• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Stellaris |OT| Imperium Universalis

First, I f'ing love this game. I have twenty hours in already. Its such a great upgrade from Civ. If PDS they would give their civilizations more color...

I am expanding rapidly, but as I am conquering, should I vassalize, then incorporate when they are happy? Or should I leave them as vassals?

Also this just happened:
An asteroid is heading towards a planet that contains a primitive race. I have been studying them for a long time. HOWEVER, I have a planet in that system already. And the primitive planet happens to be perfect for my race. Its huge to boot. Decisions, decisions...
 
Early game is great. Late is very meh - I'm not quite seeing the transition to grand strategy: Internal politics are easily ignored unless you're using a very controversial policy; there's no trade; functionally no diplomacy;
Mid-late game you do what you always do, keep colonizing and choosing techs.

Have to agree, definitely a Paradox title in that it is only hinting at greatness right now. A pile of balance and DLC will get it there.

Wars can be pretty frustrating at times without snares, as the AI will hit the emergency button at the first sign of losing. That's if you can pin them down in one system. I never liked how you had to chase guys around on the map in CK2, so I hope that changes for Stellaris.

Diplomacy and trade need way more depth, sector management seems to be completely fubar at the moment. On one playthrough I've hit the naval cap so I actually shouldn't integrate my vassal because they can also bring a fleet. Strange.

The AI in general seems way too eager to shack up with one another, even if it makes zero sense and is likely to drag them into a war for little gain. It's not uncommon to have a fallen empire beating on six or seven empires because one of them went for AI.

I've got fanatic purifiers I absorbed that will never be happy, but I'm a pacifist. Is purging them really the only way to deal with them? Everyone will hate the genocide. There should be an option to give them a ship to fuck off with.
 
If my allies want to attack another faction, is there a way for me to demand some planets? I know they can do it when I initiate the attack but apparently I can't do the same?
 
Ok, so why do I have this negative "inefficient empire" modifier?
I'm not over my core planet or sector limit, none of my sector is in the negative...
 
Guys, how does warscroe work in the war demands screen?

It looks like there's a limit to how high you can have it when splititng up war demands with your allies, but I don't know what the limit is? I thoguht it was influence, but that didnt' seem right.

Space piggies and my empire are attacking the swarm! We probably wont' survive as they are rated overwhelming, but the only good bug is a dead bug!
 
Guys, how does warscroe work in the war demands screen?

It looks like there's a limit to how high you can have it when splititng up war demands with your allies, but I don't know what the limit is? I thoguht it was influence, but that didnt' seem right.

Space piggies and my empire are attacking the swarm! We probably wont' survive as they are rated overwhelming, but the only good bug is a dead bug!

I think it's 100
 
Has anybody looked at how Hangars stack up on the DPS side? I mean their raw DPS stat seems very high, and I imagine it would need to be given how much they get shredded by point defense I'm sure.

I've only recently started integrating then into my fleets so I'm not sure how good they are yet. I bet they would be really great at countering these Corvette fleets everyone is raving about, unless you mixed in point defense Corvette to deal with it.

Also, the utility slot that Battleships get seems huge. 15% slower enemy fire rate alone seems good enough to justify mixing in at least some Battleships.

I've never played these games multiplayer but I might try to get into it this time. A bunch of the mechanics seem like they would play way different against humans.
 
I've got fanatic purifiers I absorbed that will never be happy, but I'm a pacifist. Is purging them really the only way to deal with them? Everyone will hate the genocide. There should be an option to give them a ship to fuck off with.

I had fanaticla purifirs as my neighbours. They have the correct ethics now. Speak my ethics. It takes a while but you can convert them. For those who did not know, Ethics Divergence counts towards your ethics, not the one of the race. So if this number is negative (you can see it on the surface planet screen, when you click on a tile). So if this is negative they will gravitate towards you ethics. But depending on how opposed the ethics are, this will take a while. I support this with the reducation edict adn try to see that the pops are happy. Either with buildings or additinal edicts.
Guys, how does warscroe work in the war demands screen?

It looks like there's a limit to how high you can have it when splititng up war demands with your allies, but I don't know what the limit is? I thoguht it was influence, but that didnt' seem right.

