Stellaris

Discussion in 'Stellaris' started by Tuonela, Aug 7, 2015.

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What is your level of interest for this game? (vote can be changed)

  1. I'm definitely wanting to play this.

    75.8%
  2. I want to play, but can't justify spending the money/time right now.

    15.2%
  3. I'm on the fence about playing this because...

    9.1%
  4. This game does not interest me.

    0 vote(s)
    0.0%
  1. Sardonic

    Sardonic Well Liked Viking

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    That's no moon.
     
  2. Hunter Gamma

    Hunter Gamma Well Liked Viking

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  3. Lardaltef

    Lardaltef Well Liked Berserker

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    Release date? HYPE!
     
  4. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    Late Feb/March seems likely at this point. Wiz said they'll be doing streams of hot code this month.

    DD 59: Megastructures

    Megastructures (Paid Feature)
    Have you ever looked at a Fallen Empire's Ringworld and thought 'I want to build one of those?'. Well, so have we, and in the Utopia expansion you will be able to do so. Megastructures are massive multi-stage construction projects that require an enormous investment of resources and time but offer quite spectacular pay-offs. There are four Megastructures that you can build: The Ringworld, the Dyson Sphere, the Sentry Array and the Science Nexus. In order to build a Megastructure you will need to unlock a number of advanced technologies and pick the appropriate Ascension Perk. This will unlock the ability for your construction ship to build a Megastructure Construction Site in an appropriate location. The Construction Site alone is a project that takes a large amount of resources and takes several years to complete.
    [​IMG]

    Once you have built the Construction Site for a Megastructure, you will be able to upgrade it to the first construction stage for a Megastructure. For the Ringworld and Dyson Sphere, this is an initial frame that provides no benefit, while the Science Nexus and Sentry Array gets a partially completed structure that provides some of the benefit of the finished version. From here, you can upgrade the unfinished Megastructure to the next stage(s) by investing more time and resources. For the Dyson Sphere, Science Nexus and Sentry Array, you upgrade one stage at a time, with increasing benefits from each finished stage until you have the completed Megastructure. The Ringworld Frame has four segments that can all be upgraded into finished Ringworld Sections simultaneously.

    Ringworld: Can only be built around a planet-rich star in your borders and, once finished, provides four maximum size 100% habitable planets. The Ringworld construction project will consume all planets in the system to be used as building materials. Cannot be built around Black Holes, Pulsars or Neutron Stars.
    [​IMG]

    Dyson Sphere: Can only be built around a star in your borders and provides a huge amount of energy each month, with the amount increasing for each stage of the Dyson Sphere completed. Once completed, the Dyson Sphere will cool down the system, turning most planets there into frozen worlds. Cannot be built around Black Holes, Pulsars or Neutron Stars.
    [​IMG]

    Science Nexus: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and provides a huge amount of science each month, with the amount increasing for each stage of the Science Nexus completed.
    [​IMG]

    Sentry Array: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and functions as a sensor station, providing sensor range in a radius that grows for each stage of the Sentry Array completed. Once fully finished, it will give complete sensor view of the entire galaxy.
    [​IMG]

    Building a Megastructure is hardly a subtle affair, and once an empire starts construction on such a project, all other empires that have communications with them will be notified about the start, progression and completion of such a project. As monumental undertakings involving the resources of a whole empire, these projects can also have unintended political and diplomatic consequenses. Also, much like the Ringworlds already in the game, you are not the first civilization to conceive of the idea of Megastructures, and you may encounter ancient, ruined Megastructures while exploring.
    [​IMG]

    That's all for today! Next week we'll be talking about yet another feature of the Utopia expansion: Psionic Transcendance and The Shroud.

    These will be one of the several main features of the Utopia expansion. Psionic Transcendence and The Shroud sound very much like Subliming so I'm rather interested about them. Synths/cyborgs will probably get their own version of "godhood" too. These appear to be the two rival paths endgame wise, while genetic engineering is more neutral "feet on the ground" option.
     
    Last edited: Feb 2, 2017
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  5. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    [​IMG]

    [​IMG]

    "You have to let it all go, Neo. Fear, doubt, and disbelief. Free your mind."
     
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  6. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    [​IMG]

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    In case you wanted to become THE crisis.
     
  7. Tuonela

    Tuonela Well Liked Berserker

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    The img links don't work
     
  8. Trevnor

    Trevnor Tokin' Canadian Staff Member Jarl SC Huscarl

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    Clear your cache/cookies and try again. They work for me!
     
  9. Tuonela

    Tuonela Well Liked Berserker

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    WTF MAN WHY IS MY STUFF BROKE
     
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  10. Lardaltef

    Lardaltef Well Liked Berserker

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    Blame blackfire.
     
  11. Lardaltef

    Lardaltef Well Liked Berserker

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    Utopia DLC has a page in steam now. You can't buy it yet but that does mean it should be pretty soon right?
     
  12. Lardaltef

    Lardaltef Well Liked Berserker

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    Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about the Government Rework, the last of the major feature reworks coming in 1.5 'Banks' and some related features in the 'Utopia' expansion.

