[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/vst/ - Video Games/Strategy

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: capsule_616x353.jpg (71 KB, 616x353)
71 KB JPG
Is stellaris an RTS?
>>
>>2367712
Whatever it is I'd like if paradox stopped making it worse every couple of months
>>
No. No single Paradox games either.
They update world once per 24 ingame hours.
>>
The meaning of RTS kind of degenerated over time from the narrow scope of classic base-building games to basically anything you could call strategic and real-time. You might as well call it that.
>>
>>2367740
This. These are turn based games in practice, except the turns are on a timer the player has complete control over. The game is presented to you as though it's real time but it's all smoke and mirrors.
>>
>>2367740
rts upgrade world every frame
>>
It's an RtwPS
>>
>>2367712
pretty much and pausable
best of both worlds

>>2367740
have you ever even zoomed into a space battle?
>>
File: 1754493917702156.jpg (70 KB, 1016x572)
70 KB JPG
>>2367712
HURR DURR CHOKEPOINTS IN SPACE
>>
>>2367740
This, RTS actually doesn't exist because units move and fight per tick rather than per millisecond
>>
File: 1730838807613880.gif (2.94 MB, 404x392)
2.94 MB GIF
>They introduce the option to remove certain megastructures (Dyson Array, Arc Furnaces, Hyper Relays, Gateways)
>But NOT FUCKING HABITATS
>Look on the net
>"Oh you can le destroy le habitat with le planet cracker!!!!"
>Destroy the Habitat with a Plant Cracker
>It creates Debris
>Click on the debris
>YOU CAN'T FUCKING REMOVE THE DEBRIS
ARE YOU FUCKING KIDDING ME?
>>
Is this the Stellaris thread?
>>
>>2370134
this is a stellaris thread
>>
>>2367740
Eu5 updates the world every hour
fucked if I know why
>>
>>2368889
Retard. It's REAL time strategy. NOT compressed time strategy, or to-scale time strategy, or accelerated time strategy.
>>
File: Anime_AutismPsycho.jpg (197 KB, 640x647)
197 KB JPG
>>2367715
>>2369189

I don't see people commenting on it enough, but the Vivariums have been bugged, bugged in a deeply fundamental way that breaks the DLC, for like +4 months at least. I've seen some people say they've been bugged since 4.0's initial release.

>How are they bugged?
Basically what's happening is: you capture a space fauna and it'll mature and reproduce normally, but none of its' children will. The initial space fauna spawn/reproduce and then then the spawn just get older but never mature nor reproduce. They just become old children. Their science/food/mineral values also bug out becoming a ?. This eventually leads to a point where the auto-cull (the Vivarium either auto-culls or perhaps space fauna have lifespans I'm not aware of?) will kill all of ALL your stock and you'll be left with an empty Vivarium - making it very difficult to attain better genes and basically impossible to keep a *collection.
Which is fucking dog shit and inexcusable since the capturing space animals thing is like the bulk of the dlc.

*With that said the Vivarium was always fucking shit and lacking even the most basic house-keeping features:
-You can't cull multiple specimens at the same time. You have to individually, manually, select specimens and cull them one at a time. This becomes insane tedium with Amoebas and Whales because they shit out dozens of spawn at a time.
-You can't necessarily 'save' or 'favorite' stock/specimens. What I mean by that the Vivarium's purpose is to ultimately produce only "Legendary Quality" specimens: any lower-quality stock will eventually be groomed/culled out of the Vivarium. This process makes it impossible to keep lower-quality stock (which I get. It's a pointless rp novelty).
-I don't think I've ever seen, whether in-game or in forums, anyone successfully breed the Voidworms in captivity? I don't know if it was ever possible?
>>
Is OP retarded?
>>
>>2367740
>>2368889
>>2370240
Under the hood, SupCom works in 1-second sim beats. Everything you see with units and projectiles moving smoothly is just visual interpolation. "Real"-Time Strategy is an illusion.
>>
luv stellar’
simple as
>>
>thread is filled with people just realizing time is an illusion and there is no "real" time
>>
>>2370583
>vivariums
People are commenting just enough. There's a reason nobody cares about them, and it's not because they're nonfunctional
>>
File: 1775005437296698.jpg (138 KB, 981x719)
138 KB JPG
>>2367712
>>
>>2370583
I wouldn't know because I just turn that DLC off.
>>
>>2370757
>>2371591

Please stop being mean to the niche game mechanic I actually like.
>>
Why does the economy just crap out out of nowhere in this game. I have like 300 hours and mid to late game I’ll do almost nothing new or crazy and suddenly my economy collapses and I have massive deficits of everything despite making a ton earlier
>>
I miss the times when hours played was just a shitty joke and not something mouthbreating retards took as anything resembling a relevant metric.
>>
>>2372388
You’re retarded.
>>
>>2372361
I'm fine with economic collapses happening but the game needs to explain to the player why it happened when it does
>>
>>2370608
Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
A realtime strategy game checks the status of its simulation once per sim cycle and resolves all interactions within the simulation simultaneously. The simultaneous check and resolve paradigm is what makes it "real time" in the context of a computation.

Stellaris, and by extension most other paradox "real time with pause" games do not do this. They have frequent sub-second sim ticks which resolve queued inputs, slower once-per-second state checks which check the status of some elements of the simulation but not all of them, and then an infrequent "end turn" tick (a month in stellaris, a day in HOI, etc.) that resolves all the queued status updates that have accumulated over 30 ticks of checks.

The important aspect for a game like stellaris is that the day-ticks basically don't check or resolve anything except UI elements, so time only actually passes at the 'end turn' tick of each month. If you do something at the start of the month, it will take 30 days and then complete. If you do it at the end of the month, it will take 1 day and then instantly complete. Underneath the hood, stellaris functions like a turn based game that just has a built-in time limit on your turn, and then a lot of very complicated and resource-intensive rigging goes into giving the illusion that those 30 ticks of the clock between end turn checks aren't irrelevant.
>>
It's a disgusting, broken, mismanaged blob and once every month Paradox slaps a stickynote to the blob that is supposed to be "content"
>>
>>2372526
It’s actually a good game
>>
>>2372526
Try once a year but yeah, piece of shit.
>>
File: nvr give up.jpg (68 KB, 811x1024)
68 KB JPG
>>2371248
this is the way
also fuck cyber fags
>>
File: bitch.png (1.15 MB, 1024x1024)
1.15 MB PNG
>>2372361
you're not one of the retards who, with his ancient save running autoupdates without noticing?
if not,
that's kinda the part I like about this autist central of a game.
>>
>>2372361
Obviously your economy is collapsing because of something you did.
If you're playing on an up to date version the issue is probably "logistics"
If a planet runs a deficit of a resource (ie a forge world negative on minerals) then it consumes logistics to represent the deficit being met by transporting that resource from elsewhere in your empire.

Your fleets also consume massive amount of logistics upkeep whenever they're not docked at port, and even more when they leave friendly territory. If you run a big enough logistics deficit then that 'supply chain' supplying upkeep resources between planets gets prorated, which is probably what's causing your eco to crash.

And yes it's stupid. The game doesn't display anywhere what your logstics needs WILL be when you move your fleet so it's fashioned deliberately to blindside you.
>>
>>2367715
i'm still very salty about them killing all the FTL means because they were to lazy to balance it
>>
>>2372361
vassal economic collapse is usually what does that for me
would be real nice for a factorio-esque production graph so you know what the fuck is happening at a glance
>>
>>2367712
Technically there are turns
>>
>>2372676
What the fuck is logistics and where do I see it. I haven’t played this game in like 3 years
>>
So when are they going to fix the fleet ai they broke in the recent reworks? All of the AI modders have given up so there aren't even mods to fix this shit anymore.
>>
>>2371903
there so many game mechanics that I don't engage with, and they've all been added in the previous two years

storms, specimens, astral rifts, the space fauna/beastmaster bullshit, the crisis paths
>>
>>2372947
Trade
>>
File: indecisive.png (266 KB, 710x484)
266 KB PNG
huh
realistic
>>
>>2373279
>the duality of Zhagios
>>
Are voidworms always meant to be this annoying?
Why the fuck do they even exist
>>
>>2372487
>Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
No. Put a UI mod in that triggers on sim beat in a way that you can see. You'll find it's 1 second intervals, or slower.
>>
>>2374024
To justify a dlc. The game has reached the point (a while a go really) where you have a better experience by not enabling every dlc and being selective instead.
>>
>>2374043
I can believe that.
But Im curious, what would (You) recommend disabling?
>>
>>2374049
I'm experimenting a bit myself since I haven't played the game a huge amount, but generally the dlc that just add side mechanics that don't interact with the rest of the game in any meaningful way. Stuff like the astral threads with their menu of "click a button every x months to enable a modifier" or the archive dlc. I do wish their was a way to keep the flavor events/archealogical sites while disabling the rest of the dlc content though.
>>
>>2367712
>Is stellaris an RTS?
No.
We use grand strat/4x hybrid for it.

Keep in mind that Video Game genres aren't scientific constants.
Things like real time vs turn based is usually understood without controversy, but a lot of other things are based on convention, genres are also more than the individual words in their names.
Stellaris doesn't fit into the conventions we've used to identify RTS in the past, and instead fit into other genre conventions.
>>
>>2371903
>>2370583
>>2371591
>>2373239

Another patch and it's still fucking broken.

