There are four of the terraced hexagon things allocated to the district that looks like living space, so maybe each one of those is something like 10 max pop and an additional building slot. I’m curious what “size 16” means in this new system.
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# ¿ Jul 19, 2018 14:27 |
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# ¿ Apr 26, 2024 13:27 |
Two weeks
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# ¿ Jul 26, 2018 17:47 |
Just a handful of hours until the first dev diary about the upcoming changes. What are people's guesses about what will be included in this patch/DLC alongside the planet overhaul? Trade seems like a reasonable guess, though I seem to remember Wiz saying in the past that the game would never be about a complicated trading system.
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# ¿ Aug 9, 2018 04:03 |
My hope is that changes in Le Guin are the type of necessary structural reforms that help the eventual diplomacy overhaul really shine. Bonus if they can really spice up the internal polictal game to boot, which I imagine has to be part of the aim.
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# ¿ Aug 18, 2018 20:00 |
Fired the game up for the first time since I think my playthrough when Utopia launched. I enjoyed it at launch and then, just not as much as some other games. The way the game is now, though, and with a handful of mods, I find this incredibly engrossing. I think I'll set Civ 5 VP aside for awhile and try to get better at this game. I thought I was going to wait until 2.2 to really jump back in and have fun but it's been a blast so far. And just as a general thing, the soundtrack to this game continues to be among the best out there, I think.
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# ¿ Aug 19, 2018 20:36 |
Thrasophius posted:Soundtracks awesome that's for sure. I am a bit the opposite though, I think it's a lot slower now. You can't have your fleet explore, you have to send science ships everywhere first. I liked scouting systems with loads of bodies for the big resources there. I don't like that you need to scan the entire system before you can slap down an outpost where before you could scan the star, put an outpost down for the influence zone and finish scanning later. I don't like that you need an outpost in every single system too rather than an influence zone from one outpost covering multiple stars and I don't like being forced to use hyper lanes. I can definitely see how people wouldn't like the changes. I'm a crazy person who plays at no higher than "Fast", though, so I love the slower pace. HiKaizer posted:I like Stellaris' OST a lot because the sound fonts and language do a lot to define the feel of the game. It has a lot of good sci-fi synth that feels really good for the themes of exploration and discovery the game focuses on. Yeah this is definitely the reason. Basically all the tracks are built around heightening the sense of exploration and discovery that the game is so good at. It's what the soundtrack to Mass Effect Andromeda should've been if that whole game wasn't some nightmare identity crisis.
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# ¿ Aug 20, 2018 03:55 |
Interesting. I can see it work just fine honestly. It does seem like a game that suffers massively from not having access to mods, but I guess lots of console folks have fun playing XCOM as well.
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# ¿ Aug 20, 2018 14:27 |
Quill18’s friend AKiss4Luck does YouTube stuff, and I think I’ve seen her do Total War and Civ before. Dunno if she’s ever messed with a PDS game but she’d have a great tutor handy.
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# ¿ Aug 20, 2018 19:42 |
PittTheElder posted:My experience watching Quill18 play PDS games suggests that you probably shouldn't be taking any advice from him. Maybe he's gotten better, but he seemed clueless in every EU4 vid of his. Which of course should by no means exclude him from the youtuber clash videos, since it's pretty funny watching them flounder around a bit. Eh I think he’s a perfectly fine player. He just goes way too fast and doesn’t really like rolling around in the nitty gritty detail stuff half the time. I think his style makes his PDS-game series fun since the games are good at supporting kinda whacky play, but I would understand people not liking the style. I yell at him on his RimWorld streams for the same reason.
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# ¿ Aug 20, 2018 20:52 |
I wonder what the gameplay differences are between planet stability and having enough amenities for your populace. Or maybe they’re just two different factors impacting the same thing (crime and piracy?) Also a nice thematic change to an otherwise kinda boring civic. https://twitter.com/Martin_Anward/status/1031844699835912193
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# ¿ Aug 21, 2018 12:37 |
Psychotic Weasel posted:The +2 level cap for governors was nice, could allow you to create some very powerful sectors to rake in minerals and energy for you. It also opened up more room for additional admirals. Boring but very handy for the right build. Yeah I think it’s a good civic as it is. I usually take it. I keep hoping they’ll just remove leader level caps but make it progressively much harder to attain new ranks. I like playing long-lived species and want to see really high level powerful leaders.
