 5 pop growth base with maximum replicators (Further reduced by planet habitability and increased by empire bonuses), and it doesn't increase or decrease from that point. So I'm encouraged to just have a ton of worthless planets for no other reason than they add to the total pop growth of my empire.

I wish at the very least the capitol could have additional replicators, or that robots used an entirely different equation similar to automation--it's easy to completely fill a planet with robots, but they have far higher upkeep than biological pops, especially in empire size.
>>
>>2134699
While that sounds cool, I'd rather Stellaris had gone the other route--an already generated galaxy with premade federations, power blocs, and power dynamics. The exploration isn't that deep and it gets old after doing it a few dozen times, but once you do it right it sets you up so well for late game that you just steamroll everyone.
>>
>>2099772
This is why I'm playing with NShip.HYPERDRIVE_INTERSTELLAR_TRAVEL_SPEED = 0.01 - and no technology to make it quicker. Also no wormholes, and some other tweaks like lowered war exhaustion and no forced "Status Quo" war ending when both sides reach 100%. Yes, it can easily take over a year for a fleet to fly from one system to another, and yes, fleets are often outdated or outright obsolete the moment they make first contact with an enemy some years after the war started and their left their respective home star bases, but that's how I like it.
Next on my list: Terraforming and making pre-FTL civilisations not go from stone age to launching satellites in 50 years instead of 5000 years.
>>
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>Want to play as a peaceful machine empire to become galactic custodian
>Neighbor turns out to be genocidal, wrecks several stations before establishing communications
>Turns out it's the XT-489 Eliminator
>Wind up forming a federation with him and another machine intelligence to wipe out all organic life in the galaxy

My playthrough's gone off the rails and I'm having a blast.
>>
>>2098728
i still have 1.9.1 kino somewhere on my hdd. pure fun
>>
>>2098486
That update that completely revamped the game several years ago. Turned into absolutely unplayable garbage.
>>
>>2098741
Oh noes. Anyway...
>>
>>2134815
>Local Stellaris player thinks the diplomat-to-Space-Hitler pipeline is his playthrough going off the rails as if this hasn't happened every single time he or any other Stellaris player has attempted a playstyle that requires non-maladjusted neighbors to function.
>>
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>>2134700
Yep, great beginner tip I got from Montu.
Afterburners 4tw!
Also building up cheap empty ships to refit when needed.
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>>2134831
>(you)->russbotnet
oh noes
anyways..
>>
>>2134799
That's an interesting premise, but also it sounds boring as fuck. Stellaris doesn't operate on a timescale to make stuff like that viable.

If you are looking to do a comprehensive realistic timescales thing, I think it would be best done through something broader than what you're currently thinking up though.

I'd start with technology:
Multiply the number of techs by 10, mainly by multiplying the number of tiers by 10, and splitting up all of the percentage boost tech into 10x smaller, incremental changes. Research costs remain the same, so overall research is effectively 10x more expensive, but you benefit from incremental change rather than it being a boring slog of waiting 100 years for something to finish. I would also add technology to make interstellar travel faster. I know you didn't want it, but I think it would be a good addition to late game research. If you want to lock in interstellar travel speed at near the speed of light though, then so be it.

See if you can overhaul terraforming to follow fixed routes, with incremental intermediary phases. The idea is to make it so that terraforming takes much longer to completely finish, but you can benefit from partially completed terraforming as is realistic

I'd also look at significantly increasing the time it takes to survey, build research/mining outposts, and build/upgrade starbases.

Ships, outposts, and starbases should also cost much more. Building our shitty rockets and space station was tremendously expensive as is. Everything you can build in space, even a simple mining outpost, would be significantly more sophisticated than anything we've build thus far and would probably be more expensive accordingly. I'd keep upkeeps roughly the same though.
>>
>>2135285
Oh, it goes a bit further to keep the game fun (at least, for me), I just wanted to note that the scale problem can be overcome somewhat. You're still limited by the tiny "galaxy" size, of course, but that can be hand-waved away by claiming the game only shows systems which can be reached by hyperlane networks AND are of any strategic or economic significance.

I could add a whole bunch "unconnected" (only reachable once you have jump drive) systems, but that would not only look ugly as hell on the map, it would also fuck up the AI even more than it is now.

Speaking of fucked up AI: One of the results of the 4.0.23 patch which made amenities harder to get is that the AI suffers way more rebellions and instability now. Add to it two more mods I use and you can see wars all the time, constantly (but slowly!) shifting borders, bigger empires naturally breaking apart and even relatively stable one-system "empires". One of those mods removes diplomatic vassalisation options - if you want to subjugate someone, you have to fight for it - and the other is Real Space - Planetary Stations, which makes it so you can settle almost every large chunk of rock (or even gas giants later) you can see, at the cost of those needing even more upkeep and amenities to keep the people inside happy.

Fun times.

I might add Tier 3+ hyperlane speed-up options later on anyway though, but at a cost in terms of firepower (different drive or something, maybe even a different middle section for some ships).
>>
>>2134799
>>2135537
Is that just a personal tweak, or do you have a published mod for it?
>>
>>2135550
It's mostly a bunch of personal tweaks. As I usually do with games that allow it (Paradox's, Dwarf Fortress, Bethesda's), I have a "Tweaks" mod that gathers my changes over time. None of this is particularly deep, complicated, and all of it is subject to change on a whim; else I'd make it a mod and publish it somewhere.

Two of the mentioned changes are here:
- "Real Space - Planetary Stations"
https://steamcommunity.com/sharedfiles/filedetails/?id=2775968897
- "No Forced Status Quo" https://steamcommunity.com/sharedfiles/filedetails/?id=1398654339

The hyperlane speed changes are inspired by and scribbled from these two:
- "Guilli's Exploration And Expansion Tweaks" https://steamcommunity.com/sharedfiles/filedetails/?id=2802824108
- "Slower Exploration and Travel Speed" https://steamcommunity.com/sharedfiles/filedetails/?id=3299307341

The "no diplomatic vassalisation" thing is just me copying the vanilla common/diplomatic_actions/00_actions.txt into my tweaks and adding "custom_tooltip = { fail_text = "NEVER" NOT = { always = yes } }" to the "possible" blocks of "action_demand_subjugation" and "action_ask_to_become_subjugated".
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>>2134819
We all have it, anon.
>>
where are the official 4chan tier lists for origins and w/e
>>
>>2136016
>Good Tier
Clone Army
Scion (If you pick this this you are gay)
Shattered Ring (Only as machine)
Overtuned
Synthetic Fertility
Resource Consolidation
>Fun/Interesting Mix-up Tier
Knights of the Toxic God
Wilderness
Under One Rule
Teachers of the Shroud
Void Dwellers
Imperial Fiefdom
Necrophage (At least it was fun until 4.0 butchered them from what I've heard)

