|
I wish there were either way more tradition trees than you could ever get in a single game, so you pick the ones that best apply to your situation and theme, or that on empire creation you can pick from a big grab-back of trees that fit the story of your nation. It always feels really weird that your peaceful isolationists with no vassals need to finished the DOMINATION tree just so they can make their habitats bigger.
|
# ? Oct 4, 2018 16:59 |
|
|
# ? Apr 19, 2024 18:43 |
|
I wish there were as many ascension trees as there were Ideas in EU4.
|
# ? Oct 4, 2018 17:24 |
|
DrSunshine posted:I wish there were as many ascension trees as there were Ideas in EU4. Yeah, and I really like how custom nations work in EU4 where you can assemble things your self and even give them flavour text.
|
# ? Oct 4, 2018 17:25 |
|
It might be neat if there was at least a way you could progress towards unlocking an ascension slot without the tradition trees. You'd probably want it to be slightly cheaper (because you're not getting the benefits of each step of the traditions as well) but it would let you get the ascension stuff without doing traditions you don't want to do. I had to do some mental gymnastics to justify taking the 'mega corporations' one for my Space USSR.
|
# ? Oct 4, 2018 17:26 |
|
evenworse username posted:I had to do some mental gymnastics to justify taking the 'mega corporations' one for my Space USSR. They're just really really big co-ops.
|
# ? Oct 4, 2018 17:29 |
|
DrSunshine posted:I wish there were as many ascension trees as there were Ideas in EU4. Agree. One of the biggest bummers in any Stellaris game is when you run out of cool traditions and have to pick a lovely one just to open up more perk slots.
|
# ? Oct 4, 2018 17:31 |
|
Traditions, like ascension parks, are something they seem to have built so it could be added seamlessly in the future. Certianly something that hooks into the base game with ease and can be used to tie new additions in future expansions. Towards the end of today's stream while they were talking about the release date Wiz very pointedly mentioned that what's been shown off so far will be included in the free patch when 2.2 drops, seeming to infer that there will indeed be paid features coming down the line. Doesn't necessarially mean new traditions trees this time around but you never know. Also, unless I completely zoned out I don't think they discussed the change in building slots being determined by pops instead of infrastructure in the stream. I'll have to rewatch it when I get home and can pay closer attention.
|
# ? Oct 4, 2018 17:34 |
|
I agree more traditions would be good, along with consequences for going down a certain path in the form of other choices being locked off or becoming more expensive. Maybe something like a web of nodes where you start in the center with diametrically opposed tradition trees on either side. Make the cost of each tradition depend on the distance of the node from the average of all your other choices, and the more distant nodes have a greater impact when selected. Unlocking perks could depend on passing certain thresholds in terms of distance from the center.
|
# ? Oct 4, 2018 17:35 |
|
Psychotic Weasel posted:Traditions, like ascension parks, are something they seem to have built so it could be added seamlessly in the future. Certianly something that hooks into the base game with ease and can be used to tie new additions in future expansions. They did. Infrastructure was bad because people would spam cities on barely populated planets just to get the inf to build a ton of buildings they wanted but they didn't really want/need the cities so the whole thing wasn't really ideal. Doing it by population cuts out the middle man, since cities are housing for pops mostly, just base it off pops instead. If your planet decreases in pops for what ever reason, slots will re-lock and the building becomes ruined. The one thing I don't like about this system is that it means your buildings being ruined will be based on when they were built, rather than you picking priorities. Maybe I built a hydroponic farm early on and an alloy factory later. I got bombed and lost some pops and now my alloy factory can't work because it was in the last built slot, but I'd really rather turn off the hydroponic farm than the critical factory. If we could like... drag buildings and swap their slots to re-prioritize them or something that would be cool.