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# ¿ Aug 21, 2018 13:01 |
Pylons posted:Inter-federation conflict would go a long way towards that. Yeah this was the thing from Wiz's talk at PDXCon that made me the most excited. Hopefully 2.2 lays the foundation for like 2.5 to be a massive diplomacy overhaul across the board, both internally and otherwise. And hopefully some of the internal politics are worked on with 2.2 itself now that society is basically changing as Stellaris knows it.
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# ¿ Aug 22, 2018 00:36 |
Psychotic Weasel posted:Which of you guys begging for more teasers fell asleep at the wheel? I’m glad this’ll be in the outliner. Should be a really helpful reference. Also it’s just kinda cool looking at the output and seeing so much food from one place. That alone is enough to make it feel like a more interesting world than just having a bit of everything.
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# ¿ Aug 22, 2018 20:39 |
This looks like it will be so much more interesting. I almost always play some form of xenophile, so I’m glad that these changes seem to be promoting lots of species mixing it up together all over the empire.
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# ¿ Aug 23, 2018 13:36 |
Now that pops grow much more quickly I think that one species growing at a time can pretty easily be abstracted away, at least in my mind.
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# ¿ Aug 27, 2018 15:13 |
Didn’t Wiz recently say that xenophile has always been the most common choice for empires in Stellaris? It makes sense to me then for the default state to be something that trends more towards a cosmopolitan mixup of species than would be thought “realistic,” whatever that even means in Stellaris. Doubly so if doing so encourages players to bump into more of the systems and have some more friction in their empire. Just make it so players have a variety of options for influencing that weight in ways that make sense for any other ethics they try to follow.
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# ¿ Aug 27, 2018 20:15 |
I assume traits like communal will now change housing needs rather than happiness or whatever it is now.
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# ¿ Aug 28, 2018 17:03 |
Psychotic Weasel posted:From what we know now it sounds like housing is tied to districts, of which planets can only support a finite amount. Some allowing for more than others depending on the type. I’m curious how much of an impact will be felt by overcrowding/negative housing. Maybe with the proper subsidies/buildings/whatever we can just shove people into tighter and tighter quarters and they won’t complain too much.
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# ¿ Aug 28, 2018 18:47 |
binge crotching posted:I don't remember seeing anything about it, is there a way to stop growth on a planet? Maybe an empire policy setting that limits how much overcrowding there can be? Wiz mentioned “growth controls” in a broad sense. We don’t know if that’s just a Civ-like “stop growing” box or not to my knowledge.
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# ¿ Aug 28, 2018 21:05 |
I do think overpopulation and its downsides could be an interesting internal late-game crisis of sorts. If there’s some sort of magic solution for it I hope it’s at least one that I need to sacrifice other parts of my empire to achieve.
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# ¿ Aug 28, 2018 22:17 |
Log082 posted:I don't want to live in a world where the solution isn't "Build more ringworlds" That would definitely be my preferred option. Or better yet just have one ringworld be able to hold essentially infinite pops but require massive costs upfront and to continue expanding. Basically a planet with like 999 available city districts that scale in cost or something.
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# ¿ Aug 28, 2018 23:37 |
Having more-alien aliens seems to be a design goal of 2.2, though. Or at least the capability to make them in the future.
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# ¿ Aug 29, 2018 00:58 |
Today’s dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-123-planetary-rework-part-3-of-4.1116917/
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# ¿ Aug 30, 2018 12:11 |
Staltran posted:...Why? I don't understand this at all. I think they mean that if only some portion of your robbits are sparked into life they should be angry that the rest weren't. Edit: nevermind, misunderstood the post. I agree with it though! This could be a fun middle-ground that still gave the decision some weight while letting you keep some of them as mindless drones.
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# ¿ Sep 1, 2018 01:17 |
I'm sure it's reasonable to have factions of synths that feel either way on the matter.
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# ¿ Sep 1, 2018 01:49 |
I could’ve sworn Wiz has talked about wanting to have a specific civic slot for those wonky origin-style picks. It’d be nice if everyone got to choose one, though maybe there should be a lot more of them first?
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# ¿ Sep 4, 2018 14:16 |
Hopefully it’ll be something that’s easier to do with the new planet system. I’m hopeful that through both the base game and some great mods that planets will be way more interesting than ever before.