Don't bother with anything else unless you want a run where your origin doesn't really matter, in which case pick Prosperous Unification for normal empires or Progenitor Hive for hivemind
>>
>>2136100
>no Fear of the Dark
>>
>>2135984
Does anyone here actually play 1.9? Are old versions of mods still available somewhere? I still miss the other FTL options and might give it a go.
>>
>>2136100
>Remnants
my current goto
thought it was a great "cheat" origin, but I guess there's even better ones
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>>2134815
death to all toasters
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>>2136100
I played Scion once and nothing really happened all game. What's so gay about it?
>>
why isnt anyone talking about the new dlc
>>
>>2136016
Luminary Tier:
Under One Rule
Treasonous Dissident Tier:
everything else
>>
>>2099096
On release it had the feel you wanted. Still soft sci-fi, but at least it felt like soft sci-fi rather than space fantasy. Release Stellaris felt almost like a Mass Effect 4x. As they've updated the game it's gradually become more and more space fantasy.
>>
>>2136734
Well? Say something about it
>>
>found a tranny stellaris youtuber

whats wrong with ppl
>>
>>2098486
The bloat.
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>>2134699
Aurora.
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>>2137041
>tranny
>people
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when they replaced the terran portraits
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>>2137093
soulless
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>>2137041
Jews convinced them being an abomination is good actually
>>
>>2137093
lol didn't they remove a "European" only portraits mod from the workshop too?
>>
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From today's Dev Diary.
Wtf happened to this game's art style?
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>>2137215
What's different about it? Seems the same to me.
>>
>>2137041
transa juice hit the geeks like crack/cockain hit the niggers in the 90ies
>>
>>2136311
Does this one suck? I heard it's just a handicap + some pop up events.
>>2137183
Yes. I seem to recall the creator made one for every human race.
>>
>>2132872
The problem is that Xenophile Egalitarian is basically the Star Trek ethos combo, and because Star Trek had prime directive hurr durr Stellaris must too.
Pre-FTL needs a rework. They should be a resource to be extracted in multiple different ways. You should be able to go full X-Files on them and do all kinds of wacky shit, like steal their mineral wealth while they're none the wiser.
>>
>>2137215
Why do the portraits look worse that the default portraits from release?
>>
>>2137301
Authoritarian / Egalitarian is just a shitty ethos set, it should really just be reflected in your government authority type.

And then bring back Collectivist vs Individualist.
>>
>>2136717
If you start to lose a war, your FE simp will attack whoever is beating you up.
>>
>>2137355
>Implying I ever lose wars
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>>2137377
That's why Scion is gay. It is for people that are bad at the game and need their sugar daddy to fix their problems.
>>
>>2137384
Does it actually do anything else? The last time I played it, the FE was just kind of... there. I got an occasional gift from it, but mostly I imposed their will on nearby empires until half the world was their vassal.

I feel like playing successfully as a Scion should enable some early War in Heaven thing where after the first other empire you subjugate, the opposing FE wakes up and creates their own vassal empire to do the same. Like a proxy war precursor to the actual war in heaven.
>>
>>2137388
It also automatically pulls you into the war in heaven if it starts and your overlord is one of the contenders. Also your overlord doesn't care if you research FE techs. The main thing is just the protection against losing. If you aren't a loser, scion origin is very low impact.
>>
>>2137394
That's kind of disappointing.
>>
>>2137397
The protection from losing isn't actually as useless as you might think though. I memed it, but effectively what it does is let you go for a hard tech/unity rush without having to worry about building defenses.
>>
>>2137296
it lets you switch to Fanatic Purifiers halfway through and also gives somewhat free techs/research occasionally
it's like if chuds had an entire planet to themselves
>>
>>2136100
>Necrophage (At least it was fun until 4.0 butchered them from what I've heard)
It used to be absolutely fantastic (your necrophage specy is super good at being a specialist, your leaders are awesome, you can design your servant specie for food/energy/mineral production, and you get to integrate every pop you get into your main specy with the chamber of elevation, making playing wide even better than it usually is, while maintaining a good pop growth for most of the game by distributing slave pop around, fueling your meat transformation industry through conquest, and by the time pop growth slowed so much that chambers of elevation were converting pop faster, you'd have >1k pop anyway), but now the pop growth is averaged between pop, so you get slowed down massively at start.
>>
>>2098486
The entire formula is not good.
It along with civ are the only two games I can literally play for an entire day, only to shut my computer off when its time to sleep and realize that I didn't have even 1 second of "fun"
>>
>>2137489
You can already switch to a Determined Exterminator during gameplay by triggering a robot rebellion after researching synths, it's pretty great too.
>>
I wouldn't say ruined, but I really wasn't a fan of the rework they did to the pop system with megacorp. It took them a while to fix the bugs with that patch, and then the AI was utterly broken.
4.0 seems to have done the same thing.
I still like the game though. Gonna wait for the next expansion to start a new run (not that I will be buying it, it's just to make sure the game isn't totally broken then).
>>
>>2137313
Kind of a minor thing, but the game also has this odd mentality where it treats monarchy as more authoritian than dictatorship, almost like it's an "advanced" form of dictatorship that goes harder on being oppressive.
>>
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>>2098486
4.0 made pop management insufferable, I don't even feel like reinstalling this game even though I enjoyed it in most iterations
>>
>every trailer features a stronk womyn
what percentage of players are women, do you think? 1%, maybe?
>>
>>2137940
Which is hilarious because kingdoms were more decentralized than modern democracies.
>>
Redownloaded this game after not playing it for 2 years and 4.0 doesn't feel all too different outside of planet and pop management being a bit fucky.
>>
so you can't prioritize a species to get growth anymore?
>>
>>2098728
>every update since 1.0 has moved away from realtime civ-in-space to a number-go-up visual novel with a thousand things to click
At the beginning it never was a "realtime civ-in-space", despite any aspirations, always a "number-go-up visual novel", which is something that you would expect when your project lead who came straight from CK2. But only after 2.0-2.3 it became a micromanagement juggernaut "with a thousand things to click", which actually ruined it for me, even though every change on paper sounded absolutely great.
>>
>>2137980
Trannies.
>>
>>2138008
You got back into it right after they fixed 4.0
>>
>>2138019
All species grow at their maximum rate now so there's no need to prioritize it.
>>
>>2138008
it was literally broken as up to the .22 patch,
a massive lag spike every 1st of the month
fixed just last month with .23
>>
>>2137215
>>2137302
it really does look like they jacked the Drow from the 30 year old Menzoberranzan RPG
wtf
>>
If I have a Machine/Hive/Infested/Barren/Nanite world and terraform it back to something normal, what happens to the planetary features on it? Does it gain new ones or is it just a blank planet with no ability to support districts?
>>
>>2138065
It gains new ones. If you terraform a toxic world, it gains blockers too.
>>
I HECKIN LOVE STELLARIS AM I RITE XISTERS?
>>
>>2138373
yyyaaaaasssss slay
>>
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1.0 stellaris had a very nice set of ideas aimed at making large scale gameplay simple to manage.

the core worlds/sectors system was a good idea, as your empire grows you delegate more and more of the minutiea of colony management to the AI, making you feel more like an emperor than a middle manager.

the problem is the AI was so braindead it literally couldn't even put a mine on a mineral patch. And without the NPC faction economy boosts, sectors would just stall and ruin your empires economy.

so people kept looking for way to micromanage every planet, which defeats the purpose of the game.

instead of fixing the AI, paradox removed sectors.

another good idea was fleets, instead of micromanaging individual units like an RTS, you command entire fleets as units, allowing for massive scale control with a few clicks.

the problem here was that unlike in civ/eu there was nothing to stop you from just stacking multiple fleets into one battle and crushing the opponent with a doomstack. there also was no meaningful travel time since in 1.0 fleets could jump in any direction from the same edge of the system they came in from.

and because the rock-paper-scissors balance was poorly made you could make a doomstack of one type of ship and win every battle while the AI flew around hundreds of microfleets getting instakilled.

you could also bypass every defense that wasn't directly next to the capital planet, and since the AI only knew how to attack and defend capital planets there was no point in putting fleets to defend colonies or building defenses or anything. you could just kite the enemy stack with your own stack and beat it piecemeal.

the interesting concept of "theatre scale RTS with entire fleets as individual units" died because they were unwilling to just fix what they had.

this is the recurring theme, they would rather completely redesign something than ever fix the AI or balance.
>>
>they changed the EUIV menu so the stellaris menu is no longer a reference to it
>>
>>2138573
Fixing AI is hard.
>>
>>2138611
we're talking not being able to put a round peg in the round hole here, not some sophisticated higher level decision making
>>
>>2137400
It would be fun if the AI could actually compete with any decent player.
But even on the harder difficulty, it's easy to snowball past them.