>>2374024
>Are voidworms always meant to be this annoying?
>Why the fuck do they even exist

I kind of like how they cull the excessive Comp pops around the mid-game point. They're an interesting Galactic threat because unlike the end-game threats they won't capture spaces or genocide civilizations. If you ignore them or don't do anything pro-active about them they'll wander around half'ing entire populations and destroying enclaves.
>>
>>2374080
Ok but is it an issue of luck or just high year mid game start?
Because in 3 games I've had 2 nests popping nearby and when they go crisis mode they roll over my empire.
Skill issue or what?
>>
>>2374096
Probably still balanced for the old economy, with the developers usually playing with fauna turned off because it's all annoying and doesn't add much. It was intended to be a second great khan. When I first met the khan, I actually had to surrender to him because he was that powerful. Power creep has nullified that concept
If you generate a rough map, the voidworms can very easily outmatch every empire's entire fleet with each troika. Turning back midgame start is the solution, but it has obvious other problems
>>
>>2372472
I'm retarded and made that post thinking this thread was about EU5
I suppose that does sort of still apply though
>>
>>2374078
Multiplayer is played like an RTS
>>
>>2374339
It's plays in real time, but there's more to RTS than the components of the acronym.
>>
>>2374358
I'm saying it plays like an RTS game and not a grand strategy game. You get your resource numbers up then build units and go kill other players. This is the only way to play this game, it has no other core mechanics, everything else you're about to tell me is a gimmick for singleplayer roleplaying.
>>
>>2374096
Void worm plague is basically balanced to punish you hard for playing too greedily but they've always been annoying because it feels like they're balanced around hyper minmaxed PvP autisms version of greedy and punish unoptimized casual play by extension
The bright side is that they kill your planets very slowly, so you can just hunker down and wait for the Event bar to tick down if you got caught out.
Technically, their fleets are much easier to kill compared to the Khan's, but they're more annoying because they're so aggressive so you have less time between the message appearing and your systems getting fucked up with which to prepare.
>>
>>2374364
>I'm saying it plays like an RTS game and not a grand strategy game.
Well you're wrong in saying that.
Pretty much any regular player of rts games like age of empires, starcraft, command and conquer, won't recognize Stellaris as their peer, but they will all recognize each other as peers.
it is not useful describing Stellaris as a game genre that it doesn't fit into, that their developers aren't trying to fit it into, and which there's very little overlap with.
>>
I don't understand why I need a separate ship class for each time fauna ages up
they literally implemented proper aging with bioships why can't fauna have that system ffs
>>
>>2374530
Because paradox hate parity just as much as mojang do. It would destroy their swedish honor to make two things that are effectively the same work the same way. How could they face their families after making things make sense?
>>
File: conquest.jpg (68 KB, 1192x670)
68 KB JPG
How difficult would it be to recreate the Viltrum Empire in Stellaris? Would it require biological ascension?
>>
File: Viltrum.png (721 KB, 1033x749)
721 KB PNG
>>2375555
>Viltrum Empire
the social part, pretty easily
you can even make them superstrong, but nothing like how retardedly OP they are in the comic
>>
>>2375627
What about the appearance? We need the Freddy Mercury haircut to complete it or the Nolan style
>>
File: valtrum.jpg (233 KB, 1053x761)
233 KB JPG
>>2375638
that you need to mod yourself
we only got these OG scrubs and niggers

those alien mofos and their outfits are the closest you can get to capeshit
also that reddit selection I found makes no sense anyway,
this would be my preferred choice

fuck,
I might actually play the bastards
>>
File: Argull.jpg (217 KB, 1045x755)
217 KB JPG
>>2375696
though, holy shit
actually playing these RP selections looks like a handful
>>
Did system with blackhole just become more rare in new update?
3 games in and system with blackhole isn't anywhere close to my starting point(12 jumps).
>>
>>2376320
I got 2 in 6-10 jumps, 12 sounds kinda OKish depending on the galaxy size.
Though started my current big galaxy with the first 4.3 patch.
>>
>>2367712
No. RTS is a highspeed strategy game that doesn't favor you pausing the game inbetween decisions. It forces you to rely heavily on your skills of reaction-timing and prioritizing more important tasks over distractions.
Stellaris is a grand strategy game because it includes domestic mechanics like stability and internal politics. It also allows you to pause the game and tweak things around for efficient and desirable outcomes. It also puts a greater emphasis on details and generally redraws borders between nations, whereas RTS games do not.
>>
>>2367712
RTS with a pause button.
>>
>>2367712
Only in the same way dark souls is a jrpg
Technically yes, but actually no.
>>
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-416-quality-of-life-improvements.1916931/

https://www.reddit.com/r/Stellaris/comments/1sn06zr/stellaris_dev_diary_416_quality_of_life/
>>
File: station.png (433 KB, 924x759)
433 KB PNG
>>2379539
some pretty neat upgrades in this one, especially to the Grand Archive DLC
Also making Disruptors great again, or at least not suck completely anymore.
>>
>>2379539
>tabbing through starbases
fucking finally. also i swear that already used to be possible in a really old version
>>
>>2367712
In multiplayer, yessir absolutely
In singleplayer, no
>>
>>2372683
That's the shit I originally bought the game FOR
>>
I was thinking... if the game only lasts 300 years in length and we are only 174 years into the future from today... how the hell does that make any sense? The galaxy feels old but just a few centuries of your own timeline kinda breaks immersion. For some context, Frank Herbert's Dune takes place 20,000 years into the future and Warhammer 40k is set in the 41st millennia. I know this is just fiction but what was paradox thinking? You cover more time in Crusader Kings!
>>
>>2380084
You're not wrong.
Guess it's the simulation engine in general that's driving the game's fast pace.
You can dial up the many time sliders and switch off end game cutoff, for a more "realistic" experience.
>>
>>2380167
Well just an update... as someone who is not a star trek fan, I looked up the timeline of star trek and it turns out that star trek takes place like years 2200-2500 LOL... they literally copied star trek
>>
File: Spoiler Image (581 KB, 1089x809)
581 KB
581 KB PNG
Found a new exceptional specimen
thoughts?
>>
>>2369189
I play with no DLC so I don't have any habitats.... imagine spending money for expensive DLC and then being cucked by it LOL
>>
File: Rayimp.png (1.14 MB, 1292x933)
1.14 MB PNG
>>2375627
There are some mods that add retardly OP traits, I never use them to start a playthrough but once I hit Biological Ascension I always go wild with them.

>>2375696
Which mod adds that portrait?
>>
I've just started playing Stellaris again after not having played since before 4.0. Can someone point me to a guide on how to run an economy now? I fucked around with machine empires and arc welders origins which let me largely avoid planetary economy, but now I'm trying a standard race and don't have a clue why I can't make shit for alloys or science.
>>
File: resources.png (157 KB, 642x376)
157 KB PNG
>>2385309
Are you maxing out your automatic trading? Also keep in mind you need trade to move resources around from your resource worlds to your higher level industry worlds. And make sure you research the specialist labs as soon as you can and build them over the regular ones. Aside from that there's not really a special trick, you just colonize and build. Robot workers are also good to get.
>>
calling Stellaris real time would be like calling a series of photographs you took once per day at noon a real time movie

if it's necessary for a game to tell you what unit of time is passing (ie: a daily, monthly, yearly tick) it's probably not real time because real time is just occuring and doesn't need to be explained to iterate coherently, even if it can be measured by watches
>>
>>2385464
yeah because starcraft doesn't have an in-game timer that everyone uses to gauge relative player positions and figure out build orders
>>
>>2385473
You're describing a watch retard learn to read
>>
>>2385440
I think I'm having trouble getting pops quick to fill worlds since I'm a xenophobe without huge pop growth bonuses. It's not like being a robot where every world is shitting out dozens of pops each month and it's easy to colonize any planet. Once I got clone vats, things improved a bit.

I'm a spiritualist, xenophobic, and authoritarian faction, and I feel like priest don't do anything worthwhile anymore. I took the trait that let me make noble estates, so most of my worlds have one of those and I don't even have priests except from my capitol building. Almost all of my industrial production goes to consumer goods too, so I'm not sure if I should've taken a the trade path and had it where trade paid some in consumer goods instead of energy credits.

I'm 100 years in and I only have about 70 systems in a 1000 system galaxy, which isn't too terrible compared to others but my diplomatic score is awful. I can't sustain a very big fleet because I can't get enough alloys and my economy score is nowhere near everyone else's.
>>
>>2385517
xenophobe literally comes with bonus pop growth
the main thing to know is that you shouldn't colonize low hab worlds, not even 60 percent. its really gotta be green. Pop efficiency and minimizing pop upkeep matters way more now that the margins have shrunk. Slapping a bunch of colonies on 50 percent hab worlds (lets assume you are subterranean origin for example) is an easy way to crash your midgame economy because those pops use 50 percent more consumer goods etc and produce 25 percent less crap. its a raw deal.

also, empire size matters a lot more now, and pop growth doesn't slow down until the planet is almost full. So you really want to colonize you guaranteed habitables, and then only colonize high hab worlds after you start to fill up your capital.

taking fast breeders helps, rushing cloning vats helps a lot. not much else you can do though.
>>
>>2385517
Also with the reshuffling of empire size ascension perks like imperial prerogative can translate into an instant 10-15 percent discount on tech and traditions which matters A LOT.

