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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1742386 times)

Kot

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3960 on: December 11, 2016, 03:49:35 am »

Making them have actual gameplay effects would...ah, be like having cultural_gfx sprites, portraits, and what-have-you in CK or EU have practical gameplay effects.
Imagine the backslash if they did things like make Africans more fertile, Mongols more cruel, French more cowardly, Poles more GODLY MASTERRACE and gave every Russian an lunatic trait.
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3961 on: December 11, 2016, 04:00:35 am »

Pre-FTL humans are Poles since they can not into space.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3962 on: December 11, 2016, 07:59:07 am »

In all honesty, knowing Paradox, it's probably just going to make warmongers more powerful. Like with provincial improvements (monarch points for increase in taxation/trade/military/etc) in EU4. If I remember right, they were designed so that you could build your empire upwards, rather than outwards, giving a bonus to small, anti-expansionist nations. In reality, it just made it so that expansionists have much more potential power.

Yeah I'm not holding my breath. I kinda imagine it'll just be a big ship update with bigger ships and more dakka.

Whilst that's all good to a point, there's many other 4x games that do combat better (SoaSE for example) and the place where this could have really shined is in the political/species interaction stuff as well as internal faction wrangling and stuff. They seem to be going slightly towards that direction, but I don't know if they'll do it enough.

Spies/espionage are a must before it feels complete though - I'm holding off playing until they start getting that sort of thing in. 
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Culise

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3963 on: December 15, 2016, 09:27:17 am »

New dev diary up
Spoiler: Unity and Traditions (click to show/hide)
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USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3964 on: December 15, 2016, 10:41:16 am »

My first thought after seeing this dev diary: 'This looks like culture and polices from Civ 5.'

The first post after the dev diary: 'That's a pretty nice Civ 5 feature there.'

Great minds think alike...?
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ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3965 on: December 15, 2016, 10:55:51 am »

Pre-FTL humans are Poles since they can not into space.

but Poland CAN into space. I've done it.
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GiglameshDespair

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3966 on: December 15, 2016, 11:02:20 am »

Unless there's a huge increase in cost for more planets, that still seems like research where lots of pops can still outscience smaller civs.
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Retropunch

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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3968 on: December 15, 2016, 03:38:18 pm »

"Tall" empires are a dumb meme that should have died with Civ V. These specific traditions seem very uninspired. I like the idea of adding more ways to specify the culture (not just government) of your empire, but I don't see anything about this implementation that I like.

My first thought after seeing this dev diary: 'This looks like culture and polices from Civ 5.'

The first post after the dev diary: 'That's a pretty nice Civ 5 feature there.'

Great minds think alike...?
A good mechanic doesn't stop being good just because someone else did it first.

See also: Pretty much every advertised feature in Civ VI.
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Chiefwaffles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3969 on: December 15, 2016, 03:52:09 pm »

Yeah. While there should be ways for a small empire to not be insta-crushed by larger ones without bought, bigger empire should be unquestionably better. If you want to add ways to keep small empires competitive, elements like espionage and intrigue would go much further.

I still like the culture stuff though. Another way to further develop and customize my empire.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!

Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3970 on: December 15, 2016, 05:19:59 pm »

Beaten by about 3 hours.

Saw it, but wanted to include the link to the actual post - copy pasting without linking is a personal pet peeve of mine - especially when the original post is so picture heavy.

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With enough work and polish, it could have been a forgettable flash game on Kongregate.

Shadowlord

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3971 on: December 15, 2016, 05:30:50 pm »

"Tall" empires? What does that even mean?
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USEC_OFFICER

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3972 on: December 15, 2016, 05:43:11 pm »

Few planets, many productive populations in them, as opposed to 'Wide' where you have many planets but not a lot invested into them. Basically instead of expanding out, you expand up by improving what you already have. Generally building Tall is not as good as building Wide, which is why a lot of recent 4xs are trying to make them more viable. Including more play-styles than just 'conquer everything' is a good idea, you know?
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lordcooper

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3973 on: December 15, 2016, 06:30:19 pm »

Yeah. While there should be ways for a small empire to not be insta-crushed by larger ones without bought, bigger empire should be unquestionably better.

Wasn't the Soviet Union the second widest empire in all of recorded history?
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Chiefwaffles

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #3974 on: December 15, 2016, 06:32:15 pm »

My point remains.
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Quote from: RAM
You should really look to the wilderness for your stealth ideas, it has been doing it much longer than you have after all. Take squids for example, that ink trick works pretty well, and in water too! So you just sneak into the dam upsteam, dump several megatons of distressed squid into it, then break the dam. Boom, you suddenly have enough water-proof stealth for a whole city!
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