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Baronjutter
Dec 31, 2007

"Tiny Trains"

"And even then, you have to be willing to put some trust in your regional governors - the leaders who run the frontier outposts that lie well outside your sphere of influence. At any given moment, you only have direct control over a handful of your systems. As in real life, there could well be a corrupt governor plotting a coup behind your back, or if you're lucky, simply taking bribes under the table."

I'd love to hear more about this. It sounds very CK2. Does this mean we will have a set number of systems we can directly micro-manage, and beyond then it's all vassals ? Does this number of core systems relate to technology, government, something else?

I WANT TO KNOW MORE

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Baronjutter
Dec 31, 2007

"Tiny Trains"

I'd love something where on starting a new game you had a sort of pre-warp minigame that shaped how your nation starts the game. Maybe a sort of CYOA style set of choices about how your nation got through it's history and got to where it is when it starts the game. For earth human it would ask actual historical questions, allowing for crazy kaiserreich style histories.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Could lead to cool situations. Maybe your world developed rapidly but was unified by a massive nuclear war, so you start the game with some bonus tech but a low starting population and a world full of irradiated ruined that need to be cleaned up. Maybe your race has only recently formed a planetary government and is still very politically diverse so your POPs start with a lot of radically different ideologies which means you'll be needing to worry about unity earlier on, and a lot of those POPs that don't curently match the official government line will be first at the gates trying to immigrate to new colonies. Maybe your race has never been interested in space that much and focused on making a utopia on their homeworld before they had any interest or need for space travel, so your start with a nicer planet and maybe some bonus social techs but are behind on physics/engines research.

Like I mentioned before, I loved starting pre-warp in moo2 and basically avoiding the space travel techs as long as I could. I'd sometimes have soil enrichment and automated factories before I knew how to build my first scout, I'd imagine that was because my race saw they had a big nice homeworld and aliens probably didn't exist in the universe so what's the rush?? Let's max out our home world before wasting research points on silly things like FTL travel, specially when there's perfectly fine planets to colonize in our own home system.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Strudel Man posted:

It's kind of odd that being xenophobic would actually prohibit passive observation. I mean, sure, they might not have any real moral qualms about picking up a few xenos for vivisection, but still, that doesn't necessarily make it obligatory.

Maybe it means your people can't even wrap their heads around other species being sentient creatures with cultures or feelings. They are disgusting horrifying creatures to be dissected, but trying to passively study their culture?? How would one even stomach such a thing? What could possibly be gained from that? They are worthless parasites infesting potential colony sites, what is there to study other than the best ways to kill them?

Baronjutter
Dec 31, 2007

"Tiny Trains"

It's awful that Paradox is located in a developed country with actual labour regulations and holiday times :(

Baronjutter
Dec 31, 2007

"Tiny Trains"

Hi, Paradox, I need to play Stellaris. You could outsource making videos of people randomly hovering over the interface and sometimes clicking buttons to me if you want.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Psychotic Weasel posted:

Also, those IGN videos seem like they were cut from something else with some of the audio removed. Why else would you just have the mouse hover over the same thing for 30-45 seconds with nothing else going on in total silence?

It reminds me of video of when they try to teach a computer to play a game by trial and error and this was just footage of one of the iterations. Random mouse movements, random clicking, huge pauses of no activity, but clearly no intention or understanding behind anything.

Baronjutter
Dec 31, 2007

"Tiny Trains"

In basically every 4X game just wiping out a planet from orbit has always been a valid strategy. These are galactic race wars, some serious poo poo goes down. Ground combat is expensive, controlling an occupied planet can be a drain, and maybe your empire doesn't want to be multi-cultural. So, you just bomb their cities from orbit then move your own colonist in. Or you don't even move in, sometimes you don't even want the target, you just want to deny your enemy it.

Baronjutter
Dec 31, 2007

"Tiny Trains"

The less class based your society the more tolerant they are to.. slavery???

Baronjutter
Dec 31, 2007

"Tiny Trains"

Alpha Centauri handled war crimes pretty well. They'd pretty much permanently gently caress your relations with the victim and all other humans would also get pissed off at you. If you pushed it you'd see the whole planet turn against you (if the UN charter still exists, you could vote to do away with it and go hog wild). The best part is that the aliens they added to the game don't count as humans for war crimes and genocide, so you can nerve gas the gently caress out of them, do your absolute worst, and no one else cares. The aliens of course care deeply about that, but you're exterminating them so who cares.