And finally the best way to bootstrap an early game eco is invading all the preftls you find. Playing as bodysnatcher hivemind or just regular old xenophobes with slavers are great builds for this. Once you stack the slave processing facility and the starbase building for slave output you can have the preftl slaves be the backbone of your basic resources eco while you convert all the districts on your homeworld to city districts.
>>
>>2385088
>Which mod adds that portrait?
uhh, none?
can't use mods because launcher doesn't work for me
it's Humanoid, maybe you didn't buy the DLC if you don't have it
>>
>>2367712
If it's a multiplayer match, yes
>>
The performance, has it been at least somewhat fixed?
>>
>>2386567
it was for a little while
and then they fucked it again kek
>>
>>2386581
Urgh

I haven't played for over a year, waiting for the damn performance to go back to an actually playable state.
>>
>>2386583
it is, don't know what that fucker is talking about
>>
>>2386567
the performance is a million times better on 4.3
>>
>>2386653
>>2386664
Is it? I tried to research some more, and it seems like all of the "improvements" only really appear on high-end PCs anyway
>>
File: 7xnXbEAAf_07.jpg (384 KB, 1280x3072)
384 KB JPG
>>2386697
it shrimply runs better on my machine
and multiplayer is much more stable too
>>
File: Log OLD.png (993 KB, 1546x1010)
993 KB PNG
>>2386697
I'm running it on my trusty Win7 potato and the boot up alone has gone from literally 5mins to now 30sec!
Even in early game the ticks are faster
and the new inbuilt ship reduction has obvious effects on late game too.

Just try it out or maybe wait for the upcoming new Facelift.
>>
File: Log NEW.png (432 KB, 1079x684)
432 KB PNG
>>2387079
updating that clunky Situation log is something I'm actually looking forward to the most
it's a major interaction point with the game and it's really bland and cluttered
>>
>>2386698
Too bad they had to undo all of their AI improvements and make it even more braindead than before to get those barely noticeable performance improvements.
>>
Stellaris finally clicked bros
I'm playing a basedboy empire of man xenophobe with reanimators and am pretty stoked
Any must have mods I should check out?
>>
>>2387290
UI Overhaul Dynamic, I literally can't play the game without this anymore
ACOT for bonkers techs
Gigastructural Engineering for LARPing as MPA from Orion's Arm
Planetary Diversity along with its submods
Lustful Void
>>
>>2387302
>UI Overhaul Dynamic
NTA but I hate how i literally can't use this because I'm playing on a laptop and it isn't big enough. This sucks because a lot of mods require it.
>>
>>2387464
lower the ui scaling dummy! 0.7-0.8 and it fits rather nicely
>>
File: imageforants.gif (27 KB, 24x20)
27 KB GIF
>>2387468
>lower the ui scaling
>>
>>2387290
Thank you Paracuck.
>>
>>2387121
the ai just somehow has no idea how to balance an economy despite literally being a computer and having the theoretical ability to algorithmically optimize
>>
>>2385517
>authoritarian
Shove a thousand pops onto every new world and they'll start breeding soon enough. Wait until you've built enough jobs for them though, otherwise they'll run home
>noble estates,
Trash, nobles do effectively nothing when you need real resources. Don't bother with them unless you have stability problems or you're ready to start spamming unity (never, since you're spiritualist and priests are perfect for that role while using fewer consumer goods)
Every noble uses 1 cg, while every worker uses iirc 0.1
>my diplomatic score is awful.
That's a consequence of being authoritarian. Don't worry about that number because it takes pop political power into account. Machines have much worse but usually you have enough to make up for it. Care about how many pops you have compared to everyone else. Care about technology level. At 100 years, care about planet count because planets are production, unless you're doing some weird build the ai won't attempt
Keep in minds that authoritarian is very much weaker than democratic, because democratic gets tons of free unity from factions. Around 30 years, i measured it to be about equal to what I was producing normally. When your spiritualist faction is created, support it and you'll get a couple of dozen unity per month
>>
>>2380084
It's been 123 years since two bicycle repairmen worked out self-propelled flight. We now have Ray Bradbury-like rockets that can go to space and land on their ass, and we probably would've had them decades ago had governments not turned into welfare/make work sponges. Technological development has a tendency to work in terrifying fast bursts. The only truly insane tech you have at the start of the 2200 date (aside from ridiculously fast sublight speed, but that's more of a gameplay thing) is FTL travel, which is kind of a necessity for the game to exist at all.

Besides, the whole thing with Stellaris' universe is that everyone keeps either killing themselves through some crazy tech or another, or wiped out by some galaxy-wide cataclysm cyclically.

Neither Dune or 40k are even remotely realistic in the makeup of the universe. Just the fact that fucking everyone tacitly obeyed the "no space-folding AI" rule for millennia in a feudal fractured society that had no way of monitoring such tech but had GALAXY UPENDING incentives to developing it by breaking the Navigator Guild monopoly is a massive hand-wave by the writer.
>>
>>2387631
we could have built the falcon heavy in 1971 if there were no blacks in the US
>>
>>2387482
The AI is literally just a script that is fed some modifiable parameters as variables, therefore if whoever created the script and/or supplied the parameters is a retard, the AI won't be any better than the retard, no matter how many potential resources for calculating it has, not to mention the actual efficiency of its calculations is also dependent on the script
>>
>>2387302
Lustful void looks pretty gross and cartoonish
>>
>>2387848
And in practice strategy game AIs usually just follow a strict preset template rather than actually "making decisions" algorithmically, because no dev wants to dedicate all this exponentially scaling computing power to the NPC opposition.

Paradox games are all deterministic, so if you gave an NPC empire a theoretically optimized template build it for its empire/build order/fleets would just be a higher and higher wall to climb to meet the arbitrary number check for the player to succeed, until success becomes mathematically impossible. Sheepsmod for HOI4 demonstrated this pretty well and Stellaris just blatantly has far less possible micromanagement possible to influence the outcome of combat.

So to some extent the AI has to be stupid because a mathematically perfect AI would just demand mathematical perfection from the player. And frankly once you stop pretending Stellaris is a roleplaying game and treat it like a deterministic optimization puzzle, all possible fun disappears very quickly.
>>
Noob here. Went with the overtuned origin to get a race of super smart and stronk space bros.
My question: how do I get biomorphosis to start unlocking and going down the tradition trees? (I think that's how ascension works?)
>>
>>2388122
You unlock the ascension paths after taking some ascension perks (overtuned can go bio ascension right away but I think they removed that)
you get ascension perks by filling out a tradition tree
after you finish the bio ascension situation (you get to pick the 3 different paths) you get access to that ascensions tradition tree
>>
>>2388148
Forgive my ignorance but what I'm seeing is I need to fill out any two tradition trees first
These give what are called "ascension perks" (?) and then I should unlock the biomorphosis situation that allows me to pick one of three related tradition trees?
>>
>>2388170
three actually, because you need to use your 3rd slot for the ascension path
>>
>>2388178
Gotcha, so I complete three tradition trees (which I need to pump unity to purchase), can purchase ascension perks after each one I complete and then after the third tradition tree is done, I should be able to get biomorphosis?
>>
Alright, let's say I might be wanting to get back to this after not having played for like 2 years

Now consider that I can't really get the really performance intensive mods (the last time I tried, it got so bad towards the ned it was taking minutes for the unbidden to cross a singular system at max speed)

What do?
>>
>>2388183
Yes. New ascension is a bit more convoluted than it used to be, but for Bio:

-Complete 3 Tradition trees, get two Ascension perks (whatever they are) and select Biomorphosis as the 3rd.
-This begins the Ascension Situation, which you advance by doing a couple of things the game will tell you, mainly building those new labs that will get unlocked.
-This will also unlock the bio ascension path you need to pick (Purity, Mutation and Cloning)

This is a bit complicated but the way it works is that during the situation, you'll get three choices at three points, between Purity, Mutation and Cloning. After the situation ends, you'll get to pick one of the Tradition trees so long as you picked that choice once (So if you picked 1-Purity, 2-Mutation, 3-Cloning you can pick any of the three, but if you went 1-Purity, 2-Purity, 3-Mutation you can't pick Cloning)

The Tradition tree you pick will have two normal tradition perks, plus three flexible ones depending on the picks you made See: https://stellaris.paradoxwikis.com/Traditions#Biological_ascension_paths.

If this seems too confusing, just pick 1-Mutation, 2-Purity, 3-Mutation and then the Purity tradition tree. It's probably got the best bonuses. Cloning kinda sucks.
>>
if you got to design the next dlc to fix this game, what would it be?
>>
>>2388448
Nothing. They need to go to Stellaris 2.
>>
>>2388448
I think everyone has been asking for an Internal politics overhaul for a while now. Maybe a DLC that expands on the potential variety of governments types available, alongside a free update that adresses improvement of internal politics?

Basically. I'd like them to make Stellaris less like Stellaris and more like the Paradox games people actually like.
>>
File: s10.png (823 KB, 1352x762)
823 KB PNG
>>2388448
we already had hints about more pop shenanigans
also a teaser for a new O'Neill Mega(Kilo?)structure habitat just dropped too
>>
>>2388044
stellaris isn't actually deterministic there is a very high degree of variance in starting conditions and especially conditions on planets
the ai needs to be able to account for the fact that one planet has gas and + food output while another has the portal research area. that involves calculating what the ai wants, and where to build stuff/resettle pops to get the highest yield
currently the ai just doesnt do this so under the new much more difficult economy it totally flounders
>>
>>2388301
Thanks, king
>>
>>2388510
Also don't start three tree at once.
The more tradition trees are open, the less unity you are getting.
In early game this breaks your back, especially when you bought too many high level scientists leaching unity too.

