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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1741714 times)

Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4380 on: March 30, 2017, 02:38:18 pm »

* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it

Urgh, even lowerrrr. I get what they're trying to do, but it seems frustratingly low.
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Exerosp

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4381 on: March 30, 2017, 04:36:13 pm »

* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it

Urgh, even lowerrrr. I get what they're trying to do, but it seems frustratingly low.
And you start out with being able to make colony ships or was that a tradition?
I don't see what's wrong with it. Might be able to get past the 5 core sector system with those traditions too but I haven't bothered reading any yet :P
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4382 on: March 30, 2017, 04:48:26 pm »

And you start out with being able to make colony ships or was that a tradition?
I don't see what's wrong with it. Might be able to get past the 5 core sector system with those traditions too but I haven't bothered reading any yet :P

That wasn't tradition, and you can get past 5 core systems. The problem is that whilst the sector AI has improved, its frustrating having to mess around with sectors all the time. It'll also mean that unless you go straight for expansion tech, you could end up with basically only 3-4 habitable planets to manage directly, which seems a bit slim.

I feel like sectors should be something I *want* to do, rather than that I have to do.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4383 on: March 30, 2017, 05:05:52 pm »

Fortunately the mods that currently change core system numbers should continue to work just fine
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4384 on: March 30, 2017, 05:27:02 pm »

They've made it so only one pop can migrate to a planet at a time though, so there's more reliance on natural growth rather than just letting one pop from each of the 30+ planets you control or have a migration treaty with fill the whole thing up in 2 years. Getting planets productive more quickly will be a very valuable thing, both for border extrusion reasons and for the resources.

Ok, yeah, but I liked the fact that free flow of people was the advantage of liberty. It made for an interesting opposition to empires.
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Greiger

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4385 on: March 30, 2017, 05:34:09 pm »

Since I'm not as familiar with the modding scene for stellaris as I am with say, DF or Cata DDA, what kinds of mods would typically still work unmodified after an update like this?  I imagine anything that changes game values, like expanded ethics are out, but would things like Avali(cuddly space raptors yay!), flag icons, and coloration stuff still work correctly?
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4386 on: March 30, 2017, 06:03:04 pm »

But would things like Avali(cuddly space raptors yay!), flag icons, and coloration stuff still work correctly?

Those things should work, assuming the devs haven't touched any of those files.
The colorations, you will have to test. I read that they did some changes to empire border colors.
But I don't think they have changed the actual colors themselves though.
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4387 on: March 30, 2017, 06:42:19 pm »

Since I'm not as familiar with the modding scene for stellaris as I am with say, DF or Cata DDA, what kinds of mods would typically still work unmodified after an update like this?  I imagine anything that changes game values, like expanded ethics are out, but would things like Avali(cuddly space raptors yay!), flag icons, and coloration stuff still work correctly?
Well, I know the species mods broke after one update or another changed the way that species groups were organized. Some of them still haven't been updated and are useless now.

So I wouldn't assume that any mods will remain unbroken after Banks is released.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4388 on: March 30, 2017, 07:18:54 pm »

Honestly I'm glad primitives are less common. In some games it's hard to find world's without primitives.

Also, growth time is and always will be useless.
I guess apparently it's handy in the hardcore 4x multiplayer that they do in the Paradox offices.

* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it

Urgh, even lowerrrr. I get what they're trying to do, but it seems frustratingly low.
But it's easier to raise now, so I reckon that's not such a bad thing.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4389 on: March 30, 2017, 07:43:27 pm »

But growth time directly translates to resource growth on a new planet...
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Sirus

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4390 on: March 30, 2017, 07:48:24 pm »

Sure, but increased habitability translates into increased maximum happiness, and increased happiness also boosts resource growth. It's actually higher in the long term that way, because all the tiles will fill up eventually.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4391 on: March 30, 2017, 07:49:19 pm »

I always stack growth time bonus first then rebuild for max happiness once the planet is full. Sector gov does something similar
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Aedel

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4392 on: March 30, 2017, 09:22:31 pm »

Here's hoping to sectors finally being decent enough that a 9999 core system mod isn't required.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4393 on: March 30, 2017, 10:44:37 pm »

Here's hoping to sectors finally being decent enough that a 9999 core system mod isn't required.
We can hope. I think it'll be maybe two or three patches more before it becomes good though.

Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4394 on: March 31, 2017, 05:21:46 am »

* Core Sector Systems base value reduced from 5 to 3. Added new early/mid game technologies and traditions to raise it

Urgh, even lowerrrr. I get what they're trying to do, but it seems frustratingly low.
But it's easier to raise now, so I reckon that's not such a bad thing.

My issue is that I feel it'll be a sort of 'no-brainer' tech to research ASAP, and the only reason you'll want to do it is to cut the tedium out of sector shuffling.

I get their reasons behind doing it, and maybe with the new faction system and whatever it helps keep the amount of micro down, but it still seems a bit tediously low.
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