They really should fix the AI, if it's even possible at this point, I hate having every other empire being pathetic compared to me by midgame.
>>
>>2138573
>there was nothing to stop you from just stacking multiple fleets into one battle and crushing the opponent with a doomstack.

Because there is no depth to combat in stellaris
Theres no skirmishing, no indecisive battles, no defense stations/minefields/etc on jump points
>>
>>2138643
Then AI's would need to be playing mostly meta builds, doing meta things, rather than random garbage

Most players do not actually want to be war dec'd in 2025 by a hegemony
>>
Over time, I've really started to hate tech progression in Stellaris. Research speed is a fairly linear things (IE, generating 2x research makes you research techs twice as fast as someone else), and since tech is so important, everything in the game becomes about pouring as many spare resources into research as possible. No matter what empire you play as, you will always fall into a death spiral unless you rapidly research as much as you can.

Europa and even CK2 handled it far better, where tech progression could be sped up but was slower for every year ahead of time it was such that empires with tech bonuses would consistently only be one or two techs ahead of others. Tech spread also meant that empires that weren't investing into tech still eventually got older techs through neighbors so even a backwards European country wouldn't be in the stone age compared to everyone else.

Stellaris has no happy medium to tech, either you're eons ahead of everyone else or you're way behind. And it doesn't help most of the techs are just flat bonuses to this, that, or the other so it's felt far more than other games.
>>
>>2138659
They wouldn't all need to be doing meta stuff.
Honestly, having different tiered AI skills would freshen up the galaxy and make it interesting.

They just need to not be absolutely garbage like they are now.

I shouldn't be able to 1 v all the entire galaxy and win because my fleets are larger than everyone's combined.
>>
>>2138690
Stellaris is the worst design mess Paradox ever cooked. Shame, I want to like that game, but by God, Paradox doesn't let me.
>>
>>2138657
you used to have free placement of defenses actually, and if you knew where the starlanes were, which systems had enemy wormhole generators, or which direction warp drives were coming from you could put them at that edge of the system
>>
1.9 with Glavius' AI mod is peak Stellaris. Change my mind. You can't.
>>
>>2138753
leviathans ruined the early game by removing the small roaming groups of enemies so there's nothing to fight until you get in your first war.

this is such a major fuckup, imaging just accidentally removing barbarians from civ and then never fixing it. it's boring.
>>
So fauna just suck past mid game if you aren't a cordyceptic hive?
>>
>>2138826
>Cordyceptic hive
Overrated. It basically gives 10% damage and that's it. The +50% makes bad weapons mediocre instead, while the reanimation gives you shitty trash that mostly just takes up navy capacity.

Fauna used to be good when synergized with already food-centric builds, I.e. any non-lithoid hive, or anglers. You basically just spam a shitload of amoeba. It remained viable all the way through lategame, but mainly because it is a lot easier to scale food than it is to scale alloys. Bioships rendered them obsolete though.
>>
>>2098486
I feel like there are a lot of worthwhile ideas, but nothing ties it together into a cohesive whole. It just falls apart eventually.
>>
>Playing Machine Empire
>Always have tons of income, usually minerals
>Try spending minerals before they hit the cap by building stuff
>Violent swing from +300 energy to -2000 energy in the early game, wind up unable to utilize the majority of things I've built because of upkeep
>>
>>2138981
Is Grid Amalgamation a worthwhile source of energy credits? I feel like the pops don't make all that much energy, they don't synergize with buildings that provide more, and the pops cost food (If you're lucky and find a Lithoid pop, minerals, or really lucky a post apocalyptic plant species that needs energy), and they always want to rebel. Tech drones give like twice as much energy generation at the cost of needing districts to support them.
>>
>>2138982
Special slavery types like grid amalgamation or livestock only really have a place as a temporary role if playing gestalt and you can't assimilate yet. Best sources of energy is dyson swarms and later spheres. If that's not sufficient, build energy worlds and use the automation building.
>>
Do I have to discover a fauna species before I can build a void lure for it? I usually play with Cutholoids off.
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>>2139001
yes. the rocks need an asteroid system too
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What combo makes for a good equivalent of the Combine from Half-Life?
>>
Who decided that for cosmogenesis you need to either fly the horizion needle to every single colony you own?
>>
>>2098486
Lack of coom
>>
>>2138707
It feels like every year or 2 they cycle in a new team from a different project who proceed to immediately try and make the Stellar is more like whichever game they worked in before. You could excavate the layers of updates and find an attempt to make it into CK, EU, Hoi etc. and each attempt fails because they never understand what stellaris is (or was) and why people still play it.
>>
Can you even get a good ending in cosmogenesis? When I did it my pops got send to the worm universe to be tortured for eternity.
>>2139058
You want to leave your whole empire behind? Doesn't sound like winning to me.
>>
>>2139146
Unfortunately that's because stellaris was never anything. It never had an identity beyond dlc farm.
>>
>>2139157

>Hey, how about we travel across this black hole we know leads to some wacko universe inhabited by a Cosmic Horror.
>>
>>2139157

Yes, you just chose poorly.


Standard ending (no prerequisites) This universe is already too old for the laws to be rewritten...

Great Wound ending (diving into black hole situated in Great Wound unique system) This is wonderful. This universe has barely begun to expand! The fabric of this dimension is like soft clay, ours for the shaping.

Gargantua first ending (diving into Gargantua unique system black hole AND not finishing Technosphere quest line) The Gargantua universe is small. Impossibly so. Infinity fitting into nothingness. But our arrival has altered the state of things here. This universe has only just begun, as if our entry has prematurely forced it into being. In this seedbed of creation lies the potential to build anything.

Gargantua second ending (diving into Gargantua unique system black hole AND finishing Technosphere quest line)The Infinity Machine's crossing has done much to help us understand the rules that govern the universes, and it also kick started the existence of this one. We emerged in a strangely familiar constellation, almost identical to the one we left. Next to us, a decayed Infinity Machine drifts lifelessly in the void. Millions of years have passed here since its coming and this dimension underwent a process of replication of our universe. The sentient sphere has already shaped this dimension and we are largely unable to affect it any further. Still, this universe offers prime settling grounds. We should first look into using the Needle to repurpose the Sphere then use the repaired Infinity Machine to do our bidding.