For that reason alone my goto 2nd trad is now always
>Commerce
for "Marketplace of Ideas Trade Policy", converting energy to unity.
>>
>>2388740
In my current save, I went exploration, filled out a few, then supremacy, filled out a few then grabbed prosperity and haven't touched it.
Just filled out supremacy and grabbed the unity ascension perk.
I'm playing a warmonger who hasn't yet done any war.
I have no clue how to build the ships but maxed my 155 capacity with a ton of corvettes with plasma throwers and auto cannons and am about to shit on my neighbor hopefully. Not sure how to build out destroyers or cruisers
>>
Ope. Actually have to start this >>2388850 over because crusader spirit means I can only do liberation wars...
>>
>>2387302
>>2388033
What is the Lustful Void mod?
>>
>>2388904
sex
in space!
>>
So what's the current meta for habitats? The resource output seems a lot lower than the last time I played even in systems with a lot of districts.
>>
>>2388966
>So what's the current meta for habitats?
dont, they suck now and have since before 4.0
>>
>>2388865
You could reform out of Crusader Spirit later on. it's not uncommon for people to play nice with everyone early on while you build an economy and then turn to galactic conquering once you're far enough ahead.
>>
>>2388966
Basically the only reason to go for habitats is to spam fortresses for naval cap since it's a waste to build those on planets now.
>>
>>2389014
habitats really should be 15 empire size
>>
>>2388966
if you need a rare resource you build a habitat over a space deposit of the rare resource to mine billions of it in a pinch
this is extremely useful when for example your only gas planet is also your betharian planet
>>
>>2388998
I'll try that
Do you know where I build a shrink space depot?
And any guide suggestions on good ship builds? Or should I just missile spam on my big ships?
Sorry for all the questions. There's too much shit in this game
>>
>>2388469
lucky you, anon
>>
>>2389057
>Do you know where I build a shrink space depot?
Assuming you CAN build them at all because either you got one from the minor artifact gacha or Cosmogenesis, you can build them in the resource-specific districts.
>>
wow more bloat
wow game will still run like shit
wow epic
>>
>>2388448
>if you got to design the next dlc to fix this game, what would it be?
internal politics and it will be mildly unhelpful at best and absolutely debilitating at worst for single-minded empires forcing every planet and system to rebel if its ignored, while we gestalts get absurd bonuses to everything as a baseline and only getting more and more powerful as the game progresses
>>
>>2388959
Where can I find it?
>>
>>2389057
Missiles kinda suck. There's videos on youtube that'll tell you what the best builds are through testing if you want to spoil yourself, hardly necessary if you're playing against the AI.
>>
>>2389190
Got it through artifact gacha. Looks like I have to specialize a resource district before I can build?
>>2389287
Yeah, just playing SP. Good to know. I'll just play with what I think is cool, which is BIG GUNS in space
>>
>>2389301
Yes, though the vanilla Technician/Mining/Farming districts are enough. You just need to build at least one district of that type to be able to specialize it, and that in turn unlocks the special building slots.
>>
>>2389057
>And any guide suggestions on good ship builds?

If you're on low difficulties, just spam the biggest ship you can. Kinetic Artillery is better than lasers at baseline level for a number of mathy reasons, but it's so much easier to spam Physics tech that eventually lasers end up winning out in the (quite) late game. The actual meta right now is Launcher spam, but that takes some fiddling to get right.
>>
File: tfw comprehend.jpg (95 KB, 720x909)
95 KB JPG
>>2389316
>the actual meta right now is Launcher spam
>we are back to torpedo corvette spam
>>
>>2389323
The really good ones are the Psionic ones though, and they're better fielded from Cruisers, unless you wanna try stealth frigates engaging from point blank.
>>
>>2389231
Bro just Google it
>>
>>2389287
missiles are really good early-mid game and torpedo frigates are excellent for busting starbases
gunship destroyers with missiles and artillery computers completely shit on plasma/autocannon corvettes (the current early game meta)
however, it is something that can be hard countered when the enemy deploys their own fleet of destroyers with plasma and 3 pd each. or if they use carriers for some reason
>>
>>2389402
if for some reason you pick up the scourge missiles they are a useful endgame weapon too
>>
File: Broken Lords.png (1.36 MB, 960x762)
1.36 MB PNG
>>2388496
Fuck is this Broken Lords looking ass?
Endless Universe collaboration?
>>
File: FyBhpM7WIAQvEGE.jpg (49 KB, 800x800)
49 KB JPG
>>2389372
First page even, Zaarclan have mercy on our souls.
>>
>>2389094
nevermind its external politics LOL
>>
Is it worth colonizing low habitability planets if there is nothing else available? Or is it better to just wait for terraforming techs?
>>
>>2389578
Not anymore. The low-hab breeder world strategy is dead. You're not supposed to colonize new worlds after your starters until your present colonies have enough population to fuel their own pop growth (so 1k minimum, 3k preferably). Otherwise you're just wasting resources on planets with complete shit production and high consumption. You'll probably have Terraforming by then.
>>
>>2389585
this
due to pop growth mechanics with the curves, you want surplus pops to settle new worlds if you want to be efficient about it
I make an exception for relic worlds because those are just S tier no matter what
>>
>they still haven't fixed the planet interface breaking after CARE takes over the planet
>or fixed that CARE take over the planet without a fight in the first place
>>
>>2389881
I didn't know CARE could even do that. Every time I meet him he's my friendly little genocidal robot nigga.
>>
>>2389578
1. the pop growth curve got rebalanced so the highest pop growth/pop is now around 1000 instead of starting at zero and going down from there (ie most efficient to spread pops out as much as possible to absurdity)
2. cloning vats and pop assembly still benefit from mass-colonizing as expected
3. since all the margins on the economy got shrunk it's less economically viable to populate low-hab worlds at all. if you for example go subterranean and colonize a ton of 50-hab planets your economy will probably collapse in the midgame as those planets fill up and start demanding consumer goods. its hard for ~50 hab planets to produce more than they consume under most circumstances

so basically it depends on your build. if you want to mass colonize for cloning or pop assemblymaxxing, then take adaptability and basically stack habitability bonuses in general
>>
>>2389947
>>2389578
one thing I forgot: the 25 flat empire size from every planet is a very steep price to pay for ~3 pop growth (assuming cloning vat + neglibible growth from the initial colony pop)
the typical happy middle ground is either playing a build that stacks habitability and empire size modifiers (subterranean lithoid hivemind with the two empire size civics for example) to enable lots of colonies, or staying on your starting 3 until they are starting to fill up before expanding
>>
>>2389913
It happens if you tell him that you're going to destroy him. No idea why it doesn't just spawn hostile armies and start a battle like the sentinels do, but I managed to fix it by commenting out one line in the event.
>>
>>2372683
You mean how they added two more in addition to the original 3?
>>
>>2367712
>No Homeworld on the RTS board
>not even Deserts of Kharak or god forbid, HW3
>only ctrl+f result is a tangential remark in a star wars thread on page 9
>meanwhile on page one: "iS fOuR eCkS aN aRr TeE eSs????"

This board is extremely gay.
>>
>>2390077
They removed two of them anon.
>>
>>2370583
oh that happened to me lol
i didnt know it's a bug
>>
File: tartaria.jpg (194 KB, 959x1230)
194 KB JPG
>>2390102
and yet you're here

btw, this retard thread is just recycled as the current Stellaris general
nothing fuckn special

>>2389483
yeah, weird AF
let alone the other DLC
>WILLPOWER
WTactualF is even that??
>>
Whoever designed and wrote the Cetana crisis should be shot. What's the fucking point of a crisis that has you unable to fight back for most of it's duration? It makes no sense that you can't fight back immediately.
>>
>>2390991
It still frequently bugs out, too
>>
So why isn't it possible to declare war on her early? Is everyone retarded and thinks she is nice? Even purifiers? Or is she some swedecucks OC and they think she is so great nobody would want to?
>>
File: 20260502211319_1.jpg (410 KB, 1920x1080)
410 KB JPG
Wat.
>>
>>2391272
NotTzeentch's power converts a random Size 10 non-inhabitable world in your borders into a Gaia world, and the check doesn't seem to care if it's got a furnace on it.

Also, building an Arc Furnace on Sol is kind of a waste.
>>
>>2391367
Why is it a waste?
>>
>>2391028
Latter.
>>
>>2391375
NTA but if you hover over a system with a construction ship there is a tooltip that tells you how many deposit the arc furnace will unlock. You should always put in in system that give the highest amount.
>>
>>2391797
Sol has the largest amount in the entire galaxy.
>>
File: stellaris.png (109 KB, 594x403)
109 KB PNG
Should i buy Megacorp? Am i missing out on a lot if i don't have it? It's currently on sale for 10€ These are the DLCs i already have.
>>
>>2391878
>buying paraslop dlc
>ever
ngmi
>>
>>2389323
Can't PD and fighter screen stop them?
>>
>>2391977
Proton Launchers and their variants are the current meta weapon. They are uninterceptible and operate like energy Kinetic Artillery except they get the same ship size damage bonuses as Torpedoes and use the same slot type, which allows Torpedo Cruisers to outgun and outshoot dedicated artillery battleships at the same range (as well as beating basically everything else). There's plenty of youtube videos covering this.