But yeah, in Moo2 or what ever you could glass someone's colonies and then make peace and trade treaties with them after. Wiping out colonies from orbit was just an accepted part of war. I hope depending on an empire's beliefs and relationships with other empires people would get pissed the gently caress off at your atrocities. Like multiple human(oid) empires would get very upset at genocide against each other but the hive mind fungus of Draxoid 7 might not give a gently caress because it doesn't even have a concept of genocide being bad. Have war crimes and genocides count worse for empires of the same species or species type and also based on that empire's own cultures and policies.

I'm sure they have it all figured out though. I mean even if anyone here posted an amazing idea it's too late to get it added to their design document or what ever.

But as a something awful forums marxist I hope their political labels and effects in the game don't trigger me.

Baronjutter fucked around with this message at 05:16 on Dec 14, 2015

Baronjutter
Dec 31, 2007

"Tiny Trains"

Going to be a day one WWII mod where you start pre-warp and have to press the purge button a few times to get through human history, but only for serious historical reasons you see.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I haven't been too excited about the city art so far but I really like that mechanical age city :)

Ridiculous question: I know we can easily mod our own race graphics, but will it be just as easy to assign sprites for what our races cities/buildings look like? Can my race of human space zizek's live in huge gray apartment blocks? Our racial animation will be frenzied sniffing and shirt tugging.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Psychotic Weasel posted:

Interesting - didn't read through the rest of the thread beyond the first page.

The "Show only Dev posts" button is a useful feature.

Holy poo poo I didn't know this existed, I always just scroll through and look for the black background text.

I just wonder if 30 civs will be the max at a time. It looks like it's the max allowed when generating a map, but can more civs appear through uplifting or rebellion if the game already has 30?
I also hope we get more galaxy creation options. They mention they haven't quite balanced the number of primitives yet. Give me a settings! The galaxy options didn't really have a lot of settings, I really hope they add in more or maybe a "custom galaxy" option where we can really dig into things like number and average development of primitives, anomalies, galactic threats, star types, all that good poo poo.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Psychotic Weasel posted:

Later in the thread the dev mentioned that the screenshot is using a kind of weird forced perspective to emphasize the station, it's smaller in the game itself. While they're still pretty big in comparison to the planet I think that's mainly a design decision so that people can easily tell what's going on on the screen. I'm sure most people won't be playing the game zoomed in that close and even fewer people want go pixel hunting to find their ships.

Why are soldiers so big in EU4? Ever notice they're totally not to scale with the castles???

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'm basically toxxing my self if there's isn't some sort of comet joke in the game.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Darkrenown posted:

Yeah, I'm confused about that as CK2 was the "A good Paradox launch????" game.

Yeah CK2 was like the turning point where players and the media realized paradox could launch good polished games and was a serious for real game company rather than an acquired taste niche. V2 and Hoi3 were disasters though. There's been some iffy EU4 expansions but they all got fairly quickly patched up nice. I don't know why anyone would use CK2 as a bad example.

Baronjutter fucked around with this message at 22:26 on Dec 15, 2015

Baronjutter
Dec 31, 2007

"Tiny Trains"

DivineCoffeeBinge posted:

Clicking on the unbroken link returns a similar set of errors, so really, six of one, half a dozen of the other.

Yeah the wiki is straight up hosed. Can still read the interesting fluff but the core of the wiki is a jumble of broken scripts. Poetic.

Baronjutter
Dec 31, 2007

"Tiny Trains"

A hard scify wouldn't have FTL, aliens, colonizing planets, and would just be about humans building huge space tubes and mining asteroids. The moment your setting is about spaceships flying off to other solar systems in less than a few years to then go jump down the gravity well of a planet you're into pure science fantasy territory and might as well have space dragons (200 gold or they'll plunder your system)

Baronjutter
Dec 31, 2007

"Tiny Trains"

Where's the huge deviant art watermark?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Are we going to get one more stellaris diary before holidays?

Baronjutter
Dec 31, 2007

"Tiny Trains"

I hope V3 comes with a stellaris converter that lets you start in the "machine age" like that cool primitive planet.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I don't even think I want to go back to V2 but the patch news just makes me feel all warm and fussy. Paradox is a good game company filled with good ok people

Baronjutter
Dec 31, 2007

"Tiny Trains"

Will we be able to set some sort of "genetic purity" policies that ban genetic engineering? That seems to be a common trope in scify. Would drastically lower the chance of your citizens engineering without your permission and keeping your (probably xenophobic) empire "pure", but those who do would quickly find them selves wanting/needing to rebel.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I'd love it if we can pick which side to play as in an empire-shattering event. I'd love to play as the new robot empire, or choose between uploaded minds or meat bags. Or even if a few of my colonies rebel would be fun to switch to them if their culture/ethos/genes are better and you want to see them replace your stagnant dominant power.