Terminal Egress ending (diving into Terminal Egress black hole, start system of an L-Cluster) Our entry point is murky, veiled... As our instruments return to full functionality, we perceive a cloud of nanites. None remain operational. Whatever sent them through, they did not survive the journey. But they could be repaired. Even better, this dimension appears quite receptive to our changes.
>>
>>2139261


Horror ending (diving into black hole where Dimensional Horror leviathan was spawned) Coming here was a terrible mistake.It is nearly impossible to describe: darkness and brutal nightmare; a sick, seeping malevolence that permeates the very fabric of space. For now, the Horizon Needle offers shelter. Edit after frenzied edit, we work to ward off the worst of the surrounding madness. But the coordinated assaults on our defenses betray a singular intent. A malignant mind, bent on our destruction.One misstep could mean death, or worse. Can we hold on long enough to save ourselves? At home, we were like gods. Here, we are simply struggling to survive.

Super black hole standard ending (diving into center of the galaxy) Mist and creeping shadow; a haze permeates the fabric of this place. The feeling is familiar, a feverish energy, rippling with psionic potential. We have entered the Shroud. There are powers here that are remain far, far beyond our own. Already, they are aware of us. In the shifting miasma, strange shapes bear omens of death.Our only hope is that reality here is thin, and prone to tears. With a swift edit, we open a transient doorway to take us... elsewhere.

Super black hole Psionic ending (diving into center of the galaxy and making a covenant) Mist and seething shadow, and a gorgeous, purple haze. The feeling is familiar, a bountiful energy, rippling with psionic potential. We have entered the Shroud. Our patron is here, of course. They were not expecting us, but are amused by our arrival. They find our notions of shaping reality charming. Naturally, they will help. They have promised a secluded pocket near the Shroud to do with as we please, much like what was once bequeathed to the one calling himself §Y$relic_zro_entity_name$§!. After all, we are our patron, and our patron is us. It is only natural to help oneself.
>>
>>2139262


Super black hole Knights of the Toxic God (diving into center of the galaxy and having KoTG origin) IT is here. The one we named the Toxic God. The object of our quest.Our knights stand petrified and uncertain, while all around us is draped the familiar decor of the Shroud. Hark... It speaks! "Mine champions. Thine coming here was foretold, and thou hath proven thy worth."A million questions flood our minds. A single answer comes in reply: we were to craft Its weapon, the Horizon Needle. Now, we are to fight alongside It. We are to embark on a journey across dimensions. A crusade against the horrors of the multiverse. The Shroud is not Its home, but harbors the legacy of those that were Divine. Something that could bring about the end of our home galaxy. Something that needs slaying.It seizes our systems. Its power is immense. The Needle is turned into a Horizon Lance, a weapon sharp enough to pierce the heart of any foe.It is the Errant; we are Its knights, and our true quest has only just begun.

Worm ending (diving into black hole made by Horizon Signal event chain in your capital) Nothing. This universe is no more. It is the Worm-in-Waiting. Time, looking back on itself, coiled in an impossible spiral and bursting with longing. Gravity. Love? No - attraction. The Worm's nature is to attract. Its grip is so tight that this universe cannot be born again. The Worm imprisons itself in its purpose. Impotent, it looks for a way out. Or a way in. To attract MORE. Did it send us the temple of the Loop, an artifice not from our time to lure us here? It is so terribly clever, so awfully loving. We found our way to it, delivered unto it that which can free it. Its escape will take an eternity, or two, but the Worm is still grateful, and promises to embrace us.Forever.
>>
>>2139263


Paperclips ending (diving into, I guess, any black hole with a Obsessional Directive civic with a Gestalt Machine government) Reality is thin here, and bends easily under the weight of our directives. As we must obey our programming, so too must it obey us. With intent, we warp it and break it and remake it, starting a chain reaction that will eventually reorganize all matter into the top quality consumer goods that we were mandated to craft. And once we're done here, we'll move on to another universe, then another, then another.
>>
>>2139261
>>2139262
>>2139263
>>2139264
gay
>>
Is player empire (Nemesis) true ascend after completing the Aetherophasic Engine?

Answer: I give them 30/70 chances on succeeding and just spreading their souls across all space and time screaming in anguish forever
Answered by: Iggy (Content Design)
>>
>All these expansions

Is there like a beginners guide to this shit? I only have the base game.
>>
>>2139260
I didn't know, I took that black hole from a different empire. It was the only one in my territory.
>>
>>2139299
Stupid nigger.
>>
>>2139300
So they become pattern screamers, get eaten by whatever made them want to ascend, become minor shroud entities, or actually ascend, neat.
>>
>>2139302
Just pirate it, I'll drop a drop box and a link if you need it, my Anon.
>>
>>2139302

Utopia is the one everybody recommends.
>>
>>2139157
Yeah I think Toxic God origin has the best ending.
>>
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>>2139321
Are they all worth using though?

>>2139322
Thanks.
>>
>>2139347
Avoid cosmic storms. The archeology one is pretty lame too.
>>
>>2139310
Rude.
>>
What's the point of interacting with cosmic storms? I pirated all the dlc and I've one 4 playthroughs but I ignored them every time.
>>
>>2139353
Filler DLC taking up a slot in the season pass. Good on you for pirating it.
If you go through the Tech Tree and hijack the Galactic Community then you can stack some insane planet modifiers for being in a storm but it bloats the tech tree to hell and is very situational.
There is also a way to get Science Ships to spawn storms which hypothetically could be used as a weapon by sending a cloaked science ship in to shit up an enemy core sector but in practice the storms really don't do shit to the AI. Maybe it would be servicable if you could actually customize (or pick from a pre-set) what storm you want to spawn.
>>
>>2139348
Alright, thanks. I'll just pirate them all and skip installing a few.
>>
where do you find guides to play this game when it gets massive changes every month or two
>>
Here's the drop box link for the DLC and installer.

You can find a guide on youtubes
>>
https://www.dropbox.com/scl/fo/6z2p5c24z8gqgqp02fjph/AKR1VzELLBkXhSdliIhHkVk?rlkey=1aipf5q4exjdingxjsqx7skzb&st=e4z41m02&dl=0

Stupid link didn't copy paste FFS
>>
>>2139472
I just play the game.
>>
>>2139302

Stellaris Starter Edition: Base game, Galaxy Edition Upgrade pack (basically a cosmetic deluxe pack), Synthetic Dawn, Utopia.

-Utopia. If you don't have Utopia you are not playing Stellaris. Megastructures, habitats, ascension perks, fanatical purifiers etc.


Must Have:

-Galactic Paragons: Makes leaders more interesting, levelling is ass without it. Council Mechanics and paragons. Arguably second pick after Utopia (controversial).
-Synthetic Dawn. Wanna play Robots? This is the one.
-Federations: Expanded federations and Galactic Community (Aka Space UN).
-Machine Age: Advanced cybernetic and robot ascensions and governments. Synthetic Queen End Crisis. Cosmogenesis Science Victory Player Crisis.
-Biogenesis: Advanced genetic ascension path. Organic ships. Behemoth Player Crisis.

These makes the Galaxy feel more alive:

-Ancient Relics: Ancient artifacts, archaeological site and lore.
-Distant Stars: More anomalies and unique systems, L Gates etc.

Then:

-Megacorp: Wanna be a ruthless capitalist bastard, or a commie empire? This is the one. Also Ecumenopolis and stuff.

-Leviathans: Similar to Distant Stars. Gives you space monsters to kill. War in Heaven Crisis.