Proton Launchers are one of those perennially overpowered weapons that come back to dominate the meta every time Paradox fiddles with combat balance and needs to be nerfed all over again, because the Custodian team doesn't understand their own ship combat simulation. Launchers are supposed to be weak to massive swarms of small ships thanks to their poor tracking but right now small ships are hard countered by Titan Beams and S slot weapons are completely negated by stacking crystal plating so we've devolved to a meta of big ships using the weapons that hard counter big ships.
>>
Gave in and bought a few more, they will make the game a lot more fun ig
>>
>FE deep space stations don't have a unique skin like their normal ones
That's just lazy Paradox.
>>
>get defensive treaty with ai empire to tech rush without having to worry about defense
>forget to remove it
>they somehow piss off the FE Gestalt
>opposite side of the galaxy so I ignore it and only go in to get the tech when I see a weaker fleet
>they are actually starting to lose and are slowly pushed back
>my ally pisses of the Materialist FE which borders me
>fight their fleet with mine and actually win
>claim their systems and start to conquer them
>The Spiritualist FE declares war on my ally
>6 AI empires and me vs 3 FE's
How did this turn into a mini war in heaven and what the fuck is my ally doing to piss them off?
>>
>>2392416
I still can't believe they haven't given Megastructures from Regular, Fallen, and Precursor Empires distinct appearance depending on their shipset.
Like, is it that hard? They have a unique shipset to a single Unique OC empire that isn't even a Crisis, yet they can't update Megastructures to do the same.
>>
>>2392442
And now the Khan has woken up which wouldn't be a problem except he is just taking the system of my allies while they are busy.
>>
Game is dead, all is lost.
>>
>>2391797
>You should always put in in system that give the highest amount.
>Sol already has highest amount deposits
Anon you don't use Sol very often?
>>
>come to thread expecting talk about the new dlc
>it's something lots of people have wanted for years
>nobody cares
I mean, I find it hard to care too
>>
>>2393161
I never cared about about nomads. Well I did care that they removed the wandering nomads if you have the dlc that adds the wandering traders ,but I never wanted to play as them.
>>
>>2393161
I just don't really have hope that they'll make it much more than a poorly integrated gimmick. But it also might cause the Evolved update to be delayed again which is turbo aids.
>>
File: Shithole Industries7.jpg (67 KB, 761x810)
67 KB JPG
>>2392327
ah, nice
Top priority when I was in your place was making the galaxy look more alive and more actual shit to do.
Went all out on the whole "story pack" DLCs and it was a good choice.
>Distant Stars
is just the starting point

>Ancient Relics
is pretty much a must buy now, to get even more fun shit
>Grand Archive
tops it all of, important and final upgrade to the whole Artifact gameplay

>Astral Planes
is basically artifacts for mid to endgame
it can wait but eventually you'll get that too
>>
File: 60ies.jpg (45 KB, 448x630)
45 KB JPG
>>2393161
Yeah.
The DLCs up to now have basically upgraded and finished all the gameplay options we need.
Anything more will just fuck everything up, probably.

Baby Nomads do sound interesting, but free roaming looks pretty gamebreaking in a game about fucking space borders.

>WILLPOWER
just WTF
>>
>Cosmic Storms
>Grand Archive
>Astral Planes
The only 3 DLCs that I don't have since they seem like bloat, I did like Infernals though.
>>
Best organics build?
>>
Will Paradox ever add more ship sections and weapons types?
>>2393222
I do like the new space fauna they added, but I agree the actual archive is bloat and just a lazy way to give the player more stat bonuses. The other two are trash and I don't use them.
>>
>nomads
Let me guess they will also be able to ignore your borders like Pompous Purists and get a quirky line explaining why you won't stop them? I don't expect a lot from Paradox's writing, but reading that shit was actually infuriating.
>>
>>2392327
nigga you could have just cracked the dlc instead of spending 300 dollars
>>
>>2381659
Utopia will be base game soon
>>
File: Humanoid_elf.png (177 KB, 304x498)
177 KB PNG
>>2385088
>Which mod adds that portrait?
It's a portrait added to humanoids years after the DLC released
And I understand your confusion, it's butt ugly and doesn't fit the artstyle at all
>>
>>2393222
>>2393273
Astral Plane's the whole point is giving your scientists something to do after all the archeo-sites are finished on mid-game!
Grand Archive makes the shit you find actually useful.

Agreed on Cosmic Storms,
utter waste of time and money.
>>
>>2393755
>And I understand your confusion, it's butt ugly and doesn't fit the artstyle at all
Half of the portraits don't fit the original art style anymore.
It's all Silfae's fault. The portraits started to suck the moment they allowed him to change the human and elf portraits with those butt-ugly hairstyles, and add those ugly other ones too. Then they fixed the human portraits with new, more realistic ones since they realized they ruined the originals, and then they ruined them again for some reason with the new, Human "Ascension" portraits that nobody uses.
>>
>>2393902
>astral planes
The mechanic and the writing sucks and the thread action to summon the fleet is so unbalanaced that it breaks the game. I also just hate the alternative universe shit.
>giving scientists something to do
Buffing your tech planet output isn't enough for you?
>>
How do I build my first 3-5 planets? Must I specialize them?
>>
>>2394027
Depends on your build and starting situation. And yes you should specialize every planet.
>>
>>2394041
I mostly play authoritarian/militaristic/spiritualistic psions.
>>
Best 3 starting traditions?
>>
>>2393755
>aye hum*n boi
>>
>>2394043
If you aren't at a risk of being attacked or want to attack someone you should either tech or unity rush. It's not that complicated. Sell everything you don't need at the start of the game like food and some of your energy supply in monthly trades and use it to buy minerals and maybe some consumer goods. Then cover your base resources while you build at least one good planet for CG to turn into an Ecu later and build tech/unity planets. After a while you should also get a dedicated alloy planet.
>>
>>2394027
Yes.
Exact distribution usually depends on your origin civics but as a general rule of thumb your Homeworld should be dedicated to tech or unity because it's the only world with a planetary designation that boosts them.
Then your first two colonies will need to feed your capital, so usually a mineral world and then a consumer goods world.
Energy, food and trade are usually covered by starbases for the first little while but will eventually need their own infrastructure too. Trade can be very powerful because its dedicated tradition tree let's you convert trade to unity, which is more efficient than actually working unity jobs. You will eventually need an Alloy world to pay for ships once you need to fight wars, and late game you will need fortress worlds for naval cap.
>>
Weirdly interested in the Nomad stuff. The wandering lord stuff in CK3 adds a lot of fun to the game so I hope they can give me similar and let me live out my Battlestar Galactica fantasies. Curious how they are going to handle war decs on you.
>>
I'm sick and tired of AI empires spewing tens of thousands of alloys worth of ships at me in 30 years...
>>
File: slut.jpg (192 KB, 790x1184)
192 KB JPG
>>2394049
>Expansion
>Commerce/Logistics
>Exploration

Just started my first Gestalt Tree/Groot race on the Shattered Ring and by chance chose
Synchronicity(Harmony)
as my first, switching out Expansion.
Consider it a must now for Gestalt.
Logistics(Commerce)
is literally making that race prosper due to their Phototropic trait.

For top Tradition people always keep shilling
>Statecraft
but I think it just breaks your Unity generation in early game.
>>
File: 1688052171123021.gif (949 KB, 200x200)
949 KB GIF
>>2367712
Yes, Stellaris is a Real Time Strategy game.

This is because all players execute their commands in real time, at the same time, rather than wait for their turn, which would make it a Turn-Based Strategy game.

No, Grand Strategy is not a category distinct from TBS and RTS games, but merely a distinction on the scope of the strategy of the game. Grand Strategy games come in both Real-Time and Turn-Based varieties. Sometimes they can be played as either as well.
>>
>>2394049
>discovery
>expansion
>adaptation
>prosperity
>supremacy

further down the list means better as 2nd/3rd pick
>>
>>2394178
statecraft is a midgame pick at best
>>
>>2394353
Where would the ascension traditions fit here?
>>
>>2394384
ascension traditions are always an insta pick obviously
I dont really know what ascensions are better than others on this patch
>>
>>2394353
>adaption
Is really not that good. Prosperity is far better as a third pick.
>>
Unless they buffed it I remember expansion being a bad pick.
>>
>>2394049
in order:
>Prosperity
>Expansion
>Discovery
>>
>>2394597
Not starting with discovery is some retard tier shit. There are VERY VERY FEW times in vanilla or outside of some real dumb "challenge" where discovery isn't the only starting choice worth a fuck.
>>
>>2394540
expansion gives you a lot of empire size reduction which is basically a tech cost reduction
it depends on your exact situation but if you have a lot of systems prosperity and expansion both become very good
expansion also has that 10 percent pop growth it has always had
>>
>picking traditions based on mechanics instead of whatever would fit your empire the most thematically
>>
>>2394406
Adaptation is vital if you want to colonize yellow planets (or are playing subterranean) without terraforming
adaptation + adaptive + a couple techs makes 60 pct yellow planets 80 pct which is much much better
and the 80 pct guaranteed habitables become 100 pct which is very good too
its a lot better in the new eco where minimizing pop upkeep is actually worth the effort
>>
>>2394676
you're not wrong but also its still discovery
>>
>>2367712
No, there's no strategy
>>
Which era of stellaris was the best?
>>
>>2394599
Why? The only perk worth a shit early game is the research alternatives one and you won't miss anything if you grab it anywhere before the first tech, or much if you grab it before the second or third. Everything else is useless.

>survey speed
Doesn't matter. If you need to survey faster just skip every other system. You're still paying as much influence as you would for making a straight line, but less alloys. Only disadvantage is space fauna might infest intermediate systems in the meantime. And even then, even without any survey speed bonuses, influence is the real bottleneck for expansion.
>anomaly research speed
Doesn't matter. You grab as much land as possible and then survey and research at your own pace.
>upkeep for scientists
Early game you're saving like 2-5 consumer goods total. Wow.
>research subsidies
As above. Edicts only start mattering once you've established yourself.
>+10% Research speed
Cool. Not worth the effort.