Space piggies and my empire are attacking the swarm! We probably wont' survive as they are rated overwhelming, but the only good bug is a dead bug!

I actually never tried to give something to my vassals, which should work like alliance members, but I don't think you can go over 100 like if you were alone. Maybe someone else can help out here.

That seid, I find 100 a bit on the low side later. That's around 4 planets per war, which can be not very much on a huge empire.
 
I had fanaticla purifirs as my neighbours. They have the correct ethics now. Speak my ethics. It takes a while but you can convert them. For those who did not know, Ethics Divergence counts towards your ethics, not the one of the race. So if this number is negative (you can see it on the surface planet screen, when you click on a tile). So if this is negative they will gravitate towards you ethics. But depending on how opposed the ethics are, this will take a while. I support this with the reducation edict adn try to see that the pops are happy. Either with buildings or additinal edicts.


I actually never tried to give something to my vassals, which should work like alliance members, but I don't think you can go over 100 like if you were alone. Maybe someone else can help out here.

That seid, I find 100 a bit on the low side later. That's around 4 planets per war, which can be not very much on a huge empire.

I really think that number should turn red when you go over, it's definitely confusing.
 
I can confirm my success by maximizing a corvette-based DPS/evasion fleet last night.

Went up against an opponent that was superior in tech and slightly inferior in fleet size. I had 11k fleet score, he had 10k. My fleet absolutely melted the opponent, completely decimating the entire force while I only lost 1K.

What I may play around with is integrating ~10% corvettes with a point defense focus (2 small point defense, and 1 autocannon). That way I'm not getting directly countered by missiles as those ignore evasion.
 
QoL Wishlist:
Be able to define a fleet (or subfleet), and commission a whole sector to pump it out and rendezvous.

I should really try out CK2. Ya'll seem raving about it.
 
QoL Wishlist:
Be able to define a fleet (or subfleet), and commission a whole sector to pump it out and rendezvous.

I should really try out CK2. Ya'll seem raving about it.

CK2 is awesome, and with the amount of support that game has gotten it's systems are not only much more numerous but also generally much more fleshed out.

This game is awesome now. In a year or two it will be on a whole other level like CK2 is.

Paradox is awesome :)
 
Ok, so weird and annoying bug: my colony ship disappear upon building. Is this a known bug?
Very annoying, as I can't expand anymore.....

Edit: oh okay, I accidentaly destroyed the colony ship design... Apparently, when you don't have a design for the ship class, you can still start the building, but when it completes you get nothing.
 
Is there a penalty for having all your planets crammed in one sector? I get that you can have different sectors specialize in different resources, but if you just want one mega sector, is there any reason not too?
 
Ok, so weird and annoying bug: my colony ship disappear upon building. Is this a known bug?
Very annoying, as I can't expand anymore.....

Are you building them in a spaceport that is part of a sector? If so then for some reason they don't show up as available ships but if you click ''colonize'' on a planet then it will give you the option to choose one of those ''invisible'' colony ships.
 
ok, so it sounds like everyone is having a great time with this game but with obviouse issues with lack of some content or glitches.

Worth it to dive in now? I dabbled in Hearts of Iron and love the military aspect of it, and I've been wanting a HoI + Space game like this for a long time where I can live out my imperial fantasy.

I do have a question, I see that you can make your race and stuff, but can you alter you civilization mid game. Say I start as a democracy, but as time goes on I turn it into a theocracy, kinda like where you can change your form of government in HoI. Is that possible?
 
ok, so it sounds like everyone is having a great time with this game but with obviouse issues with lack of some content or glitches.

Worth it to dive in now? I dabbled in Hearts of Iron and love the military aspect of it, and I've been wanting a HoI + Space game like this for a long time where I can live out my imperial fantasy.

I do have a question, I see that you can make your race and stuff, but can you alter you civilization mid game. Say I start as a democracy, but as time goes on I turn it into a theocracy, kinda like where you can change your form of government in HoI. Is that possible?

It's worth it.

You can reform your government. There's more to that than "yes", but, yes.
 