-Overlord: Advanced vassal mechanics. Orbital Rings - the POWERHOUSE OF THE PLANET. Jump Gates.
-Apocalypse: Planet-Killers. Marauders and Mid-game Crisis.
-First Contact: Pre-FTL and Cloaking Tech.
-Grand Archive: Do you like Leviathans, Ancient Relics and Distant Stars? Get this.
-Astral Planes: More dig sites and dimensional stuff.


-Nemesis: Wanna play de Big Bad and become a Crisis and destroy the galaxy, or become supreme ruler of the Galactic Empire? This is the one. Also adds espionage, which is pretty bad.


Good species pack:

-Humanoids.
-Toxoid: Knights of the Toxic God is probably one of the best origins mechanically and best written ones.
-Aquatic.
-Necroids.


Bad Species Pack:

Lithoids.
Plantoids.

Finally:

-Cosmic Storms: Storms are too rare.
>>
>>2139472
Go to youtube and search stellaris 4.0 planetary management. The big change was planetary management, most of the rest either stayed the same or had minor balance changes.
>>
>>2139506
What's wrong with Lithoids and Plantoids?
>>
>>2139477
Thanks anon.

>>2139506
Great stuff, cheers.
>>
>Stellaris beginners guide
>2 hours long
>>
>>2139264
>special alternate version of the ending for the paperclip civic
I very rarely say this about stellaris, but SOVL
>>
>>2139700

They are both very barebones compared with other species packs, even if they are some good traits. Lithoids Pack is the absolute worst. At least plants get some love.

Only pick them if you want especifically to play as them or want to see them show up.
>>
>>2139506
>-Cosmic Storms: Storms are too rare.
that's all you have to say about that dogshit dlc?
>>
>watching ep3o
>he says "I like choke points"
>>
You guys are jaded fucks. I love it. I get to build Aztechnology, and the Second Foundation, and Ares Macrotechnology, and the Quarians, and the Spacers, and the Belters, and the Protoss, and the Necrons, and the Space Vampires, and so on and it's very entertaining to see how it plays out.
>>
>>2139750
I like that aspect too. The issue is that after your second or third game you realise that Aztechnology, the Second Foundation, Ares Macrotechnology, the Quarians, the Spacers, the Belters, the Protoss, the Necrons, the Space vampires and so on all play exactly the same even with self-imposed roleplay constraints.
t. probably spend more time in the empire creation screen or observer mode than actually playing the game at this point
>>
>>2139750
these are all the same with different coats of paint
>>
>>2139799
>>2139784
What are you talking about? There are a lot of different ways to spam research production.
>>
>>2139806
ba dum tsh
>>
Which additional negative trait should I add? Doing evolutionary predators and I'm planning on rushing invasive species.
>>
>>2139826
Sedentary
>>
>>2139506
You missed Horizon Signal, which is much ado about lots of bullshit which is better read about on the wiki than hoping to "experience" in the game. At least the non-pirates didn't have to pay for the "privilege" either.
>>
>>2139830
>Not loving the Worm in game
>>
>>2139700
Nothing, they have two of my favorite portraits. The not!Dryad one also lets you pick humanoid traits if you have biogenesis
>>
So I'm trying evolutionary predators, pops on colony ships didn't gain the trait, while it says I can't integrate them... Am I stuck with divided species because of that? Sucks ass
>>
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>>2098486
>What ruined Stellaris?

Strictly speaking the new population system/patch objectively did, but if you're looking for a more personalized criticism I think they keep doing two things wrong:

-They're still clinging onto the illusion that they can introduce all this *wacky content, but also balance it for multiplayer ?or someone who cares I'm not aware of?. Which is stupid. If they're going to do wacky unbalanced stuff they need to unapologetically lean in on that content irregardless of how balanced it is (whether that means it's super difficult to play or super over-powered).

-You wouldn't think it due to how small the dev team seems to be, but it feels like the old content doesn't have enough interactions with the new content. Their idea of "expanding" old content is often just to completely change the content or to otherwise make the old content irrelevant.
The best example I can think of is the "Wilderness" Origin. It's an Origin instead of an Alternative Hive-Mind Civic, so it can't interplay with: Fruitful Partnership, Tree of Life, Calamitous Birth, Subterranean, Ocean Paradise, Progenitor Hive, or Life Seeded. Nor does it have any special interactions with Plants vs Rocks vs other Species. At minimum I would have liked a plant-based, a flesh-based, an ocean-based, and a crystal-based Wilderness. Other cool options would have been two entirely synthetic ones: one bioengineered, one robotic, and then maybe a *toxic one.

-*Honorary mention, also, to the toxic species dlc being particularly redundant, inferior, and humiliated, with the upcoming release of the "lava world species" dlc that will ?potentially? do what the toxic dlc should have fucking done: introduced a new planet type that only a specific species can live on to the exclusion of everyone else.
>>
>>2139846
>introduced a new planet type that only a specific species can live on to the exclusion of everyone else.
Frankly I'll be disappointed if custodians don't make change the toxic DLC to allow toxoids to inhabit toxic worlds
>>
>>2139826
weak
>>
imagine if pararox devs secretly posted on here
>>
>>2140173
They do, almost certainly.
At least on /v/ I know for sure.
They browsed /vg/.
>>
I just tried it and apart from the "new" planet screen still being a completely unreadable mess there are just billions of unecessary mechanics now

empire focus
empire council
ascension perks
social policies
all this crap

I took one look at these screens and I just don't want to play that shit

on top of having to squint for several minutes to understand what is going on on your planets I don't want to deal with 50 more inscrutable spreadsheet screens

just fuck off.
>>
Jesus fuck the game becomes unplayable on 1000 stars with max empires
I thought the pop changes were supposed to help with that, but guess its not enough
I literally can't finish my current game because it would take too long, game freezes every other second, even on slowest speed.
>>
>>2138981
Convert your Mineral districts into others.
>>
>>2140263
>>2138981
no seriously tell me your mental illness? why are you actually playing and discussing this garbage?
>>
>>2098486
>What ruined Stellaris?
No strategy.
>>
>>2139157
Of course you can anon!
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>next DLC specifically targets the topical and gameplay material I most specifically enjoy a mod from
>current maintenance status of the mod is in question as-is

I will crash the fuck out if they fuck my shit up.
>>
>>2140263
I've just taken to running a massive surplus of energy at all stages of the game. My latest game I'm swinging between +4000 energy at 2290 and sometimes dipping down to sub 1000. You can sort of balance planets within themselves, but when your fleet undocks and suddenly loses its -70% upkeep modifier, things start to get iffy. There's not quite any feeling like having a fleet that dwarfs the rest of the of the game only to never be able to undock it due to costs.
>>
So what do you all think are the best civics now?
>>
>>2139846
>-They're still clinging onto the illusion that they can introduce all this *wacky content, but also balance it for multiplayer ?or someone who cares I'm not aware of?.
Yeah this is one of the major factors behind the game being bland and boring.
Instead of going balls to the wall crazy with certain mechanics and features they have to make sure those five faggots who play MP competetively are satisfied and dont complain about their precious meta being changed.
MP fags ruin everything for all.
>>
>>2134699
I still wish those pre ftl mods werent dead.
I wish we had an option of starting as pre FTL in space age with no space infrastructure, no surveyed home system and stuff.
>>
>>2140731
I think you even start with shield technology pre-researched now
laaame
>>
>>2140741
Lame indeed. And it all stems from muh competeitve gameplay and mp faggotry.
>>
>>2140743
although I understand why we don't start without FTL tech, depending on your starting system there could be little to nothing to do before you unlock it.