By contrast, Expansion has two most important perks early game:
>-10% Starbase Influence Cost
Again, influence is the biggest bottleneck, so this allows you to early land grab as much as possible.
>+10% Pop growth or assembly speed
Pops are the overall bottleneck, the more bonuses you get at game start, the more you grow in power entire game

Granted, I only played a Machine Gestalt the few times ever since I returned to this game in 4.3, but my go-to was:
>Expansion->Reach for the Stars->Colonization Fever->A New Life
>Discovery->Science Division
>Entire Versatility tree
>Finish Expansion
>Finish Discovery
I'm also rushing unity early game, to make use of Empire Focus mechanic to maximize my permanent techs to get useful techs ASAP.

The discussion kind of sounds like that, so I seriously hope you aren't finishing tradition trees without a good reason. Only good ascension perk that would matter for early game would be Nihilistic Acquisition, but you don't need to get that until you've found another civ to steal pops from.
>>
I'm in 2075, should I rush the Lathe now? I need like 200 fucking months for it.
>>
>>2394778
I can't imagine being this wrong just on survey speed alone holy fuck. Do you just... not play this game or something?
>>
>>2394817
Prove me wrong or remain silent and keep surveying your local cluster like a clueless bitch.
>>
>>2394826
NTA but you are retarded and you don't know how to play the game.
>>
>>2394826
you get to keep the jam btw you don't have to be so mad
>>
>>2394836
>>2394839

I accept your concession.
>>
>>2394826
>prove me wrong
hey anon how are you going to actually play the game and expand unless you're building tall or something?
oh ok
>>
Decided to run a GA observer game. Why is the AI so bad at building up planets? They have open districts and building slots,they have a ridiculous number of unemployed pops and they have 50k+ minerals banked plus enough income to pay for the upkeep and they still won't build anything or upgrade shit.They are far below their fleet cap as well.
>>
>ai capital planet
>all districts filled
>has open buildings slots
>replaces farming into mining district
>ok that's fine
>immediately replaces mining district back into farming district
>then builds builds mining district again
>repeats this 14 times
What the fuck is Paradox doing? No wonder the AI can't do shit if they get caught into pointless loops and waste resources like this.
>>
Why is science SOOOOO slow now? I've been playing for close to 200 years now and I am nowhere near the amount of research from before. By 2300 I was close to getting everything then.
>>
>>2395272
Because Paradox devs don't know how to play their own games. So they thought that making science slower would somehow fix their game while it didn't actually do anything except make the game more tedious.
>>
>>2395282
>it didn't actually do anything except make the game more tedious.
You are absolutely right, I am going cosmogenesis and it's SO SO SO fucking slow, it's unbearable.
>>
>>2395272
yeah so its not actually intended for you to be doing repeatables in 2300
>>
>>2395296
This was the norm for close to 9 years, I don't think Paradox minded that since their game was close to unplayable that late in the game.
>>
>>2395302
the 4.3 rebalance has been the best patch in years on account of the simple fact that it seems like pdx actually playtested their game instead of continuously stacking dlc power creep
>>
>>2395296
It had been the case for a decade. If it it wasn't intended they clearly didn't know how to play their own games.
>>2395309
Lol. No they clearly don't. The late game is still terrible so forcing players to play longer is an awful decision.
>>
>>2394947
They don't actually have to play the game and can just spawn ships, resources, etc. in that is why.
>>
>>2395404
No that's the problem they do play the game and just get some buffs. It's just fucking terrible at it. If they did just spawn shit the AI wouldn't be able to death spiral or be so weak past the early game.
>>
>>2395417
The AI in Stellaris 100% spawns ships, armies, and resources just like the AI in the CK games do. I don't think paradox has ever had an AI "play fair" in any of their main games.
>>
How strong is Wilderness+whatever+becoming the kaiju?
>>
So how is the beta build? Are the improvements to the AI noticeable?
>>
Thoughts on medical centre + clone vats as the first two buildings made on a new planet?
>>
>>2396006
Fine if you don't want robots.
>>
>>2396006
I always do it. Habitability booster, which reduces consumer goods use, plus pop growth, which expands your economy.
>>
>>2396026
Anon medical centers haven't increased habitability for a long time now. With the current patch only the tier 3 does that and that one requires a Tier 2 Capital.
>>
File: 1697150218609138.gif (691 KB, 187x178)
691 KB GIF
>>2396056
...I gotta start rereading the tooltips again.
>>
>>2370583
i kept gettinf weird bugged captured fauna that is mechanjcal and it even gives genetic data but if i try to make it a ship it just doesnt save
i think my ships are capturing mining drones
>>
>>2372361
>move my fleet from crew quarters
>-700 energy per month
>>
>>2373098
if you put a weaver and a mauler yofether the maulers bug and keep goinh circles instead of attacking big targets kek
>>
>>2372361
fleets no longer being docked and/or vassal's eco exploding because their bonuses get kicked down a difficulty level when they get subjugated by a player and their target production isnt adjusted
>>
They really need to add basic templates for planet automation. That would help the AI and actually make automation usable.
>>
>>2390136
Hyperdrive, jumpdrive, gates + sling and wormhole including shroud tunnels on demand. That's 3+2=5. Oh but you could pick one of the 3 on start, yes, you could. And gates from start were nuts.
>>
How do I play Knights of the Toxic God?
>>
File: 200w.gif (515 KB, 200x200)
515 KB GIF
>>2396686
You don't.
They need to give toxoids the Volcanics treatment.
Why toxic worlds didn't work like Volcanic worlds from the start baffles me.
>>
>>2396616
Only thing I use auto for is regulating the crime level.
CTRL-switching everything else of including all the resource markers.

>>2396124
This doesn't make sense, only your trade should tank because it's used to support free flying fleets.
>>
>>2396083
yeah, that was a pretty recent nerf
think it came together with locking autochton monument behind a research
>>
>>2395302
then it has been stupid for 9 years
>>
File: tree67.jpg (498 KB, 1052x1402)
498 KB JPG
>>2367712
anybody got an updated Tech Tree?
>https://bloodstainedcrow.github.io/stellaris-tech-tree/phoenix-4.0.10/
is serviceable but a bit obsolete in parts
>>
>>2396677
Anon wormhole generator were completely different from gates. There was warp as well.
>>
>>2396715
It was literally 1:1 a gate you had crawl to a system and then build. Warp jumping is still in like it was only now locked behind tech with the ability to fast track it with Eager Explorers or such. Of all the things they changed, removed, reinvented or plain fucked up you really don't have to make up and invent things they actually handled well. Like early gates requiring an origin to counter just how fucking powerful having early gates is.

And I was actually wrong. They added 3 more to 3 that were there. I forgot about Hyper Relays.
>>
>>2396686
Look up a youtube video. It's been the most overpowered origin in basically every version of Stellaris since it released so there's endless content about how to break the game with it.
>>
>>2396802
To be fair it's been both significantly neutered and powercrept since 4.0
>>
>>2396816
Name 439 better options.
>>
>>2396852
Sure. You have a priority in mind like muh rp flavor, which I admit is really nice on knights, hard performance or something in between?
>>
>>2396802
It's less so overpowered, and more-so outright broken with unintended synergies which mostly have been cut from the game.
It's not like, say, 'overpowered' like say Devouring Swarm or something is.
>>
>>2396925
Pretty much.
>>
>>2396915
>hard performance
Literally me in bed, tell me about that.
>>
>>2396961
Going with the idea of you in bed Evolutionary Predators seems appropriate. No matter what you do you collect frozen semen and e-girl bathwater and when you engorge enough you have your pick of almost any species trait including some otherwise almost unobtainable. This scales infinitely + bio governments are quite powerful right now. Alternative: Scion. Let someone else do all the work for you.

I'd say it's fair to consider both better to alloy draining science, a slight boost to pop growth, a 20% or so more firerate to strike craft and a "leviathan" that dies to a mid-game fleet. I'd probably consider even payback better at this point with how easy megacorps are easy to cheese in war right now and you get a better science hab.
>>
>>2396816
>neutered
It's still completely game breaking broken
>powercrept
Only because someone found a way to break the game harder with cybernetic creed. Toxic God is still top 5 origins for gamebreaking metabuilds right now. Every time some broken exploit or synergy is nerfed a new one is discovered.
>>
>>2396997
>i agree with you but i'll never directly say it
OK.
>>
>play without growth scaling
>everything is overpopulated after the midgame
>play with it on
>it's a gigantic pain to fill planets in the late game
I miss the tile system.
>>
File: Capture.png (19 KB, 351x60)
19 KB PNG
>>2397142
just roll back to older version, they have lost the plot long ago
>>
>>2367740
Eu5 uses hour tick
>>
>>2369189
You can put a habitat anywhere in the system anon, why would ever need to remove debris?
>>
>>2374024
It's called an early-game threat retard. It's meant to inform players that not all threats use diplomatic systems and that you require a navy.