Sector rebellions as related to internal politics seems like such a no brainer feature expansion to help make blobbing more challenging. Making one sector control 3/4 of the empire would be asking for the governator to rebel.

My largest sector did spawn a separatist faction, not that they ended up doing anything
 
Is there a penalty for having all your planets crammed in one sector? I get that you can have different sectors specialize in different resources, but if you just want one mega sector, is there any reason not too?

Well, you can only take 75% of their output directly. Of course you would want that 25% remaining to towards development anyway so it's really not a downside.

I will say this for sectors: they don't manage planets perfectly but they at least seem to spend resources as soon as they can. I integrated one of my vassals who had like 7 fully popped planets but they were pretty underdeveloped. There was so much to be done (and I was at war at the time) so I just turned it into a sector and clicked the button to give them resources a dozen times each. As soon as I unpaused those resources vanished and a year later the sector's output is higher than any other in my empire.

I do think the politics around sectors should be fleshed out. The politics in this game in general are a little thin.
 
Sector rebellions as related to internal politics seems like such a no brainer feature expansion to help make blobbing more challenging. Making one sector control 3/4 of the empire would be asking for the governator to rebel.

I agree, right now rebellions in general are way too under-powered, they should take a page out of CK2. Maybe they lowered the general rebellion chance after they dropped slave rebellions, to make the game more balanced.
 
Well I just got a mod that adds Pluto, Charon, Eris, and an additional Gas Giant moon or two. Apparently the other dwarf plants weren't added (and 1 Ceres upgraded to planet) because the game has a hard limit to how many planets a system can have.

Anyways, the solar system looks pretty good now.
 
Well I just got a mod that adds Pluto, Charon, Eris, and an additional Gas Giant moon or two. Apparently the other dwarf plants weren't added (and 1 Ceres upgraded to planet) because the game has a hard limit to how many planets a system can have.

Anyways, the solar system looks pretty good now.

I saw that mod!

Will it only work ina new game?
 
I really like this game a lot but i am concerned from a few things.

a) I am not a friend of research randomness but i can live with it. However, there have to be some essential research projects where you can select them any time.

b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.

I am certain that Paradox will fix most of the issues players have, they always do.
 
I thought people were saying that one of the issues with sectors was that you lost the strategic resource they provide. in my current game this isn't the case at all - have they patched it or something?
 
For those who being frustrated by retreating AI fleet from the fight, you can creatr a battleship with FTL net installed. That special module can prevent enemy from emergency FTL jumping away off the fight to retreat. Special modules are the reason why battleships still important.

I do have a question, I see that you can make your race and stuff, but can you alter you civilization mid game. Say I start as a democracy, but as time goes on I turn it into a theocracy, kinda like where you can change your form of government in HoI. Is that possible?
I guess that isn't possible, not yet anyway. While you can change the trait of your primary race, those change could only possibly happened in small pop of the empire since change all of them will cost tremendous amount of research point.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.
It's probably for balance reason as embassy is an effective tool to prevent war and manage your adversaries. I do hope though the number could be increased outside traits feature.
 
I really like this game a lot but i am concerned from a few things.

a) I am not a friend of research randomness but i can live with it. However, there have to be some essential research projects where you can select them any time.

b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.

I am certain that Paradox will fix most of the issues players have, they always do.

You can. I have been doing this for the research bonusses some researchers have.
 
I really like this game a lot but i am concerned from a few things.

a) I am not a friend of research randomness but i can live with it. However, there have to be some essential research projects where you can select them any time.

b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.

I am certain that Paradox will fix most of the issues players have, they always do.
Researchers (and military folk) are only capable of being leaders in specific government types.

As to why embassies are limited... to make diplomacy matter. If you could just befriend everyone there's be little point to it. The current setup, skeletal though it can be, forces you to choose your battles.
 
Sector rebellions as related to internal politics seems like such a no brainer feature expansion to help make blobbing more challenging. Making one sector control 3/4 of the empire would be asking for the governator to rebel.
Major DLC that emphasize on leaders mechanic would be great. Leaders play important part in Stellaris yet most of them are just randomly generated in generic ways.
 
b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

I don't think this is true. I'm not at home but I believe you can click a research vacancy and then just click whoever you want to fill it, even if they are already doing something. I'm sure there's a way to reassign them if there are no vacancies. I know for a fact you can pull scientists from research onto a science vessel if you need them for a special project.
 