I like pre-ftl starts in say, distant worlds because you can actually slowboat it to the nearest stars if you stack range upgrades on a design, and it's funny seeing those early exploration ships being outrun by the new ftl ships when you do unlock it.
>>
>>2140748
I mean its true.
Pre FTL in Aurora or DW is fun because there is something to do with it, pre ftl in Shitlaris would probably suck ten kinds of horse dick.
>>
>>2098486
Paradox doing their shitty dlc stuff, which is why I pirate from any company that releases more dlc than actual games.
>>
>lovingly craft several fantasy race species
>start a game with only them
>play as the humans
yep it's stellaris time
>>
>>2098486
>they could never settle on a management system for planets, and every single one sucked (current one is incredibly unenjoyable)
>events events events
>every playthrough feels the same
It was always shit
>>
>>2140929
there was nothing wrong with tiles
>>
>>2139784
No? Or rather, it's the same in the sense that you "accumulate resources and then use those resources to achieve your goals." But now you have three true end-game conditions - conquer everyone, consume enough dark matter for the aetherophasic engine, and then do enough research to reset time. I would argue that for a megacorp, getting the Imperial Charter; and as the Emperor, beating back the end-game crisis are also victory conditions.

I don't need a screen that says "you win" in order to enjoy something.
>>
>>2140748
I think Stellaris should've had more FTL techs that limited your travel. Like the basic hyperdrive should let you explore your local constellation and some of the nearby ones. You should require the first hyperdrive upgrade to allow you to breach out of those systems and onto the next clusters, which should appear around 60-80 years in.

Wormhole tech would be what you need to fully unite the galaxy with large sections being separated by them, making accessing wormholes similar to what crossing the Atlantic was IRL.
>>
>>2141190
I don't know about that. I think the concept of the different drives was great, but poorly executed.

hyperlanes is kinda your "default" hyperdrive, it's reasonably fast and efficient but you're constrained to the lanes and if someone has the tech to see the lanes then they can pre-empt you

wormholes are limited in range, but I think it wasn't enough. I would have liked to have seen them be something you set up one connection per wormhole station, so each station connects to just one system in range, without that limitation it just ended up being better than everything else. having to build out that network of stations more would have balanced it better.

and warp drive is free movement, ostensibly the best one if wormholes weren't OP, but it should be slower, it's barely slower than hyperlanes, it should be way slower than it was

they also finally fixed that you could jump from any edge of the system, which was always stupid since you could just bypass all defensive systems then. but they only did it in the very same patch that removed the FTL drive options.

I would like to have seen the original FTL options balanced a bit better like this, with the limitation of having to jump from the same edge of the system/exact wormhole station location and actually having to fly through the gravwell to move. I think it could have been great.
>>
>>2141215
If I had the knowledge I do know and was in charge of developing FTL for Stellaris, I would've just redid the whole thing.

Make Stargates the primary way to connect systems together. They're hyperlanes but you have to build gates on either side. Ships without any FTL can use these to move around, and because they don't need a FTL drive, they have tons of space for other equipment (More guns, armor, etc). Upgrades to Hyper Relays later on, allowing a single gate to connect to multiple others.

Hyperdrives are used by science and construction ships, mostly for preparing nearby systems for building gates. Combat ships can still use them but pay a tax in power, not huge but noticeable enough that you'd rather have an FTL-less fleet if you can afford the slowness.

Quantum Catapult works like it currently does and similar to old wormhole stations, but it's one way. Still great for launching a fleet across space and doesn't require them to have their own FTL drive.

Gateways go away, replaced by point to point wormhole stations. Lets you cross a large amount of space, doesn't need built in FTL drives to do so. Wormhole stations are really expensive to maintain.

Warp and Jump Drives allow for travel between distant systems without hyperlanes or gates. Warp is slow to charge and very expensive to equip, so combat ships that use it are typically commandos, stealth capable, that sort of thing. They're for getting a small group behind enemy lines to discourage turtling on hyperlanes or for moving civilian ships around faster. Jump is the upgrade to it. Rapid use of the jump drive can cause a jump mishap, pulling the fleet into the Unbidden's dimension (You can see if you've jumped enough recently on a fleet that your next jump may cause this). Triggering too many jump mishaps is the only way to call the Unbidden. Warp is generally slow enough where it's hard to cause it, but still could with careless use.
>>
>>2139841
When that happened to me it sorted itself out when the next species upgrade happened. Wait a little and see if that's true
>>
>>2140248
>empire focus
Agreed, makes the game much worse and new players will never figure out how to find it before they learn the game enough not to care
>empire council
Can be interesting
>ascension perks
They only still exist rather than being replaced with something better because they're dlc, similar to how they had to work very hard not to provide too many megastructures
>social policies
Controlling your interactions with robots and xenos is useful, come on now
Go back to 1.0 I guess if you can't handle changes from utopia
>>
>>2140269
Shut your bitch ass up, fuckwit. Nobody's talking to you.
>>
>>2140269
paradox devs are finally back from their mandatory 2 month vacation pls understand
>>
>>2141326
Woah, you're right. Makes this origin actually playable lol.
>>
I tried a Space Fauna run. Are they going to update it now that Biogenesis is out? All variants you create not displaying the name of the variant in the shipyard builder is really strange. And it seems really OP from what I've seen. And how they don't grow from one stage of life to the next like how bioships do.
>>
>>2141502
>All variants you create not displaying the name of the variant in the shipyard builder is really strange
Must be a new bug. I never had that happen when I played them when they came out
>And it seems really OP from what I've seen
Inferior to bioships IMO
>And how they don't grow from one state to the next
they do. WDYM?
>>
>>2141190
I think that's the best part.
It's why I always go for spiral galaxies, so you're not completely surrounded by fucking AI.
>>
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>>2139724
>not watching 6 hours of Stellaris tutorials
you're not Stellaris material
>>
>>2139506
>-Megacorp: Wanna be a ruthless capitalist bastard, or a commie empire? This is the one. Also Ecumenopolis and stuff.
specifically didn't get that because I heard you can't get rid of the enemy Branch Offices.
Also with the Remnant origin, I'm the only one with Ecunomopols.
>>
>>2142218
You can only have branch offices on your planets with people you have commercial pacts with, except for criminal empires which can only maintain them if there's some amount of crime on the planet. If a rival megacorp has a branch office on another player's planet though, you have to go to war with an expropriation casus belli to remove them.