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# ¿ Sep 4, 2018 14:53 |
https://twitter.com/Martin_Anward/status/1037342069403078656
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# ¿ Sep 5, 2018 15:35 |
Hopefully the trophies require very little housing so I can just cram a ton of them onto a planet for maximum unity.
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# ¿ Sep 5, 2018 16:12 |
I think a lot of people here who’ve played consistently might say wait for the upcoming patch/DLC because it’s changing a lot of stuff people seem excited about. As someone else who’s basically just starting the game for the first time since launch month or so though I’d say go for it. I’m having a ton of fun. Get in there and experience tiles so you can appreciate Wiz even more when they go poof in the near future.
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# ¿ Sep 5, 2018 16:46 |
I think it's also reasonable to assume that that fiddly kind of stuff will just be better by the time this launches. For any fault the game's UI has, piling lots of little icons into too small of a space isn't usually a problem.
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# ¿ Sep 5, 2018 23:52 |
One thing I guess I would like the UI to do better is teach me about ethics attraction. Not everything seems to be empire wide, right? Some are just local to the planet? I'm trying to determine how best to get rid of some of these xenophobe/militarist pops from my otherwise happy xenophile/spiritualist empire. Do I just suppress their factions?
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# ¿ Sep 6, 2018 01:32 |
Taear posted:The best way is building a station in the system and putting a deep space black site on it. Oh right I forgot about those. I think I just got that tech, too. Good call, thanks!
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# ¿ Sep 6, 2018 12:36 |
Ahhh this all continues to look so good. I can’t wait to get some information on trade routes and what trade value really does. That’s one of the biggest things missing from the game right now for me thematically. It’s hard to believe so much is getting reworked in a single patch and we don’t even know what the DLC will be.
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# ¿ Sep 6, 2018 12:59 |
Announcing a big DLC the same time you’re launching one for another of your very popular games seems like a weird move. I imagine this’ll just be design talk.
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# ¿ Sep 6, 2018 13:39 |
Baronjutter posted:Is there a saved version I can watch? They haven’t cut it all up yet so you’ll need to scrub to about 3:12:00 in this video if it doesn’t do it automatically Edit: never mind they just did, use https://www.twitch.tv/videos/306616257 instead
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# ¿ Sep 6, 2018 15:31 |
Looks like Paradox is having a publisher sale on Steam this weekend. Reminder to people looking to fill out their DLC lineup that if you're still in need of something other than Distant Stars check out the Ascension Pack. It's one of those discounted complete-a-collection offers that should give you a bit of an extra discount on top of just the base sale prices. https://store.steampowered.com/bundle/6186/Stellaris_Ascension_Pack/
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# ¿ Sep 6, 2018 20:30 |
Taear posted:I wish every game worked like Stellaris, where the developers are constantly updating and giving you information about what's happening. Same here. Those same two companies, in fact. I’m sure that’s one of the reasons that probably two thirds of my gaming time the last few years has been spent playing their games. Helps that the game director for both Stellaris and Deadfire are willing to be active parts of the community here. Actually kind of on that note, if any of the Paradox folks are around, I’m curious kind of how the team is broken up. Or is that a fluid thing? I was surprised to see something like yesterday’s patch drop at the same time this crazy overhaul is also in design. Is there some small part of the team that handles ongoing updates?
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# ¿ Sep 7, 2018 12:53 |
Weird, that balance stuff wasn’t in the patch notes yesterday. I wonder what that even means. Do corvettes now have the lowest chance to disengage? Or just a lower enough chance that they’re the least survivable overall? The change below that seems like it could be pretty impactful as well.
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# ¿ Sep 7, 2018 17:21 |
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# ¿ Apr 26, 2024 13:27 |
SniperWoreConverse posted:poo poo I can't find the post I wanted to reply to now, but some goon said instead of a planet screen there should be a system screen, and you could build system buildings instead of stations I’ve been a bit sick and more than a bit bored so I’ve been reading back through the previous Stellaris thread, and Wiz just shot down the suggestion in that timeline: https://forums.somethingawful.com/showthread.php?threadid=3806554&userid=0&perpage=40&pagenumber=128#post470628497
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# ¿ Sep 8, 2018 03:47 |