I guess that isn't possible, not yet anyway. While you can change the trait of your primary race, those change could only possibly happened in small pop of the empire since change all of them will cost tremendous amount of research point.

By mid-to late game you earn enough research points to change the genetic makeup of all species in your empire, if you have civilian access to their home worlds. Ethos and government are another matter.
 
I don't think this is true. I'm not at home but I believe you can click a research vacancy and then just click whoever you want to fill it, even if they are already doing something. I'm sure there's a way to reassign them if there are no vacancies. I know for a fact you can pull scientists from research onto a science vessel if you need them for a special project.

Correct. You can swap them around to your heart's content. Even ones on research ships (though travel time is involved). I don't remember if there's a button or what, but it's doable, even once research is initiated. The one exception might be once they start a special project; I haven't tried it then.

Speaking of, you can change research projects midway through... though I don't know why you'd want to.
 
ok, so it sounds like everyone is having a great time with this game but with obviouse issues with lack of some content or glitches.

Worth it to dive in now? I dabbled in Hearts of Iron and love the military aspect of it, and I've been wanting a HoI + Space game like this for a long time where I can live out my imperial fantasy.

I do have a question, I see that you can make your race and stuff, but can you alter you civilization mid game. Say I start as a democracy, but as time goes on I turn it into a theocracy, kinda like where you can change your form of government in HoI. Is that possible?

It's worth it, it's kind of a typical PDX release with quite a few bugs but nothing completely major like in the past with crashing bugs, etc.

Also yes you can change your government, it costs influence and can only occur every 20 years I believe. Also your pops (populations) ethos/traits can change too, they diverge, and this can create factions, split up your empire when they want independence, etc if it gets out of control. Actually in my current game, one fairly large empire split into two due to that, they were pacifists and the split one was a militarist, it diverged from pacifism, and now that militarist has joined a federation of nearby militarist empires and they're actually fighting a war against the pacifist empire they were once part of.

The main issue I have with it is that the sector system needs to be fixed up which is something they have acknowledged and have already began working on the first big patch.

Some people have had AI issues, others not, it basically comes down to there being balance/bugs with some empire ethos combinations etc, not game breaking, just typical things that are ironed out with patches that PDX always tends to do. Personally I haven't seen it, my game is still the same one from release and it's had a lot of tensions, and those in my alliance/federation have fought well along with me (and in the very first war, they actually "carried" me in the war), they were very proactive in their troop transports for capturing planets and actually pursuing the war goals. Again, some people have had difficulty with those in their alliance/federation members not doing anything well, it's pretty much typical AI balance issues that are sorted out.

In terms of lack of content, it's primarily the diplomacy and espionage, this is definitely things that'll come in expansion DLCs and patches, no doubt about it. It's a great foundation here that PDX always does with their games, and there's a lot of play time with the current game, I've been glued since release playing in all my free time. They've made some great additions to this whole sort of 4x/grand strategy hybrid genre and the game still offers a great experience in comparison to other 4x games, I'd say the only game that is somewhat comparable is Distant Worlds: Universe but that game has been out for years and didn't really innovate any where like Stellaris has.

Any ways, they plan on the first big patch somewhere in May, so maybe you might want to wait till then? Their big patches are really heft in changes based on past games, and sector changes is already part of what'll be in the first big patch. Next week we are supposed to get details on that patch!

I really like this game a lot but i am concerned from a few things.

a) I am not a friend of research randomness but i can live with it. However, there have to be some essential research projects where you can select them any time.

b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.

I am certain that Paradox will fix most of the issues players have, they always do.

With point A, yeah it's a combination of things, there's randomness in it too but it works like a deck and is shuffled and certain things are put on top and bottom of the deck, and certain things are guaranteed. New tech can also be uncovered by science ships, anomalies, event chains, etc, and I really like this because it's much more organic and I'm so, so, so tired of research trees in the last 20 years of these style of strategy games, I love that the early game is kind of like Star Trek with the science ships. The issue I have had with research trees in 4x games over the last decade of modern 4x games is that they are so static and have obvious paths that you never steer away from from no matter how many games you play since the game tends to be balanced a certain way that only a very few ways are viable.