In most paradox games tag-switching is as easy as a quick console command and they often let you play as newly released nations, I hope the tradition continues in Stellaris.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I haven't felt this excited about a game since Moo3 and all it's amazing promises.
Please don't moo3 me :(

Baronjutter
Dec 31, 2007

"Tiny Trains"

I want Stellaris to come out really late because they super took their time and ended up going back to the drawing board on a few mechanics that weren't working out great and addressing everything that came up in their extensive beta testing which they finally let me participate in maybe. When the core gameplay has some flaws no amount of mods or DLC can really fix it. The base game is really the foundation and I really hope we'll get a ridiculously rock solid foundation.

I just hope they take their time and Stellaris on release is amazing. That after a few hours into the game I'm not thinking "this is ok, I'm sure all these balance issues will get fixed in mods and patches, and these interesting but underdeveloped game systems will get more fleshed out in DLC, and in a year or two this will be a fantastic game". Make it fantastic on release then send us into an event horizon style madness over how much more amazing all the DLC will make the game over the years.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Gort posted:

What does having something in your sphere actually do?

Feels really good. You get first bat at their resources too.

Baronjutter
Dec 31, 2007

"Tiny Trains"

https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-15-fallen-empires.900744/&sdpDevPosts=1
Here it is. Not a lot of info but I like that they can be snapped out of their fallen state to become truly dangerous again. I hope with DLC and poo poo we can play as a fallen empire.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Oh awesome a thread titles "Communism?". This is going to be a very good thread.
Oh god why did I read this.

It does seem a bit odd that you can have all sorts of flavours of fascism, space monarchy, space oligarchy, space corporate democracy, but you can't be any flavour of benevolent utopian space communist like in star trek or a variety of other utopian scify tropes. And "collectivist" pop ideology = tolerance to slavery ????

Baronjutter fucked around with this message at 19:25 on Jan 4, 2016

Baronjutter
Dec 31, 2007

"Tiny Trains"

Rumda posted:

It's just your standard pdox forums user bullshit.

Basically they released a matrix of government/society types and named most of them, the rest were easy to infer. By pick and mixing them you can come up with just about any classic scify society, which is cool, but people noticed that there didn't really seem to be anything for some sort of post-money star trek utopia or Culture style society. Plus in a single pre-alpha version tool tip some collectivst race had a high tolerance to slavery. This all points to a clear fascist plot within Paradox to smear any sort of socialist or "post-capitalist" ideology in the game and is all part of their neo-liberal corporate propaganda agenda that started with Victoria 2 and their adoption of the forced malware known as "steam".

This all require multiples threads arguing over what communism is, if contemporary human capitalism is obviously the only logical form of resource distribution that any space-faring race would surely realize, and how including any sort of worker-owned mode of production in the game is basically pissing on the grave of all of Stalin and Hitler's (national SOCIALISM) victims.

I'm a little disappointed at the society matrix's options, but I don't think it's an an-cap plot from within paradox to smear the good name of marx.

Baronjutter fucked around with this message at 20:50 on Jan 4, 2016

Baronjutter
Dec 31, 2007

"Tiny Trains"

I really liked the policy matrix from SMAC.



You could make just about any society from it, specially after you unlocked the "future" policies. They were vague enough that it let you fill in the blanks with your own narrative. You could make a brutal soviet style empire with a police state, planned economy, and power value. Or you could make utopian communists with a democratic planned economy.

The choices we've seen so far for stellaris seem a little less flexible, or too specific. It's probably all super easy to mod though if any of it offends. I just hope for a system flexible and general enough that you could make anything from the Empire of Man to Culture to Star Trek to Alien in terms of your society.

Baronjutter fucked around with this message at 21:58 on Jan 4, 2016

Baronjutter
Dec 31, 2007

"Tiny Trains"

UrbicaMortis posted:

What's a Eudaimonic society? Just trying to make your citizens really happy?

Yeah I think it's like some sort of post-scarcity give everyone absolutely everything they want to be happy and fulfilled people sort of thing. Cybernetic was always the correct choice though.

Baronjutter
Dec 31, 2007

"Tiny Trains"

UrbicaMortis posted:

Why would you not pick what sounds like utopia?