    Government Rework (Free Feature)
    With the focus of Banks and Utopia being ethics, internal politics and empire customization, we felt it would be remiss of us not to put in some work in regards to governments. While the old government grid worked alright to give you a broad range of governments to pick from, they were a bit lackluster, not very well balanced and I rarely felt that the government I picked truly corresponded to my own idea of what my empire's society was like. To address all of these issues at once we decided to go back to the drawing board and redo the way governments are constructed completely. In Banks, instead of picking from a preconfigured government, you build your own from Authority and Civics.

    The Authority determines how power is transfered in your government. The different Authorities are:
    Democratic: A ruler is democratically elected every 10 years.
    Oligarchic: A ruler is elected every 40 to 50 years.
    Dictatorial: Rulers are elected but rule for life.
    Imperial: Rulers rule for life and are succeeded by appointed heirs on death.

    In all systems that involve elections, leaders will be elected from the different Factions in your country, and electing a ruler of a particular Faction will significantly strengthen the political clout of that faction and the attraction of their related ethics, so be careful about letting a Xenophile take charge of your Supremacist Empire!

    [​IMG]

    The Civics represent the political and social traditions of your government, and come in a wide variety of types, primarily limited by your authority and ethics. In addition to providing modifiers, they can also change how your empire is governed. For example, the Citizen Service Civic ties citizenship to military service, so that only species with Full Military Service are afforded the right to vote and become leaders. On empire creation, you can choose two Civics, with a third able to be unlocked later through research.

    [​IMG]

    With a few exceptions (more on that below), Civics and Authorities are not necessarily permanent. Where previously you could change your government type for 250 influence, you now have the option to effectively rebuild your government at the same cost. By using the 'Reform Government' button in the government screen, you can add and remove Civics and change Authority from among the picks available to your ethics. As your Ethics and Authority change, you may end up with Civics that are no longer valid for you country - for example a 'Beacon of Liberty' that has lost its Egalitarian ethics. When this happens, the Civic in question will remain, but will become 'inactive' and stop providing you with any sort of bonus, effectively a wasted Civic slot until you reform your government and replace it.

    [​IMG]

    From the Authority, Civics and Ethics you pick, a Government Name is finally generated. The Government Name is purely there to roughly summarize the government you have built, as well as provide flavor, and has no actual impact on gameplay.

    [​IMG]

    Advanced Civics (Paid Feature)
    In addition to the normal Civics available to everyone, there are also a few special Civics that are only available to those with the Utopia expansion. These Civics are meant to simulate very specific kinds of societies and generally have more of an impact on your game than the normal Civics do. They are as follows:
    • Syncretic Evolution: Your species evolved along with another, subservient species. A second species is randomly generated on your homeworld replacing some of your primary species' Pops. They always have the Proles (rebalanced in Banks) and Strong traits, making them excellent soldiers and workers but less ideal for intellectual pursuits. This Civic provides no additional benefits and cannot be removed once picked.
    • Mechanist: Your species is obsessed with the pursuit of robotics. This Civic requires you to be Materialist and has you start with the Robotic Workers and Powered Exoskeletons technologies and a population of worker robots to do the farming and mining for you, replacing some of your primary species' Pops. This Civic provides no additional benefits and cannot be removed once picked.
    • Fanatic Purifiers: Your empire will not tolerate the existance of any other sentient life. This Civic requires you to be Fanatic Xenophobe/Militarist and gives very large boosts to the effectiveness of your military and gives you Unity from purging Xeno Pops, but disables all diplomacy with other species and forces all Xeno Pops in your empire to be purged (though you get to choose the method of extermination). All other regular empires will also have a massive relations malus with you, the one and only exception being Fanatic Purifiers from the same species.

    [​IMG]

    Hive Minds (Paid Feature)
    In addition to the Advanced Civics, those with the Utopia expansion also get access to a unique Authority with a highly unique playstyle: the Hive Mind. Hive Minds are species where the individuals are all part of the same, vast, psionically linked consciousness. The Immortal Hive Mind rules absolutely over the population of non-sentient worker drones, using sentient 'Autonomous Drones' (Leaders) to extend the reach of its will. Picking the Hive Mind Authority requires the Hive Mind Ethic and each can only be picked together with the other: With only one, vast and linked consciousness, the guiding values of a Hive Mind is whatever the Hive Mind player wants it to be. They have their own set of Civics that can only be used by Hive Minds, and cannot use any non-Hive Mind Civics.

    [​IMG]

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    All Pops from the founder species of a Hive Mind will have the Hive-Minded trait. Hive-Minded Pops are not affected by Happiness and will never form Factions, allowing Hive Minds to completely ignore internal politics... though this comes as a cost, as they also cannot benefit from the Influence boost and other benefits provided by happy Factions in a regular empire. As Hive Minds rely completely on their ability to communicate psionically with the drone population, they are also unable to rule over non Hive-Minded Pops, and any such Pops in your empire will automatically be killed over time and processed into food to feed the Hive. Similarly, Hive-Minded pops that end up in non Hive Mind empires will be cut off from the Hive and will perish over time. The only way to integrate Pops between Hive Minds and non-Hive Minds is to use the Biological Ascension Path to unlock advanced gene modding and modify them by adding or removing Hive-Minded (more on this in the next dev diary). However, Hive Minds can still coexist with other species: They have full access to diplomacy and can have non-Hive Mind subjects (and can be ruled over as subjects in turn), though non-Hive Mind empires tend to be somewhat distrustful of Hive Minds on first contact.