|
# ? Oct 4, 2018 17:39 |
|
Baronjutter posted:They did. Infrastructure was bad because people would spam cities on barely populated planets just to get the inf to build a ton of buildings they wanted but they didn't really want/need the cities so the whole thing wasn't really ideal. Doing it by population cuts out the middle man, since cities are housing for pops mostly, just base it off pops instead. If your planet decreases in pops for what ever reason, slots will re-lock and the building becomes ruined. The one thing I don't like about this system is that it means your buildings being ruined will be based on when they were built, rather than you picking priorities. Maybe I built a hydroponic farm early on and an alloy factory later. I got bombed and lost some pops and now my alloy factory can't work because it was in the last built slot, but I'd really rather turn off the hydroponic farm than the critical factory. If we could like... drag buildings and swap their slots to re-prioritize them or something that would be cool. But it basically represents that building being destroyed by bombing, how would it make sense for you to decide which building the enemy destroys?
|
# ? Oct 4, 2018 17:47 |
|
Torrannor posted:But it basically represents that building being destroyed by bombing, how would it make sense for you to decide which building the enemy destroys? It represents the planet not having the population to support the building. It seems like something you'd be able to prioritize. If it was just bombing shouldn't it be random, not based exactly on order of construction?
|
# ? Oct 4, 2018 17:49 |
|
Torrannor posted:But it basically represents that building being destroyed by bombing, how would it make sense for you to decide which building the enemy destroys? Well no, because pop decrease re-locking slots represents you running out of people to staff them. Pop decrease might happen due to bombing but it might also happen for other reasons and in that case it makes perfect sense to be able to choose where to allocate your workforce. Bombing, as i understand it, damages buildings randomly, pop loss damages them in order.
|
# ? Oct 4, 2018 17:51 |
|
Baronjutter posted:It represents the planet not having the population to support the building. It seems like something you'd be able to prioritize. If it was just bombing shouldn't it be random, not based exactly on order of construction? Everything is on one tile now, skyscraper style. Later buildings are on top and therefore get bombed first.
|
# ? Oct 4, 2018 18:24 |
|
goatsestretchgoals posted:Everything is on one tile now, skyscraper style. Later buildings are on top and therefore get bombed first. This is a planet. It menaces with a spike of buildings.
|
# ? Oct 4, 2018 18:40 |
|
i haven't been following stellaris news for a few months, waiting for the 2.2 patch. is there any info or estimate on when it may be released?
|
# ? Oct 4, 2018 18:41 |
|
No release date has been announced.
|
# ? Oct 4, 2018 18:46 |
|
Wiz is growing a Nordic metal band goatee, though. Just needed to share this critical news.
|
# ? Oct 4, 2018 18:47 |
|
Shadowlyger posted:This is a planet. It menaces with a spike of buildings. On the item is an image of a large worm
|
# ? Oct 4, 2018 19:15 |
|
MrL_JaKiri posted:I mean, cheers for making my point that Doctor Who continuity is all over the place (but in an oddly aggressive manner) Well, take a look at my avatar. ConfusedUs posted:Robot chat: I wish I could pick any portrait, robots included, for any empire. If I don't pick a gestalt consciousness, treat them like any other pops with happiness, etc. I'm even fine with "food" requirements for them. I can abstract that in my mind as anything number of things, like burning plant matter for internal combustion engines or huge endless fields of giant hamsters on wheels, running endlessly to produce power. There was a mod that allowed players to pick a Synth-start, which was a lot like a individualist robot start. No idea if that mod has survived the many changes afterwards, though. Baronjutter posted:I wish there were either way more tradition trees than you could ever get in a single game, so you pick the ones that best apply to your situation and theme, or that on empire creation you can pick from a big grab-back of trees that fit the story of your nation. Having more tradition trees would be neat, especially if they go farther then just MORE SHIPS or MORE ENERGY. But personally, I think it would be even better to have 1-2 more expensive super techs to get some more ascension perks. Regardless of what you roleplay as, there are always those pesky 1-2 trees that make no goddamn sense with what you're trying to achieve, so slogging through them just to get those two last perks feels always like the dumbest thing ever
|
# ? Oct 4, 2018 19:57 |
|
I always felt the civ5 traditions were a bit limited in that you get most of what you want in a typical playthrough, so when that was implemented more or less whole cloth it was interesting to see that the exact same problem carried over. Much like there should be way more research options available so there was an actual choice to make, I rarely feel I'm making much of a choice with traditions other than "which ones would be most useful for the first 2-3" Please add a ton of traditions, empire events, and research choices in a $15 content pack or something, that would be badass. I still think 2 years on the fact that the # of events has grown so little is a real shame. In EU4 there are so many custom events for custom empires, France, Ottomans, Mughals, Russia, Austria, all that stuff. In Stellaris it feels like there are less generic events than EU4 and absolutely no custom events at all. I suppose some stellaris dev will kool aid man in here with "Well actually we have 75% more" or something but I feel I get very very few event driven choices in a typical playthrough. The ones that are there seem very early game focused, and event decisions related to crises / l gates is not exactly what I'm talking about either.
