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. Tuonela

    Tuonela Well Liked Berserker

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    No release date yet, I'd assume in the next 1-2 months though
     
  2. j.p.

    j.p. Well Liked Berserker

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    This (plus a bunch of other freetime-destroying titles) is in this week's Humble Bundle for $12.
     
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  3. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    Release date is now officially Feb 22.



    Bit sooner than I expected, which pleases me.
     
  4. Tuonela

    Tuonela Well Liked Berserker

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    Ugh, too much stuff coming out. This, Kingdom Come: Deliverance I kickstarted is coming out in a few weeks, then Pillars of Eternity 2 just said its an April release. Too many long-form games at once man.
     
  5. Tuonela

    Tuonela Well Liked Berserker

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    Stellaris Dev Diary #104 - Cherryh Feature Roundup

    https://forum.paradoxplaza.com/foru...ev-diary-104-cherryh-feature-roundup.1068825/

    Hello and welcome to another Stellaris development diary! Today we will take a look at some of the minor features and changes in the coming 2.0 'Cherryh' update.

    Quality of Life
    We have added small icons to the outliner that lets you see if planets have buildings that can be upgraded, or if there are Pops that do not have a building they are working. Similarly, you will be able to see when a starbase has an empty module or building slot.

    This should make it a lot easier for you to manage your planets and starbases.

    [​IMG]

    In the fleet view it is now also possible to see which designs can be upgraded.

    [​IMG]

    Hallowed Planets
    Spiritualist empires will be able to designate an uncolonized Gaia World within their borders as a 'Holy World'. The Holy World will increase your empire's unity production as long as it remains uncolonized and within your borders.

    In addition to being able to make uncolonized Gaia Worlds useful, Hallowed Planets will also make spiritualist factions happy.

    [​IMG]

    War Doctrines
    In addition to other changes to traditions, finishing the Supremacy traditions now allows you to set a War Doctrine for your empire. War Doctrines give you additional customization and specialization regarding how you utilize your fleets.

    [​IMG]

    There are four different war doctrines with different strengths and weaknesses:
    Defense in Depth: Defensive empires will have a bonus to their ship fire rate within their own borders
    Hit and Run: This doctrine will increase the likelyhood of your ships making an emergency FTL in combat, and also reduce damage caused by emergency FTL
    Rapid Deployment: Empires that choose to rely on quickly being able to respond to threats may choose this doctrine which increases sublight speed and ship weapon range
    No retreat: Militarists and Gestalt Consciousness empires can choose to employ a doctrine of no retreat, increasing ship fire rate but removing the ability for individual ships to emergency FTL out of combat instead of being destroyed.

    [​IMG]

    Psionic Awakening (Utopia)
    Should you be playing a Psionic empire, introduced with Utopia, it will now be possible to help lesser species awaken their psionic potential. This works similar to Assimilation, where you can give another species the benefits of your chosen ascension path.

    [​IMG]

    That's all for this week! Next week you will be able to read the full patch notes for the 2.0 'Cherryh' update!
     
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  6. Tuonela

    Tuonela Well Liked Berserker

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  7. Lardaltef

    Lardaltef Well Liked Berserker

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    So gateways are the artificial wormholes but don't connect to just one one other gateway. Also if you really want to go hard mode go barbaric despoiler civic. They can't go into defensive pacts or federations.
     
  8. Hepatitis TK

    Hepatitis TK Decorative Flounce Berserker

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    So... They're star gates?
     
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  9. Lardaltef

    Lardaltef Well Liked Berserker

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    Yes.

    You know this means someone has to make an Empire called Stargate Command.

    Also I'm disappointed that you haven't made The Glorious Assholium Empire founded upon the Asshole Dynasty. I'm thinking the asshole family from spaceballs.
     
    Last edited: Feb 28, 2018
  10. Tuonela

    Tuonela Well Liked Berserker

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    By the way, if anyone wants a go wide fast build, corporate dominion civic is pretty bomb. Just trying a game with it, you get trade hub in your starbase to start and private colony ships are available from day 1. You roll energy like crazy early game and can build colony ships at will, also recruiting leaders and doing edits is cake. Perhaps a word of Borf empire:

    Corporate Dominion
    • [​IMG] +1 Energy per Starbase Trading Hub
    • [​IMG] Can build private colony ships
    This society is dominated by a megacorporation that has completely supplanted the role of the state.
    • [​IMG] Not [​IMG] Xenophobe nor [​IMG] Fanatic Xenophobe.
    • [​IMG] Is [​IMG] Oligarchic.
     
  11. Tuonela

    Tuonela Well Liked Berserker

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    Patch:

    Feature

    • Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders
    • Assist Research is no longer researched by technology, and is instead unlocked by a Discovery tradition
    Balance
    • Increased max number of Titans from to 3 to 20
    • Resource Replicators mineral production increased from 30 to 40
    • Raised starbase max cap to 999
    • Raised naval max cap to 9999
    • Psionic Shields can no longer be reverse-engineered
    • Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute
    Traditions
    • Faith in Science now gives 3 months of Unity production per tech unlocked instead of adding Unity production to assist research
    • To Boldly Go now gives +50% science ship disengage chance instead of +30 science ship evasion
    • Planetary Survey Corps has been replaced with Databank Uplinks; which unlocks Assist Research (techs related to Assist Research are no longer researchable, and base effect was buffed)
    Ascension Perks
    • Grasp the Void effect on starbase capacity increased from +4 to +5
    UI
    • Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system
    Modding
    • Expanding changes from "distance" trigger to "distance_to_empire" trigger distance_to_empire = { who = <target> type = <hyperlane/euclidean> uses_bypass = <yes/no> } uses hyperlane and bypasses by default, the empire in "who" is used to determine bypass usage
    • Reworked distance trigger. It now works: distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }" ); type = hyperlane/euclidean (hyperlane by default) uses_bypass: yes/no (yes by default) whether to use bypasses (wormholes/gateways) when evaluating distance bypass_empire is used to determine what bypass can be used. This parameter is ignored if uses_bypass=false if unset, bypasses will be ignored min_jumps and max_jumps work the same as min/max, except in number of jumps instead of distance units. These parameters are ignore if 0, or if the type isn't hyperlane
    Bugfix
    • Growing pops are now always killed when a planet is bombarded into a tomb world
    • Fixed a bug where Prethoryn could end up with non-infested planets which could not be bombarded
    • Fleet capacity now displayed correctly for fleets that should not have any. Also, the "open fleet manager" button in the fleet view is disabled for fleets that the player does not have a fleet template for (alliance fleets)
    • Fixed misaligned constructed ringworld segments
    • Fixed Casus Belli notification spam
    • Synthetically Ascended empires no longer get the Ghost Signal modifier on newly constructed Pops
    • Fixed issue with Gateway construction event incorrectly firing when someone else activated a Gateway in your system
    • Wormholes and Gateways are now taken into consideration when checking if empires are neighbors
    • Fixed "Go To" location and typo in "Habitat Complete" event
    • Event ships now get proper fleets with templates, but are blocked from cheat building through fleet manager
    • Marauder raiding fleets now go after mining/research stations of their intended target, and scale properly according to difficulty
    • Robotic workers are now automatically allowed when you synthetically ascend
     
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  12. Lardaltef

    Lardaltef Well Liked Berserker

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    I think an AI empire just imploded. I don't think they were at war with anyone though I had just taken half of their territory. But I got a message saying their empire was no more. one second it was there and then just a whole bunch of unexplored empty space.

    They couldn't have been at war. the only other 2 empires they connect to wouldn't attack them. One is an unawakened fallen empire the other has to go through a dimensional horror.
     
  13. Tuonela

    Tuonela Well Liked Berserker

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    So I had an interesting single player experience....

    This is like early mid into the game, borders are basically set and I'm starting to look outward for expansion. Get into a war with a neighbor, my tech and fleets are superior plus he had just gotten into another war with another neighbor so I steamroll and capture two colonies.

    At this point my own empire is about 5 planets and takes up maybe 15% of the east side galaxy, but I have 100+ minerals a turn and a few thousand energy stored up. Tech level I'm at cruisers and just unlocked fortresses. No issues whatsoever with resource gen and my fleet cap is not even close to full.

    So I win, I capture territory and two colonies. Now, I didn't really do my due diligence I guess, because although the empire was 'equivalent' to me before losing the wars, these are fully populated planets with fuck all for infrastructure. The second I get the colonies my food production tanks to like -40. WTF. My stockpiles aren't that big either, maybe at like 130. So within 4 months I'm looking at starvation. Problem is, I literally can't turn around my food production that fast, but I try.

    Well, my food runs out even when I'm swapping hydro bays on starbases and making farms on planets, making enough credits I figure I can swap back once I stabilize. I thought about releasing those planets, but I didn't have the right tradition. So with starvation comes unrest, with unrest comes a massive negative malus to my food production. So now even though I was close to getting to even (I was at like -9 before starvation hit), a bunch of my planets now flip to MASSIVE unrest and my food production tanks to another -5o, which is probably a cumulative of 100+ food shortage from when I acquired the two planets to start.

    I'm still building farms, make sure I have strongholds on every planet with unrest, install martial law wherever I can, but my planets are still at unrest. I'm having a difficult time pulling up my food production up when the unrest is causing its production to crater, and I know when I get out of it I'm going to have a massive food bolus. So this goes on for a few months, I'm trying to boost food any way I can but not making a lot of headway, when, my planet rebels.

    It was my pure energy planet, so all of a sudden I'm at a massive energy deficit. The bonus, however, is that without a whole planet, my food production is now positive. The rest of my planets immediately get out of unrest and I have like 80+ food production.

    My energy will run out pretty quickly though, so I immediately send my fleet and armies to my rebellion planet (which basically had no defenses being deep in my area). I contact two traders and make a mineral / energy swap to sustain me for a few months while taking a small negative hit to minerals, and then re-conquer my planet. Then, after the near year of the Irish potato famine, all is good due to a rebellion.

    TLDR:
    1) Conquered 2 planets, it tanked my food (no infrastructure, thanks AI)
    2) Starvation tanked my happiness
    3) Unrest tanked my food production more causing a spiral of food death
    4) Less food caused more unrest leading to planet rebellion
    5) Planet rebellion took away enough mouths to get me out of starvation and resolve unrest
    6) Reconquered rebelling planet and all was good.
     
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  14. Lardaltef

    Lardaltef Well Liked Berserker

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    Yeah. It always did bug me when I take planets from an Empire that is "equivalent" and the planets are populated but huildings.
     
  15. Hunter Gamma

    Hunter Gamma Well Liked Viking

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    Focused story pack concentrating on exploration and oddities of the galaxy.
    New stuff includes such things as large amount of new anomalies, new leviathans, unique systems and so called "L-cluster".

    Researching anomalies will also be changed so that there is no risk of failure and it will only take time. Anomalies now vary from 1 - 10 in difficulty and level of scientist will affect how long it takes to research an anomaly. Level 1 scientist researching level 10 anomaly is no bueno time-wise. Though this makes having multiple science ships much more effective, as some of them can spent time researching anomalies and others exploring.

    Seems good so far. Exploration was one of the selling points of original Stellaris so it's good its getting some refinement.

    EDIT:
    Some hints of what's coming.

    [​IMG]

    [​IMG]
     
    Last edited: Apr 23, 2018
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