Specifically, the voidworm threat almost perfectly reflects contingency. Scouting fleets that destroy pops, select home systems scattered across the galaxy, projects to stall them.
>>
File: 78yu67.jpg (5 KB, 225x225)
5 KB JPG
>>2374024
>worms filtered him
>>
>>2374024
>Are the parasitic space-bastards supposed to be annoying?
Yes? You're supposed to fight them off or they eat your population, so fight them off. If you can beat even an AI nation you can beat some fucking space worms. They only use missiles for fucks sake.
>>
>>2397142
>they still don't have per-planet growth scaling
>>
>>2397341
What?
I'm talking about the fact you can't remove habitat debris after you blow it up.
>>
I haven't played this game in a couple years now, curious if the early-mid game galaxy still turns into a stalemate between federation blocks? Basically asking if the AI will actually do things now, remember there was a patch I played back then where it was more likely rebellions would happen which at least made the game interesting to play, but then they patched it. Curious how it is now?
>>
>>2398034
You've got proxy wars now so in theory you can force AIs into fighting each other but like espionage it's halfbaked, buggy and usually not worth the hassle for the payout. As for AI competence it barely functions with some of the new concepts so unless you crank the difficulty, and AI economy cheats up, don't be surprised to see a single system permanently bankrupt NPCs. Also keep in mind most income got halved or more so either prepare to snowball from conquest early and try not to bankrupt yourself doing it or enjoy victoria like gameplay as a minor nation where you wait 40 minutes for that number to go up ever so slightly before you're in a position to be allowed to do anything without also going permanently bankrupt. Basically expect to be bankrupt a lot if you're used to pre 4.0 gameplay.
>>
>>2374080
I never catch space creatures. I avoid the technology with the net. What a stupid gimick. I bet some sorry shill spent 40 bucks for that feature.
>>
>>2398034
The AI is still behaviorally prone to peace and diplomacy over war to a fault unless they're genocidal. So it still tends that every normal faction is steadily absorbed into a federation bloc that proceed to gang up on and eliminate all the genocidals and then sit on their haunches for the rest of the game until the crises spawn.

The core problem is that the AI has no actual "goals" It forms power blocs because Advanced Start AI are programmed to demand subjugation of weaker neighbours and weaker neighbours are programmed to accept subjugation from a powerful neighbour. They form federations because they're programmed to offer it to every neighbouring empire and the diplomatic weights make it inevitably everyone will eventually say yes to one federation or another. The AI has no territorial goals, no zero sum objective which could possibly push it into conflict with rival blocs. It just sits around and plays solitaire until the player goes out of their way to interact with it
>>
>>2398108
Yeah. Unless something goes wrong on your end and you fall under that condition: I should vassalize player because power rating says they're weaker than me they don't really do anything.
>>
>>2393755
These goblins are the portraits with big knockers
>>
>>2389323
I did Psionic Cruisers and I was able to beat a fallen and an awoken empire. But they were not that good against the Contingency. Carriers did much better against contingency for some reason.
>>
>>2398108
diplomacy is basically Rome 2 level of stupidity in every paradox game
>>
>>2369189
The AI SPAMS these habitats and they also bog down AI trying to conquer them by wasting their time to bombard less than 1k people on each of these things because the AI builds so many of them.
>>
>>2398049
>>2398108
Disappointing but sounds like nothing has really changed. Depth wise this game has always been a large puddle. Any mods that address this?
>>
>>2398152
Contingency ships are classified as small and have maxed evasion, so torpedos suck against them.

The "metas" for fighting the crises haven't changed. You stack bypass vs Contingency, long range kinetics/missiles vs Unbidden and high tracking energy vs Scourge. And Cetanna remains the special snowflake where you need millions of fleetpower in high-tracking ballistic generalists to break through the wall of bugged defense fleets with anti-everything loadouts to reach her, and then another million fleetpower entirely in basic torpedoes to kill her.

The changes to ship balance hasn't changed what each of the Crises are weak to, it just makes it harder for you to have massive powerful fleets in time to confront them.
>>
>>2398185
Uhm anon... all shield and armors now come with hardening. Disruptors kinda suck currently.
>>
>here is your minmaxed meta shipset
>you better use it or you're going to lose
>you get extra points for zro launchers
Enjoy.
>>
File: 0b3.jpg (27 KB, 534x400)
27 KB JPG
>>
>>2398430
Yep I did this build but it was a pain having almost no shields and having to repair after insignificant engagements. It did however basically one shot fallen empire fleets. Awakened empires get insane bonuses and just pull fleets out their ass at an exponential rate. Basically to win you gotta build your whole game around trying to defeat them before they wake up. Not only that you have to beat them fast because they can out attrition you. I just feel like the game gives you all these options but to win with top score you have to go heavy military and technology. There are not enough victory conditions like in say civilization.
>>
>>2393993
What is the original art style? Space tentacles and and furries?
>>
>Mini update kills my modded save
KILL PARADOX!
>>
>>2398740
You could get use 4 shields and 4 armor slots too but yeah the cruisers deal a shitload of damage.
>>
>>2398430
Heck yes pal, I love me minmaxing 0 brain involved gameplay unironically.
>>
>>2398430
>not range maxing.
>>
>>2399013
You rangemax with the Titans and the Juggernaut.
>>
>>2399013
best way to kill FEniggers is for them to jump right into you, you don't need range for that
>>
>>2399013
Please understand, he is retarded and a samefag.
>>
>>2398363
You never use disruptors vs crises fleets even when disruptors were broken, because you get murdered flying into close range against 25x buffed ships.
You spam Arc Emitter battleships.
>>
>>2399034
>Arc Emitter
Which are a X slot disruptor with better range.

And yes against fallen empires or contingency that doesn't have that no-brain counter build against armor/hull/shield only, with nanoclouds and fighters so you delete most of their fleet before they come into range. What I'm trying to tell you paradox double nerfed that in their latest iteration. First you can't get that deathstar critical mass of battleships so easy since they use up much more cap, which was also nerfed, and second now that every lategame ship has at least 30-40% hardening on both shields and armor that 60-80 dps on arc emitters is closer to 20-30 when split across all three HP pools at 100% efficiency reduced by effects instead of mulching hull directly.

I don't like it either since we're both back to carriers and missiles consistently losing to somewhat equal kinetic or lance artillery ships and how you're often better off with cruisers or corvettes so better stack war exhaustion loss modifiers but that's how it is in the current state of the game.
>>
>>2399034
>You spam Arc Emitter battleships.
If you're going XL slots, you use the biggest baddest kinetic weapon, to strip all their shields in the opening volley, followed by as many armor/hull ripping energy weapons in the L slots.
>>
>>2399063
I always use perdition beam and whatever the upgrade is called because the range and damage is insane.
>>
>>2399086
Those are only for Titans, which you are limited to only a handful of.
>>
Are titans even worth building now since they deal AOE damage to your ships?
>>
>>2399281
Titans are always worth building, if only due to their aura bonuses which can make or break a fight.
The AOE attack can be exceedingly powerful against lots of smaller ships.
>>
>>2399281
Uh, just don't keep them near your shi-?

Oh I thought this was the Age of Mythology general for a second. My bad.
>>
>>2399281
i forget they exist nearly all of the time, the auras are strong but not strong enough to justify the price tag and building time
>>
>>2399727
So in a Titan fleet you shouldn't field corvettes and destroyers at all right?
>>
>>2399822
You shouldn't field corvettes or destroyers at all by the time you have titans anyways.
You want cruiser kiting carriers, or 1 hit KO salvo battleships.
>>
>>2399823
having a corvette QRF is pretty handy dealing with pirates, rebels and other non-peer forces
>>
>>2399840
Those are fine, but they're going to be shredded by FE/AE fleets.
>>
>>2399840
>pirates
You shouldn't have pirates by the time you get Titans. They only spawn in unclaimed systems.
>rebels
You should never have rebels.
>>
>patch fucks up the entire game since Paradox doesn't understand their own code
>>
>>2399822
A titan is a meme to begin with. Vettes and destroyers, especially crisis ones if you got them can be extremely nasty at any point just stack -war exhaustion gain.
>>
>>2399924
Do FEs even care about war exhaustion?
>>
>>2399941
All non total-wars have exhaustion.
FE's need a firm smacking to actually fuck off, and AE's take a comical amount of beating to get them to fuck off.
>>
>>2399941
They do once you start cracking their planets but I meant more for you. Oh, yeah, and don't sleep on frigates either since they got some major buffs.
>>
>>2399884
>pirates
the ones that spawn in systems without enough trade protection, unless that got changed
>rebels
I meant for when your subjects inevitably balkanize under the weight of their shit economy getting knocked down a difficulty bonus
>>
>>2399962
>that got changed
It did. Trade protection and collecting isn't a thing anymore.
>>
File: 1758850179463713.png (633 KB, 870x626)
633 KB PNG
The new behemothkin portrait has no toggles. This is bullshit.
>>
>stealth transports
I don't like saying it but paradox did good
>>
>>2394178
>but I think statecraft just breaks your Unity generation in early game.
what is meant by this
>>
>>2400511
>what is meant by this
Skill issue
>>
>>2367712
4x: explore,expand,exploit,exterminate
this stuff is pretty easy to find out
>>
>>2400555
I guess? No idea what you're getting at, which is why I asked
>>
>FE buildings suck now
Why? At least make them do something unique or make them reduce the cost of the automation instead of just being energy drains.
>>
File: 645.jpg (98 KB, 1280x720)
98 KB JPG
>>2400588
>why does this lategame thing not work when spammed early game
>>
>>2400221
Remember when it was possible to customize transports and science ships?
>>
>>2400607
A rare example of paradox removing bloat instead of increasing it.
>>
>>2399034
*laughs in bioships*
>>
>>2400511
>>2400588
leaders consume unity per level they have
statecraft levels them up faster
not good in early game,
when you have to do 10 things at once