|
# ? Oct 4, 2018 20:08 |
|
didnt distant stars increase the # of events by 50%?? I think that was mostly exploration oriented though.
|
# ? Oct 4, 2018 20:20 |
|
TheDeadlyShoe posted:didnt distant stars increase the # of events by 50%?? Yep from 10 to 15 we're headed to the moooon! It still feels really sparse, to me. I bought Distant Stars and maybe they can do a Content Pack 2 that will further expand the dynamic events to cover things beyond exploration and early game.
|
# ? Oct 4, 2018 20:23 |
|
TheDeadlyShoe posted:didnt distant stars increase the # of events by 50%?? Get out of here with your "facts" kool aid man! (I have not personally counted them, but Wiz says in his DD that DiS adds "several dozen events") Darkrenown fucked around with this message at 20:37 on Oct 4, 2018 |
# ? Oct 4, 2018 20:25 |
|
It'd be hard to reconcile the 4x "Be whatever nation" thing with things like custom national ideas, focus trees, or decisions like in the other Paradox games. I could see more civic/ethos-specific events though.
|
# ? Oct 4, 2018 20:32 |
Distant Stars is probably my favorite DLC. It's not as fundamental as Utopia, especially since some of that got rolled into the main game. But drat do I love me some Wacky Space Stuff. What I'm saying is that I'd buy, instantly: * Distant Stars 2: Electric Space Boogaloo * The Most Distant Stars * The Not-so-distant Stars * Dancing with the Distant Stars * Distant Stars and Stuff (It's where I get all of my stars and most of my stuff)
|
|
# ? Oct 4, 2018 20:41 |
|
I'll make some new events, but they will all be CK2 references.
|
# ? Oct 4, 2018 20:45 |
|
Darkrenown posted:I'll make some new events, but they will all be CK2 references. The comet event content pack
|
# ? Oct 4, 2018 20:46 |
Darkrenown posted:I'll make some new events, but they will all be CK2 references. You joke, but seriously do this
|
|
# ? Oct 4, 2018 20:47 |
|
Darkrenown posted:I'll make some new events, but they will all be CK2 references.
|
# ? Oct 4, 2018 21:00 |
|
Why can't we search for anomalies in AI's space? (and if you do within borders of a fallen empire, you'll find nothing) Anomalies are the most fun part early game, and it stops way to fast. Why can't i have all precursors event in one game ex, each within a separate part of the galaxy. Running out of things to do with scientist ship in 2020 is too early in 1000 star game.
|
# ? Oct 4, 2018 21:03 |
|
A better question is, why is conquered space completely explored and free of anomalies, but if you take enemy worlds ignoring stations, their stations revert to unoccupied AND can have anomalies. I guess it's less a question and more of a huh? What, did their ghosts come back to haunt minerals?
|
# ? Oct 4, 2018 21:09 |
|
Darkrenown posted:I'll make some new events, but they will all be CK2 references. "I am starting to think Subunit Coordinator-Gamma might fancy me..."