With the one in Stellaris, research is game dependent too, so not every game has the same research (besides obvious stuff like ship types), and I've honestly found all of the tech to be useful and has its place. I really enjoy the randomness also thrown in because it also changes up the AI, in other 4x games I'd notice AI always following the same sort of research each game which became predictable in how to beat. I also saw a cool suggestion the forums about "covert science ships" since there is no way to do anomalies that may have a tech associated with it if its in another empire's territory unless you manage to negotiate border access.

With B I think you can (at least I have done it to put them on a science ship, haven't tried the other way) not too sure, with C I think it depends on your type of government/ethos, are you a direct democracy?

With D I suppose it just boils down to game rules/limitations PDX does with grand strategies just like you can only rival so many people (even in Europa Universalis). I'd like to see more diplomacy involved with improving relations but I don't think we need more embassies (unless maybe change how embassies work to allow more, otherwise I think it could be way too unbalanced if it was unlimited). Right now I'd also like a way to pressure an empire with rivals, at least those within my alliance for example, there's an empire I want to invite to my alliance and we are in great standing but it's being stopped because the other empire in my alliance rivaled them a long ago, so they are voting no when I want to get them in. It would be cool to have an espionage aspect or something to end a rival like propaganda or something, but yeah that is all ideas for patches/expansion DLCs.

But yeah as you say, PDX uses a lot of suggestions for the games to improve it and also their own ideas, the game will be supported for a long time, I feel kind of spoiled after the years of expansion DLC with Europa Universalis: IV, it feels like I'm back when EU:IV just released, haha.
 
b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool..

B) You are encouraged to switch researchers as some have different skills that make it easier to research certain technologies. Click the portrait, swap whichever one in you want, then swap the old one to fill the vacancy.

C) lol that's the government type you selected.
 
Rikard Åslund @RikardAslund
Next week we will give you an update on what's to come. Map modes was added to the schedule today, @Hekrikekri & @dmoregard will implement.
 
I'm having a really weird game. Basically the other Empires have left me alone and I've expanded into a huge swath of the galaxy. Got roughly +50 Energy and +150 Minerals atm (I think that's good?). Only 80+ years into my game too. Going to expand my military and start taking planets.
 
I'm having a really weird game. Basically the other Empires have left me alone and I've expanded into a huge swath of the galaxy. Got roughly +50 Energy and +150 Minerals atm (I think that's good?). Only 80+ years into my game too. Going to expand my military and start taking planets.
Start of the game determined a lot on how the rest of that playthrough play out. Having a rich home system, surrounded by bunch of compatible planets for colonization, and having pacifist or friendly neighbors empire helps a lot.
 
I really like this game a lot but i am concerned from a few things.

a) I am not a friend of research randomness but i can live with it. However, there have to be some essential research projects where you can select them any time.

b) Again on research, i really can not understand why i cant swap researchers between the fields of research. I can only dismiss a researcher forever and that does not make sense.

c) Also, why researchers are considered leaders and compete to the elections? There should have been a researcher's pool that is totally different than the leader pool, the admiral pool and the general pool. It, again, makes no sense having them sharing the same leader pool.

d) As people have mentioned, the diplomacy mechanisms are weak. I wonder why a civilization could have 3 embassies only? They could have them as many as the races/civilizations we meet and if there is a need for boosting relations with a race we could send a diploma (political leader) there.

I am certain that Paradox will fix most of the issues players have, they always do.

Pool is shared for gameplay reasons.

You can swap researchers, just select for one role someone who's already busy.
 
Is there any reason not to kill space amoeba and the like? Aside from more thoroughly role playing pacifists?

Depends if you mean for the quest chain or in general.

Killing them lets you research special technology from them, but it is not very good technology in general.

Observing them gives you access to edicts that might be a little stronger.

Ethics also come into play -- if you are spiritualist don't shoot the void clouds.

Once the quest chain is over, though, you can just kill them all so that you can survey their systems.
 
Top Bottom