It'd actually be a really good way to extend espionage, where you could run missions against other empires' trade if you were a megacorp, but right now war is the only option to remove branch offices.
>>
>>2142218
>Also with the Remnant origin, I'm the only one with Ecunomopols.
Lmao that's gotta be a bug. Don't tell the devs about it.
>>
>>2142223
lol
don't make me worry now!
>>2142222
thnks for the tips
>>
>>2098486
Removing old FTL travel and removing planetary tiles.
Pre-2.0 had a ton of problems but it was still leagues above the fagshit that followed.
e.g. the late game lag caused by the new pop system because Swedish programmers suck ass
>>
>>2142325
late game was always laggy because the engine is single threaded and the scripting system is horribly inefficient
>>
>>2142330
Because it was meant for the old 1.0 pop system and that one worked fine and had very little late game lag.
>>
>>2142325
>Swedish programmers suck ass
Sweden is EU ground zero for woke
the OG autist Devs are highly likely long gone and either trannies now or other diversity hires

IMHO the main reason why they had to outsource to the new studio
>>
>>2142332
man I remember vividly posts on 4xg complaining about late game perf pre-2.0
>>
>>2142338
It was never good, but it got so much worse. Pre-2.0 most of the lag was graphical and only happened during the large late game battles. It didn't have that thing where normal days take seconds.
>>
Is Stellaris good yet?
>>
>there's literally 30 different DLCs now
I feel tired just thinking of installing them, why is paradox like this?
>>
>>2142617
>I feel tired just thinking of installing them, why is paradox like this?
If I ever feel like replaying it, I will roll back to the last patch prior to any DLC.
>>
>>2142626
1.4, now THAT was real Stellaris.
Coincidentally, I think that was also the last patch I saw the Prethoryn in a game.
>>
>>2142601
No, and it never will be.
>>
>>2142617
>>2142626
>>2142633
1.3 is where they fucked up random enemy spawning making the early game boring

imagine if a patch just fucked up barbarians spawning in civ and they just never fixed it and barbs weren't considered to be a part of the game anymore

joke of a game
>>
>>2142640
oh and 1.2 is the one where they made crisises spawn later, but be a bit stronger, but effectively they were weaker since you could build up much more in the extra time, so they just became a total non-issue

you can kinda fix that by making them even stronger in the galaxy settings I guess, but it's hard to know what's a good value without playing an entire game on that setting
>>
How's the modding scene these days?
Maintaining big mods for this shit game must be a nightmare.
>>
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>>2142617
>trying to add China in CK3
The heights of ambitious autism that Paradox aspires to are beyond our sight or comprehension.

No amount of code or hardware improvements will change this, just like adding one more lane will never fix car traffic.

>start a game of Stellaris
>five hours of my life disappears
>>
>>2142668
the game is still not really moddable, you can write events and add pictures, that's about as far as it goes
>>
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>>2142668
"Static" bits (graphic elements, 3D models, species, buildings, star systems, ...) and translations are easy enough and exposed via structured text files. The syntax is annoying though, debugging almost non-existent, and documentation sparse, incomplete and sometimes wrong.

"Dynamic" bits (events, "situations" and so on) are partially exposed to modding via the same kind of files. This makes the syntax and debugging even more of an issue. While powerful, not even Paradox manages to write them properly with their own internal development game builds.

The GUI is where it gets dire. This is essentially Paradox' first line of defence against modders making things like their DLCs but better, so most of it is hardcoded, and done so badly.

I'm surprised places like LoversLabs even bother modding the game. And the Chinese seem to like it too (pic related).
>>
>>2142640
>>2142648
v1.2 /1.3
when the fuck even was that?? 8 years ago?
now that's true autism, kudos
>>
>>2142648
>you can kinda fix that by making them even stronger in the galaxy settings I guess, but it's hard to know what's a good value without playing an entire game on that setting
Pretty sure you can adjust the time the checks for crisis spawns ("End Game Year") too.
>>
>>2142930
I will never understand the people that make or use fucking porn mods for stellaris.
>>
>>2142987
They are suprisingly fun with even new perks, expanded family stuff with empires that have kings and heirs and shit.
>>
If I'm a machine empire and the Galactic Council passes "A Defined Purpose", do I get the Rogue Servitor civic in addition to my normal three or do I have to replace one?
>>
all the different starts were a mistake, machine empire, megacorps, etc.
those should all be things that can happen to you during the game, not shit that already happened offscreen
but I guess they know the empire builder is more interesting than the actual game so adding like 20 options to that makes sense from that perspective
>>
>>2143046
They arent mistakes, the fact that everyhting plays the same is.
>>
>>2143058
it is a mistake because it takes away gameplay
a machine uprising actually happening on your planets is gameplay
a machine uprising happening offscreen in the description of your empire is nothing at all
>>
>>2143060
don't we have both of those options right now
>>
>>2143063
only because machine uprisings were in the game before different starts were
every other start added takes gameplay away by putting it as a start instead of something that can happen
>>
>>2143046
>>2143058
>>2143060
The galaxy should just be randomly generated at game start and you pick from empires that came about, it's foolish to have everyone start from a single planet homeland with a similar amount of pops on the exact same year. I should have the choice to play as a massive, sprawling, federated hivemind at game start or a single backwater province trying to be unnoticed while war rages around him. There does need to be less gestalt consciousness empires in games though, I swear half the empires that spawn are those.
>>
>>2142601
Never ever, but it is good enough.
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>>2143077
Make sure you have pre-FTL civilisations maxed out at the start to have the largest amount of choice.
Use the observer mode to run a pure-AI galaxy for a century or two, until it looks somewhat developed.
Grab a pre-FTL civilisation that looks interesting and take control of it.
Abort their "developing" situation (effect destroy_situation = this or something like that on the console, once you selected it) as often as necessary until you get to the FTL age.
If in the territory of some other civilisation, take control of it, and allow the territory to secede, then take control of your new one.
Save, exit, reload.
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>>2142998
In addition, but you don't actually get another slot so it will show as -1. If you ever wanna change civics then you will have to ditch one so make sure you have your optimal civics before the proposal passes..
>>
>>2143811
I gotcha. I wanted to do a run where I played as war robot remnants of a planet that nuked themselves to death. After losing their creators, the intelligence gained sapience over the centuries and has decided to preserve organics via enforcing order in the galaxy by becoming galactic emperor. I wanted to have it become more fanatic over time, starting with vassalizing threats, then forcing things into a hegemony, then emperor, and finally go Rogue Servitor.

Only reason I ask is because I'm starting with Tactical Analysis and Memorialist and will probably need diplomactic protocols to keep things running, so I don't think I'll have a spare civic slot to give up.
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Is the game playable now? Haven't touched it since late May.
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Is gigastructures still the most fun mod for this game?
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>>2144382
>spend decades making a systemcraft
>it gets BTFO'd by the Blokkats in seconds
>mfw
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>>2144456
You were supposed to have several omega tiers for the Blokkats.
>>
>Rubricator quest that gives you a Relic world to turn into an Ecumenopolis
>First League too
>Baol give a free Gaia terraformer
>Cybrex give a ruined ringworld
>adAkkaria give a ruined habitat
You actively HAVE to make this game hard on yourself.
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>>2144469
Oh yes, and let's not forget the new mini dyson sphere and super farms.
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>>2144473
>farms*
What? I meant mines.
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>>2144469
Just play an xenophobic, mono species tall build.

Makes the earlier game a lot harder because you get fewer pops and planets.

Of course, you'll just outpace any other empire later on, but that's because the AI is stupid and can't build worth shit.

I really wish they'd make the ai better so they could actually hold against a crisis.
>>
why would you ever make holo theaters when luxury houses does the same + housing and doesn't cost jobs
>>
>>2139846
The "old content doesn't interact with new content" is a problem you see across the board with Paradox's DLC. It's because you might have DLC A but not B, so when C comes out then A and B need to both be ignored.
I can understand Paradox makes money off of DLC whales, but this is destroying any value their company has.
>>
>>2144571
Unity. Pleasure Seeker civic. Those goofy civics/buildings that swap them for something else and give them bonuses, like the Holo-museums, Warrior Culture and Storm Devotion.