|
# ? Oct 4, 2018 21:10 |
|
Ham Sandwiches posted:I always felt the civ5 traditions were a bit limited in that you get most of what you want in a typical playthrough, so when that was implemented more or less whole cloth it was interesting to see that the exact same problem carried over. On top of the virtues themselves you unlock bonuses on the left based on points spent in a specific tier and bonuses on the top based on points spent in a specific virtue. You can buy all the way down to the last tier of a tree and get to the powerful virtues quickly, or buy up a bunch of lower tier skills to unlock the width bonuses. If you do buy all the way down a tree you now need to decide if you want to backfill the tree for the later top row unlocks or start moving down another tree to start toward their late virtues, or start splashing into a bunch of lower tier things in all the trees for some quicky width bonuses. There's a huge amount of freedom and a lot of hard choices to be made in what you buy, and you're always on the verge of picking up the next cool thing. Splicer fucked around with this message at 21:25 on Oct 4, 2018 |
# ? Oct 4, 2018 21:18 |
|
Descar posted:Why can't we search for anomalies in AI's space? (and if you do within borders of a fallen empire, you'll find nothing) Because if you can re-search space that was already searched by someone else, you'll stack anomaly bonuses on top of each other. Which would lead to all kinds of weird situations. I don't think the current situation is great though - some way of refreshing anomalies in the mid/late game would be great (or as people point out everytime this comes up, a Dominions-like system of all anomalies being on the map from the start, but to find them you need x amount of scanner tech, scientist level, etc.).
|
# ? Oct 4, 2018 21:23 |
|
Splicer posted:I know I'm one of maybe three people in the world who actually liked Beyond Earth, but their virtues really nailed the traditions concept. Really good iteration on the concept. I liked beyond earth more than base Civ for my first play or two. It did not hold up after this. I still got over a dozen hours of out the game, which is perfectly acceptable.
|
# ? Oct 4, 2018 21:25 |
Baronjutter posted:I wish there were either way more tradition trees than you could ever get in a single game, so you pick the ones that best apply to your situation and theme, or that on empire creation you can pick from a big grab-back of trees that fit the story of your nation. there are a lot of mods that add a bunch of tradition trees so that this is effectively the case. however all of them are terrible, except for Expanded Stellaris Traditions, which is just slightly imbalanced but still pretty good. The vanilla trees are probably still the best ones, especially Discovery, but this mod (plus the associated perk mod) allows for a lot more empire diversity.
|
|
# ? Oct 4, 2018 21:30 |
|
Jazerus posted:there are a lot of mods that add a bunch of tradition trees so that this is effectively the case. however all of them are terrible, except for Expanded Stellaris Traditions, which is just slightly imbalanced but still pretty good. The vanilla trees are probably still the best ones, especially Discovery, but this mod (plus the associated perk mod) allows for a lot more empire diversity. The one that adds nazi traditions is more terrible than the others imho.
|
# ? Oct 4, 2018 21:34 |
|
DatonKallandor posted:Because if you can re-search space that was already searched by someone else, you'll stack anomaly bonuses on top of each other. Which would lead to all kinds of weird situations. I don't think the current situation is great though - some way of refreshing anomalies in the mid/late game would be great (or as people point out everytime this comes up, a Dominions-like system of all anomalies being on the map from the start, but to find them you need x amount of scanner tech, scientist level, etc.). You can, if the space is lost because the empire dies. Like, it's explored while the AI empire exists, but if you take both their homeworlds in a total war, the space goes back to unexplored. I do agree though. It's not like an unaligned empire without sensor link would ever tell you "we found minerals on this rock"
|
# ? Oct 4, 2018 21:35 |
turn off the TV posted:The one that adds nazi traditions is more terrible than the others imho. yes, i meant to mention: under no circumstances install "plentiful traditions" unless you like descriptive text that constantly screams about lebensraum
|
|
# ? Oct 4, 2018 21:38 |
|
|
# ? Apr 19, 2024 18:43 |
|
Darkrenown posted:I'll make some new events, but they will all be CK2 references. Make it so that Nihilistic Acquisition / Barbaric Despoilers work like CK2 raiding and I'll be happy. Toggle fleets into a raiding stance which makes that specific fleet hostile to everything, make it so that it can only be enabled in your owned territory, make it so that when you raid someone they automatically go hostile to you (they can attack you back for X days/months/years), etc. And tumble events of course, but the first one is the key.
|
# ? Oct 4, 2018 21:39 |