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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1729233 times)

Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8655 on: April 15, 2020, 03:17:08 pm »

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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8656 on: April 15, 2020, 03:23:51 pm »

Next run is going to be Egalitarian Federation types.

My conclusion from my previous game is that Hive Minds are ridiculously OP. I had 1000+ Admin cap being used, not even close to my cap, never even worried about running over my cap. 
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SOLDIER First

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8657 on: April 15, 2020, 03:50:38 pm »

"Ridiculously OP", or "optimized to not worry about admin cap with the right setup"? :P
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8658 on: April 15, 2020, 03:57:57 pm »

Eh, I'm sure anything can be OP, but I basically just did whatever with no plan and ended up with the most powerful empire I've ever had. Megastructures like a dyson sphere were made redundant my economy was so strong, ridiculous fleets, etc.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8659 on: April 15, 2020, 04:05:36 pm »

Everything I've heard about Hiveminds for the last few months is that they're pretty UP (particularly if you aren't ravenous) and neglected, so not having to worry about administrative buildings so much sounds like a decent boost.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8660 on: April 15, 2020, 05:05:26 pm »

Everything I've heard about Hiveminds for the last few months is that they're pretty UP (particularly if you aren't ravenous) and neglected, so not having to worry about administrative buildings so much sounds like a decent boost.

The standard unity building also builds admin cap. So does the planet capital building.

So basically the more pops you get the more admin cap you get. Also they get admin cap % techs.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8661 on: April 15, 2020, 06:00:44 pm »

And like the normal culture buildings, synaptic nodes can be spammed now!  That's pretty handy, though it might lack the efficiency of dedicating a planet to bureaucracy or unity for a multiplier bonus.  I might be a little obsessed with multipliers.  Normal empires don't even get administrative cap from administrators (capital rulers), just bureaucrats (administrative center specialists).  Guess that's a side effect of synapse drones combining multiple jobs types.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8662 on: April 15, 2020, 06:17:36 pm »

I love the multipliers for science and the like. I never needed extra unity, so I never really thought about doing a unity/admin planet.

Are the techs for +10% alloy production for all races now, or is that another hive-mind-bullshit bonus?
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8663 on: April 15, 2020, 06:21:16 pm »

Yeah, I've never had issues with unity.  I never even build the unity buildings and still max out my traditions well before the end game year and have enough to keep all of the relevant unity ambitions going.  As a materialist.  As a species with Quarrelsom.

I feel like unity, traditions and ascension perks probably need to be rethought completely, and spiritualists need some other, better thing to be good at.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8664 on: April 15, 2020, 06:44:06 pm »

Yeah I completed all traditions by... at most 175 years in, I think more like 150, without trying much.  I build a museum-world late on but didn't fully staff it.  As long as you keep administrative cap set, it's probably fine.  But getting those last few ascension perks for megastructures (or colossus I guess) is better sooner.  The last benefit comes from the unity edicts which I didn't notice for a while.  Some are pretty strong, and you can pool up plenty of unity to run them through the endgame.

@Dun
The +10% alloys techs (and the ones for consumer goods I guess you miss out on as gestalt :P) are for everyone, yeah.
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8665 on: April 16, 2020, 10:16:01 am »

Yeahhhh

as much as i love stellaris, it's really gone from 'a neat scifi 4x with some good ideas to build on' to 'feature creep and half-baked systems.'
Such is the nature of the Paradox DLC model. You can make cool systems as a part of a DLC but then what? What if you need to change that system to work with something else? What if you want to add new content that relies on this? What if you want to improve it but can’t rationalize spending that kind of man hours on content that neither attracts new players (free updates) or DLC purchases (DLC exclusive)?

It just quickly becomes a mess. It can be handled relatively well or poorly depending on the game and DLC in question, but overall the way I see it it’s a huge harm to developing systems that aren’t new or were always in vanilla.

Even with that in mind, Crusader Kings 2 has managed generally to avoid this issue, and while I don't really enjoy it anymore, EU4 is still... EU4. Meanwhile Stellaris has just had the worst of the model in every step.

srsly lithoids get unique mechanics but you can't just update plantoids to add in some unique mechanics?

yeah, i would really appreciate more back-fill. unique mechanics for every species group would be a nice start. they don't even need to be game-changing like lithoids. just something for minor flavor, like +1 envoy for humanoids, +5% habitability for mammals, etc. sure, do something wild for plantoids and whatever else.

all the old civics could really use some love, too. too many are just boring filler like +unity, +happiness, etc.

but ultimately i think the underlying model of the game just doesn't work well. colonization is too 'blah', internal factions meaningless and can be ignored (hell, ethics shift apparently doesn't even work right, like at all), techs are 100% repeatables after just like, 100-150 years, etc.