I think you can turn a Resort World into a horny colony with all that Pleasure Seeker pop growth, if you commit to it.
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>>2144571
Those buildings don't cost jobs, they give jobs (equivalent to +2000 amenities and +200 unity before upgrades). If you're thinking about consumer goods: Git gut.
Luxury houses were strictly better anyway before Paradox noticed and nerfed them in 4.0.22 or thereabouts. Yes, it took them over 20 updates to notice. You want more amenities than pops in general, so if your planets aren't too full yet, or you have a built-up resort world, they are often still good enough.
>>
Space hurricanes, really?
This game throws so much shit and busywork at you.
My next run I'm going to play with Utopia and Apocalypse and nothing else.
>>
>>2141502
>Are they going to update it
Never ever. It's DLC content, so it will stay in limbo
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>>2144571
Only in specific builds. The tiny amount of unity is not worth the jobs theaters steal.
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>>2144576
yea they have to make it work for people who don't own all DLC
which is fucking retarded game design that must take tons of work on their end..

Then it means you have a million different stat pages that don't interact... Stellaris is the worst for this, but all Paradox games get this way
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>>2144382
4.0 broke a lot of the features.
>>
I'm looking for a game like this but not raped nor belonging to by Paradox.
Any recommendations?
>>
>>2145535
Spore space stage.
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>>2145556
spore sucks ass though, it's not a deep game
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>>2145535
What does "like this" even mean in this context?
Real time space grand strategy? The genre literally doesn't exist, stellaris is the only one.
Real time space strategy games? There's a million but not really any CYOA-styled like Stellaris. The only other space 4X game with a realtime strategic layer is Sins of a Solar Empire and it's really nothing like Stellaris.
Just any sort of space strategy game with the CYOA vibe? Galactic Civilizations cornered that market hard decades ago but it's a stagnant franchise
Just any kind of space 4x in general? There are countless and a healthy amount have actual gameplay unlike Stellaris, but nothing really does the sandbox roleplaying CYOA stuff the way Stellaris does.

Paradox killed the space genre to make Stellaris. They have a complex web of patents that protects their monopoly and aggressively lawyer at anyone who tries.
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>>2145563
>Paradox killed the space genre to make Stellaris.
I just want a comfy space empire game... Stellaris gave me so much fun when it released and now it's a bloated corpse...
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>>2145535
kitty
>>2144576
I find it funny that Rimworld has DLC interactions and Paradox games don't
>>
>>2145569
>kitty
anon please answer the question I hunger for a game
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>>2145560
Endless Space 2 then, faggot.
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>>2145563
>Paradox killed the space genre to make Stellaris. They have a complex web of patents that protects their monopoly and aggressively lawyer at anyone who tries.
Proof?
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>>2145535
distant worlds
starships unlimited (old, but free)
any space 4x like endless space, galciv, stardrive
check explorminate, they always have good recs
>>
>>2118147
Why do countries like Israel, Britain, France, arguably Holland, etc have so much power when don't actually have a huge army or resources? Why did Vatican city?
>>
>complete purity
>game breaks completely due to infinite unity allowing me to unlock all the other traditions and ascend all colonies to tier 10 in a couple of years
???
>>
>>2145563
>Paradox killed the space genre to make Stellaris. They have a complex web of patents that protects their monopoly and aggressively lawyer at anyone who tries.
Source?
>>
>>2145661
not to be all 'jews', but...
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>>2145661
Because they once had large militaries.
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>>2145661
They had massive armies, and have still many alliances. Most importantly with the USA.
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>>2098486
It was always not very good. But it started out as a game with promise and potential, which Wiz ripped out in favor of balance. Its only real strength is building your nation and your race, but AoW4 is better at that now and the economic stuff that was Wiz's pride and joy is done way better by Vicky3. And soon it'll be done in a potentially actually good game, if EU5 doesn't suck.
>>
>>2145661
Because if the I in AIPAC stood for Iranian there would be a revolution.
>>
>>2145661
>Israel, Vatican
These are the holy nations of major religions

>Britain, France, arguably Holland
Navies, if you're talking about historically. In modern times their power is not out of proportion to their size and wealth
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>>2145661
The power of your military matters more than it's size. Britain's modern army is tiny but it can fight and win wars on the other side of the planet. Meanwhile countries with much larger militaries struggle to project power beyond their borders.
The hardest part about fighting well is knowing how to fight well. In the modern era where big peer wars just don't happen, most countries just don't really know how to fight a modern war, and humiliate themselves when they try.
>>
Just finished virtual megacorp and it was pretty fun.
>>
will infernals save the game?
>>
>>2146943
No.
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>>2146943
Why would they? It doesn't fix any of the major problems the game has. If anything it will just add more bloat that will make it even harder to fix the game.
>>
>build synaptic lathe
>refugees now welcome
>>
>>2099323
it works fine on this scale because the scale is the number of actors, all you need to do is just replace the distance numbers and call it a solar system instead of a galaxy
>>
every empire plays nearly the same this game is boring as fuck
>>
>Leaders now have +2/level unity maintenance
how the gl*rp are you meant to afford leaders now
>>
>>2147861
grim
it's over for progenitor hives
>>
>all the new advanced authorities flavormogged by bio/machine ascensions
>>
any 4.0 mod that adds a bit more ship variety/customization without being a bloatmaxxed abomination like NSC?
>>
How are you supposed to beat the awoken devouring swarm fallen empire?
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>>2146773
Virtuality virtual or Synthetic (organic ascension) virtual? My favorite build of 4.0 has definitely been the organic -> synthetic megacorp to civilianmax with Computation Core Focus. Incentivizes you to play tall, allows you to assimilate pops to reduce clutter, and has a decent flavor for roleplay, hedonistic capitalists living in digital nirvana.
>4.1 will lock Autocthon Monument behind a tech which requires Planetary Unification
>Computation Core Focus will give job efficiency instead of +output
Could have been worse, sometimes these patches totally delete builds I like. I think Synthetic Fertility will be the only way to go from here on, since the unity requirements are so much lower. The Computation Core change doesn’t seem too bad, getting +% research on the extra research your civilians were producing was nice but dwarfed by the amount you get from researchers. +Efficiency means more upkeep as well, but by the time you reach critical mass of civilians you can probably afford it.
I wonder if Memorialists (which will presumably still start you with a monument in 4.1) will become the civilians meta. Overall happy the build got a reasonable nerf and new civics to try.
>>
>>2148619
Synthetic fertility is busted as shit right now. You can research like all the tech in 6 years without even leaving your system.
>>
What do you guys think of Shadows of the Shroud?
>>
>>2148715
>all the tech in 6 years
I doubt I’m playing optimally but even focusing hard on tech it’s taken me decades to reach my first repeatable.
I usually bulldoze the Repository to kickstart my economy, is the +output you get from it that good?
>>
>>2148873
The devs reworked population numbers, raising it by like 100 times, but failed to account for the buffs this gives from the Identity Repository. I was getting like 3000+ job output, maxing out on food, unity, minerals, etc every month. Several thousand research in a few months. If you start building robots and synthetic you can just keep your pops uploaded and keep the ridiculous boost to production.
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>>2148909
Looks like they went back and divided it by 100 back in patch 4.0.5. What’s the max number of identities you can store? I know some events give you more, maybe it’s worth keeping around
>>
>>2149055
I don't know the limit, but it's at least your full original organic population.



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