Depends on your situation, but the actual stats for cybernetic generally worked out the best. And its fluff description also sounded equally utopian and nice, just different. Cybernetic is Culture, eudomonic is Star Trek.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Here's the fluff:

Cybernetic
"In the far future, citizens may turn many of the tasks of governing society over to artificially intelligent computers, increasing efficiency and freeing individuals for more creative tasks. But will workers displaced by computers sink into despair, poverty, and possible unrest?"
The answer: no, because you're also a planned or green economy and have an awesome society where no one gets left behind the the automation translates into more free time for everyone rather than unemployment and growing income disparity.

Eudaimonic
"Perhaps the most pleasant to contemplate living in, this far future society takes its name from an ancient Greek word for fulfillment and happiness. Eudaimonic society encourages each citizen to achieve happiness through striving to fulfill completely his or her potential. Population, Economy, and Industry all experience healthy growth. Violence fades as society grows more tolerant and just, and even when this society’s hand is forced it often shoots to subdue rather than to destroy."
Basically star trek utopia, bonuses for everything but a big penalty for military support.

Thought Control
"The ultimate in “Big Brother” methods, Thought Control effuses subtle neurochemical triggers into the atmosphere to render its population obedient, loyal, and resistant to outside ideas. But significant resources are required to maintain this level of control."
Basically useless by the late game in terms of bonuses and also a pretty gross future.

I always imagined my Cybernetic choice as just a very slightly different flavour of Eudaimonic that focused a bit more on automation and AI to free up time for the proletariat to enjoy and fulfill its self. But that exact same "cybernetic" choice in say a Capitalist Wealth-focused dictatorship would absolutely be a cyberpunk nightmare. That's what's great about the system in SMAC, a few simple choices let you more or less model what ever society you want where each pick has very different implication based on the others.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Palleon posted:

They almost sound like, but not quite, the First Ones from Babylon 5. Although instead of being "fallen", they just consider the rest of the galaxy so far beneath them that they don't see a need to interact with anyone, except for the two that want to burn it all down.

It sounds like, with most cool poo poo in this game, there isn't just one option. They might be so advanced they don't give a poo poo about lesser races. They might be a stagnant race that's like ancient china and can't fathom anything outside of its borders being better or of any interest and everything is perfect and peeked already so don't change. They might be some once mighty empire that fell apart and had a massive civil war and only a few proud paranoid outposts remain, guarding over ruins full of juicy tech. There might even be the rare one you can negotiate with and serve some ancient purpose and they attempt to use young races to finish some singular and cyclopian game.

Baronjutter
Dec 31, 2007

"Tiny Trains"

That tractor is so gross.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I just hope all the very detailed ship design stuff has an impact on combat in a meaningful and obvious way. I don't want HoI in space where 90% of the options are there to just make history spergs happy but aren't really meaningful gameplay options.

Baronjutter
Dec 31, 2007

"Tiny Trains"

nothing to seehere posted:

I personally don't like assymetric FTL types: removes alot of your ability to force a decisive battle by limiting options. If the enemy fleet can jump anywhere in X range of their nearest planet, you can't really defend stuff in X range well.

Might work out cool, the asymmetric FTL types may naturally lead to asymmetric defense types. Or it might be really lovely and a popular mod will let you change the game to use only 1 mode.

Baronjutter
Dec 31, 2007

"Tiny Trains"

popewiles posted:

I just imagined a world where people felt as invested in the decisions of their local government as closely and passionately as they do to the choices of videogame developers.

You've never been to a city council meeting have you? The worst paradox forums poster enraged about some minor map inaccuracy or supply abstraction is nothing compared to the sort of people who actually attend and speak up at public hearings. You've never heard people on the verge of rage crying over newly relaxed off-street parking regulations potentially leading to a stranger parking on their sacred clay. You've never heard people passionately arguing against a project because it's offensive to the city's history which they've invented from whole cloth.

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Baronjutter
Dec 31, 2007

"Tiny Trains"

I really loved designing ships in moo and moo2 and seeing how they stacked up, but those had hands-on turn based tactical combat. In a system that's abstracted they'll need to have very good and intuitive feedback. With such a high level of ship design detail there needs to be a similar level of feedback that can be quickly understood. It should be immediately obvious that your choice of lasers aren't working so well compared to your missile based ships due to your opponents lack of PD but excellent anti-laser armour. It should never be "uhh I guess this design is working well? I don't know how much of that is down to my design or what ever??"

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