>>2400605
>why does this lategame thing not work
tons of yutubbers literally swear on it as your first trad
>>
>>2400080
thanks for the heads up
not even fucking color variants

lazy bastards
>>
>>2400812
thanks, i was wondering if that was it. i thought the bonuses seemed substantial enough to be worth it, but i also felt like i should be ascending faster than i was.
>>
Removing the ability to pick specific pop to grow has to be one of the most retarded decisions Paradox has ever made.
>>
>>2400812
Tons of youtubers literally swore homemade chicken sashimi is the thing you need to try as well. Few if any mentioned oh right, use jap chicken or enjoy shitting yourself for few weeks straight.
>>
So what's the point of the empire progression stuff? Getting tech options could be nice but the higher tier ones pretty much require that you already have the techs most of the time.
>>
>>2401063
RNG padding and tutorial extension
>>
>>2401006
Reflective of the real world. Whites want there to be a caucasian baby boom, but all we're getting are population surges of indians and chinese.
>>
>>2400080
>>2400815
Perfect for clone empires.
The other account link portrait is the same.
>>
You can only build Order's Halls on the habitat you start with?
>>
>>2401305
>dumb and lazy
>>
>getting The Orb anomaly
>in 2420
That's just insulting.
>>
>>2401305
No anon, just play tall and resettle people there.
>>
>>2401323
hey, rude!
>>2401346
thanks!
>>
>>2401335
Ouch
>>
It kinda feels like once you finally win a game and do most everything you wanted to do, the game feels a bit stale real quick. Anyone else feel that way? In that case I'm glad the subscription exists because I got all I wanted out of 1 month cost. It's truly amazing how they charge so much money for some of the DLC. It's pathetic even considering the DLC they recently added to the base game (after raising the price by 10 dollars). Most the content is shit with bloated UI that still tells you almost nothing without having to reference their awful Wikipedia which is not accessible in game. The audacity to call some of the DLC anything more than a patch makes me so angry. For 10 years they have milked their customer base and overdeveloped the game.
>>
File: 112.jpg (7 KB, 192x51)
7 KB JPG
>>
>>2401647
confirmed shill LOL
>>
>>2401006
>Removing the ability to pick specific pop to grow has to be one of the most retarded decisions Paradox has ever made.
Growth is spread amongst all populations unless you tell them to stop fucking.
Go to your species manager and turn off breeding for all species you don't want more of.
Congrats, you just solved your issue, retard.
>>
>>2401744
That's not how the game works you fucking retard you can't turn of growth for your main species. You used to be able to pick which pop templates you wanted to assemble with clone vats which is no longer possible.
>>
>>2401888
Why would you want to turn off growth for your main pops? Lmao.
You can turn off growth for everyone BUT your main pops, which should be what you want anyways.
>>
>play GA
>AI is threatening in the early game
>mid game AI is already falling behind
>khan wakes up barely does anything
>AI isn't even that strong so no idea why he just dies so quickly
>late game FE wakes up and it's the exact opposite
>so strong no AI can do anything
>wars between AI's still take decades to finish
>crisis appears AE just defeats them with me having to rush over to get the relic
Why is the balance in this game so fucked and why does Paradox try to extend the late game? There is no reason to actually play past a certain point since it's just a boring slog even if there wasn't any lag.
>>
>>2401929
FE's and AE's break the game in the current economy. Getting to the point you can solo even just a single 500k FE fleet is hard enough, AE's require you to basically have gone down an entire crisis path AND minmaxxed a lot.
AE's being comically stronger than every crisis in the game is retarded.
>>
So does the AI just ignore the L gates now? I don't think I have seen them opening them once with the recent patch.
>>
>>2401932
Unironically skill issue.
>>
>>2402168
If an element of the game sincerely needs cheesing to beat, it's unbalanced.
Yeah you can absolutely fuck up AE's. If you go out of your way to break the game with synergies that aren't supposed to exist.
>>
>>2402178
>synergies that aren't supposed to exist.
such as?
>>
>>2402230
Comically minmaxxing combinations of origins, civics and planet types, cheesing AI designs via outrunning them and using carriers, etc.
The whole 4.3 economy update was built around removing a bunch of things not actually intended. But this has the side effect of AE's being way the fuck stronger than they should be. Even maxxed nemesis empires can get their teeth kicked in by them.
>>
>>2402178
500k is only on GA and closer to 50k on captain. Why are you playing on difficulty you're not comfortable with?
>>
>>2402284
FE/AE's are bloated that much with the difficulty slider?
>>
>>2402309
Among other things related to AI, yes. I'm not even shitting on that guy, if he doesn't want to engage with spreadsheet gameplay and builds and just wants to larp as space romans or a sexually invasive fungoid that's fine as far as I'm concerned. Just, don't kill the fun for us that do want to engage with that.
>>
>>2402314
It's pretty bullshit that AI empires change from 'literally not even present' to 'outpaced in 100 years' while FE/AE's turn from a wet fart into x10 crisis stompers.
>>
>>2402319
OK? Run x25+ if you want them harder.
>>
>>2402323
You're missing the point, FA/AE's scale way, WAY stupider than the regular factions.
>>
>>2402326
Good, since they aren't meant to be a regular faction.
>>
>>2402339
They also aren't supposed to be so outrageously overtuned that they curbstomp the endgame crisis lmao.
>>
>>2402168
Nah you are just some shill who has never played a standard game during 4.3
>>
Whatever makes you feel better my shitter friend. When and if you pull your head out of your melodramatic ass try to remember that they put in sliders precisely for adjusting the game to player skill level or lack of one.
>>
>>2402375
They're far too overtuned on default settings. That's not a good thing.
>>
>this starved for attention
Fuck off, troontard.
>>
>>2402382
>Game has imbalance issues that others are noting too
>Y-You're the troon
Jej
>>
>>2367712
Piece of shit game that's been out for basically 8 years and has done absolutely anything to add new mechanics to trade, politics, spy network or any kind of relevant stuff besides reworking the economy on each fucking update. Holy fucking hell worst piece of shit ever
>>
>>2402444
>trade, politics, spy network
You literally have all of those in the game.
>>
File: patrick-star.gif (104 KB, 475x498)
104 KB GIF
>>2402511
durr durr durrr durrrrrrrrrrrr

Yes, they are still same barebones crap as they were at launch that's my point. There's been literally zero improvement on the game mechanics and roleplay, zero on war aspect as well etc, tell me what the fuck did they change in so many years?

They just rework the economy over and over and over and over and over
>>
>>2395831
>wilderness
Weak now that it's no longer the newest dlc and since they've been working even harder to punish anything that isn't a 1 planet challenge to give the impression of improved performance
>whatever
Vague
>kaiju
So bad of a crisis it makes your empire weaker

>>2396741
>guys stop talking about all the cool stuff they removed, they added LAG GENERATORS be grateful and give them your money!!!

>>2401929
It's a consequence ofmaking fallen empire technology powerful through cosmogenesis, but then destroying the utility of it all for everyone who isn't a fallen empire, crushing everyone else's economies, and stopping normal empires from building enough fleets to so much as tickle the fallen empire citadels
>>
>>2402695
>>kaiju
>So bad of a crisis it makes your empire weaker
theres an exploit with virtual ascension that allows you to print millions of science once you get the kaiju to tier 4 and 5
>>
>>2402695
Making the building use the normal automation system was a terrible idea.
>>
>>2402597
Game flowed better when pops were tied to planet tiles.
>>
>>2402742
True.It had a lot less micro,didn't need stupid pop growth mechanics and it was simpler so the AI didn't fuck up as badly. Performance was far better as well.
>>
If they don’t at least give us the ability to customize the flag of a vassal we just created within the upcoming willpower DLC at least in order to prevent it from having an emblem the complete opposite of its actual ethic/civic this game is completely absolutely utterly done for.
>>
>Automation 'workers' are affected by behemoth crisis's debuff at the end
That doesnt' make a lick of sense, why are production lines working less-hard just because random peasants outside the building want to become dragons?
>>
>>2403031
no maintenance
>>
>>2403032
These are 100% automated industries using FE-tech. There is no 'maintenance', the maintenance is done via robots as well.
>>
>>2403034
THE ROBOTS WANT TO BE DRAGONS!
>>
>>2403035
You know, I can't deny that becoming a planet-devouring apex predator of the stars, is not a pretty cool goal.
>>
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-420-scientific-arkships-waylines-and-the-sacred-path.1922264/
>>
Ten years and it's still not possible to set your starting laws when creating a custom empire.
>>
>Incidentally, we’re looking at having Orbital Rings and Deep Space Citadels use 1 and 3 Station Capacity respectively.
Great so Citadels are going to become even more useless. They are already RP tier.
>can cross borders to Purifiers but not space gypsies
Fucking bullshit. So they are just going to be annoying pests like criminal megacorps that you have to fight every time you want them to leave you alone.
>>
>>2403362
Nothing makes me feel better than my 3x deep space citadel maxxed defensive platforms giga-fortress system get KO'd by a single AE fleet...
>>
>>2403364
>no inward perfection infinite stacking
You only have yourself to blame
>>
At this point they should just rework how borders work. Make ignoring closed borders give an opinion penalty when ignored and add a third tier were you shot everything on side that violates them.
>>
>>2403364
why do AE have such bullshit multipliers now anyway
you should be able to compete with endgame tech thats how its always been
>>
>>2403386
seethe about it some more
>>
I'm doing my part. I left a negative review of Stellaris. Fuck those kikes.
>>
>Dimensional Horror
>shitty parade that fucks over your planet if you keep it
>only unlocks a tech you would get anyway or that you probably already have
Why is it so shit compared to most other Leviathans?
>>
File: 564.jpg (5 KB, 802x15)
5 KB JPG
>>2403405
>>
>>2403184
>Despite having to change the carpets twice due to water damage, colonies have been separated from planets! (This is gonna break your mods.)
Honestly this has me more excited for the potential stuff modders can do with it than the actual nomad empires themselves.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.