    [​IMG]

    While Hive Minds are psionic by nature, the way they function and their connection to the Shroud is radically different from that of regular psychics, making them unable to follow the Psionic Ascension Path. Furthermore, Hive Minds are deeply biological entities, and fundamentally incompatible with the Synthetic Ascension Path. They are however perfectly suited for the Biological Ascension Path, and can make use of it to assimilate other, non-Hive Mind species into the Hive as described above.

    That's all for today! Next week we'll be talking about the Biological and Synthetic Ascension Paths. See you then!
     
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  13. Lardaltef

    Lardaltef Well Liked Berserker

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    I'm guessing sometime in april or may for utopia.
     
  14. Lardaltef

    Lardaltef Well Liked Berserker

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    On the steam store page for utopia.

    Release Date: Apr 6, 2017
     
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  15. Sheogoraath

    Sheogoraath Worst Person in the Universe Viking

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    MUCH EXCITE.

    The New Horizons Star Trek mod for this will be so much cooler with the addition of the new government stuff.
     
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  16. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    Wishing I had the time to play this... :crying:
     
  17. Lardaltef

    Lardaltef Well Liked Berserker

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    Your side bitches don't need that much of your attention.
     
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  18. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    DD 64: Synthetic and biological ascension

    The Synthetic Ascension Path focuses on abandoning your frail biological forms for that of a perfect machine. The first step, the Flesh is Weak, requires the Droids technology and allows you to modify your entire population through a special project, turning them into cyborgs. This gives them an immediate +20% boost to habitability, as well as bonuses to mineral production and army damage, and also makes any leaders generated from those species have the Cyborg trait granting an additional +40 years of lifespan.
    [​IMG]
    [​IMG]

    The next step, Synthetic Evolution, requires the ability to build Synths, and allows you to upgrade your cyborg population into fully mechanical forms, finally abandoning the frailty of flesh for the surety of synthetics. When it is complete, you will become a fully robotic empire, with a robotic primary species. Your population will benefit from all the advantages normally conferred to Synths in production and research, and all your leaders will be immortal, able to be killed only in battle or through events. You will also naturally no longer require Food for your synthetic population, instead being replaced by an Energy maintenance similar to regular Synths. You will also be able to name your new, gloriously post-biological people.
    [​IMG]

    The Biological Ascension Path focuses on mastery of DNA and evolution. The first step, Engineered Evolution, requires the Gene Tailoring technology and grants a major reduction to the cost and time required to genetically modify species, gives you +2 trait points, and also unlocks the ability to research the Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion), allowing recruitment of Gene Warriors.
    [​IMG]

    The next step, Evolutionary Mastery requires the Targeted Gene Expressions technology. It grants an additional +3 trait points, a further reduction in time and cost of genemodding, and unlocks the ability to research the Genetic Resequencing technology, which once researched unlocks Advanced Genemodding. With Advanced Genemodding you will be able to add negative traits and remove positive traits, allowing you to completely reshape species at your whim. It also unlocks five new traits that are exclusively available to the Biological Ascension Path:
    Robust: Upgrades from Extremely Adaptable, adds +30% habitability and an extra +30 years of lifespan.
    Fertile: Upgrades from Rapid Breeders, gives -30% growth time and +5% happiness
    Erudite: Upgrades from Intelligent, gives +20% science production and +1 leader skill levels.
    Delicious: Makes the species delicious and nutritious, granting +100% food yield from Processing and Livestock.
    Nerve Stapled: Removes the ability of the species to feel happiness or sadness. Happiness is disabled and Food/Mineral production increased, but adds major penalties to other resource production.
    [​IMG]
    [​IMG]

    To break it down:
    Psionics. High risk, high reward with the Shroud interactions.
    Synthetics. Strong, adaptable, long-living leading to immortality, pure strength and knowledge without need for food. Simple, but very powerful bonuses.
    Biological. Very versatile and can modify all species in your empire.

    Looking good. Can see lot of interesting uses for all the paths combined with other perks, like megastructures and habitats.
     
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  19. Sheogoraath

    Sheogoraath Worst Person in the Universe Viking

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    I wish you could use Hive Mind with the synthetic ascension path and make Borgs.
     
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  20. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    I was disappointed a bit by that too. Was hoping to try something similar to Geth.
    Wiz said they wanted to make Hive Minds something really different compared to normal empires, so that they will stand apart and not end up just as another "boost" for your empire when combining it with other ascension paths. I understand that reasoning and am fine with it. Hive Minds will have their own set of civics, and can still go for biological ascension, so they should have enough variety as is.