typical paradox game takes ~2 years to get good, we are almost 4 years in and there are serious flaws with the basic systems in the game.
« Last Edit: April 16, 2020, 10:18:38 am by ZeroGravitas »
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Radsoc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8666 on: April 16, 2020, 10:47:12 am »

I kinda like it, but gotta admit it isn't feature complete yet. New Horizons is a great mod though. Almost like a new game. Got me into Star Trek :P watching it from scratch while I wait for the new update
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Iceblaster

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8667 on: April 16, 2020, 04:01:33 pm »

Yeahhhh

as much as i love stellaris, it's really gone from 'a neat scifi 4x with some good ideas to build on' to 'feature creep and half-baked systems.'
Such is the nature of the Paradox DLC model. You can make cool systems as a part of a DLC but then what? What if you need to change that system to work with something else? What if you want to add new content that relies on this? What if you want to improve it but can’t rationalize spending that kind of man hours on content that neither attracts new players (free updates) or DLC purchases (DLC exclusive)?

It just quickly becomes a mess. It can be handled relatively well or poorly depending on the game and DLC in question, but overall the way I see it it’s a huge harm to developing systems that aren’t new or were always in vanilla.

Even with that in mind, Crusader Kings 2 has managed generally to avoid this issue, and while I don't really enjoy it anymore, EU4 is still... EU4. Meanwhile Stellaris has just had the worst of the model in every step.

srsly lithoids get unique mechanics but you can't just update plantoids to add in some unique mechanics?

yeah, i would really appreciate more back-fill. unique mechanics for every species group would be a nice start. they don't even need to be game-changing like lithoids. just something for minor flavor, like +1 envoy for humanoids, +5% habitability for mammals, etc. sure, do something wild for plantoids and whatever else.

all the old civics could really use some love, too. too many are just boring filler like +unity, +happiness, etc.

but ultimately i think the underlying model of the game just doesn't work well. colonization is too 'blah', internal factions meaningless and can be ignored (hell, ethics shift apparently doesn't even work right, like at all), techs are 100% repeatables after just like, 100-150 years, etc.

typical paradox game takes ~2 years to get good, we are almost 4 years in and there are serious flaws with the basic systems in the game.

yeah

they ripped out a ton of neat stuff too

for example: faction rework had independence factions alongside iirc others, as shown here by the wiki

Spoiler: Known Factions (click to show/hide)

But with the ethics rework and the following faction rework, they just

kinda fucking ditched all the interesting results of hte previous system, for example even tho it was shallow, they removed hte ability to do things such as:

have factions with leaders that aren't your own existing leaders -and thus remove the weirdness of your leader of your xenophobic fan. authoriatian empire being in the egalitarian faction

factions actually being worth keeping docile

factions that actually have an effect on galactic politics

srsly, having a sector revolt faction actually pull a sector away if it gets too unhappy would be fucking fantastic to reduce late-game blobbing boredom. but nope, one planet an dmaybe two systems will pop away and then get swatted down near instantly.

they also just completely fuck with sectors

srsly now sectors aren't even worth having
can't automate them without going into each individual planet to set that planet to be automated(the fuck how does this reduce micro)
they don't auto colonize systems in their borders(can't even give a toggle?)
can't auto build stations in their borders
can't manually designate sectors

i might be the only one, but i really liked it when factions were like mini countries inside your own, with their own construction fleet and colony ships + taking resources and giving a fraction to you as a tax. it made it feel more like the wheels of an empire slowly grinding ddown as they grew too big to control directly.

EDIT: Also, selective purging and enslavement.
Why can't I just enslave one planet's pops of a species but leave hte rest free? Why not the same for purging.
If I'm a horrible dictatorship, let me actually direct my killsquids to kill the xenos on one planet for lebesraum instead of having to have all of that species being dead.
« Last Edit: April 16, 2020, 04:03:53 pm by Iceblaster »
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8668 on: April 16, 2020, 05:01:49 pm »

I thought you could automate sectors from the planets screen but could be remembering incorrectly
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Iceblaster

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8669 on: April 16, 2020, 06:05:31 pm »

Not in the current version. You have to go into planet view, right next to colony designation there's a pair of buttons to turn on or off colony automation.

This automates based on either colony designation or sector designation depending on if you manually set the former and if the latter's sector auto build is on.

Now why the game doesn't just let you, I don't know, automate all planets in a sector and only bother to automate different if colony designation is set instead of making you go into every planet to set automation on before it actually automates is dumb.

EDIT: one step forward, two steps back in many cases for stellaris devs
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