Wouldn't want to make the game boring and give you nothing to do. After all queuing orders is the actual gameplay in the early game...absolutely baffling game design right there.
Wouldn't want to make the game boring and give you nothing to do. After all queuing orders is the actual gameplay in the early game...absolutely baffling game design right there.
More like technical oversight or perhaps even limitation rather than straight up game design. I guess it happened because your queue order overwritten by the command to flee the system right away. As far as I can remember, I haven't seen any mods that try to fix this so this might be the case.absolutely baffling game design right there.
Do you have better argument than just passive-aggressive toward my opinion of the auto-explore? Did you just ignoring my whole last paragraph where auto-exploration might hinder your empire growth depending on your FTL? I try to be polite and constructive with my thought, and not even confrontative whatsoever. But all I got is this shitty kneejerk passive-aggresive post. No point of further discussion then.Wouldn't want to make the game boring and give you nothing to do. After all queuing orders is the actual gameplay in the early game...
So how is the new DLC Leviathan? Is it worth the money? Are the events fun?
I'm still baffled that some people will go out of their way to defend additional busywork as gameplay instead of demanding more from Paradox. This is a small issue, but it does encapsulate the problem with Stellaris being half-baked quite well.Do you have better argument than just passive-aggressive toward my opinion of the auto-explore? Did you just ignoring my whole last paragraph where auto-exploration might hinder your empire growth depending on your FTL? But you're entitled to your own poorly thought opinion, so be my guest.
I'm still baffled that some people will go out of their way to defend additional busywork as gameplay instead of demanding more from Paradox. This is a small issue, but it does encapsulate the problem with Stellaris being half-baked quite well.
Every time I start a new game I get the same amazing events, gather X number of specimen, fight some cloud dudes, fight some amoeba dudes. Meet a new race? It's just going to be a nice animated mask on 2 ever-changing (through the patches) statistics that will determine if they hate your guts or kind of think you're ok-ish. Want to make them like you? Better give them some free stuff, because you diplomacy options are fewer than in Civ.
I always start out thinking I'll design some awesome ships, but it will inevitably end up with making the best ship my components allow, updating it when I research something that gives it +5% attack and all battles being a number vs number slugfest. Build new buildings to get more minerals and energy use those to get more buildings leaving you even more stuff to click on every now and then.
A space game already starts at a disadvantage with regard to the AI players (them being randomly created) and Paradox seems to have done nothing to make them more than a pretty mask on two statistics dropped somewhere in space.
I really hope that in 2 years we will reach something like EU4 is today, a complex game with many different kinds of interactions on both the strategic and tactical level where the gameplay is about making hard choices and suffering consequences for than and not having to re-queue your orders because the gameplay is a little thinly spread to automate that from the get go.
You could say the common denominator with my problems is shallowness. Stellaris does everything, but none of it has any depth to it.So you seems you have problems with the exploring, diplomacy, combat, ship building, events, AI, construction...what in the game do you think is done well, then?
I do think that quite a lot of the game at the moment seems only half-done or barely even thought about in some ways but i still find it enjoyable overall, even though things could be vastly improved (and hopefully will be eventually).
You could say the common denominator with my problems is shallowness. Stellaris does everything, but none of it has any depth to it.
As to what I like and why I bought the game in the first place, mainly potential. I have seen Paradox turn EU4 from what it started out as to the best grand strategy game. I also find the research system quite interesting, but it too needs more depth, more exclusive paths to go down to instead of everyone getting a little bit of everything. For example have missile tech give bonuses to future missile tech, etc.
What I'm most disappointed about is the combat. Each Paradox game has figured out an interesting way to make it tactical, but Stellaris hasn't gotten beyond Red Alert here. I want each spaceship to mean something, not just be a pile of minerals spent every X days till the cap. I want modular damage, crew experience, boarding and prize taking, formations and roles (nice to see Paradox start here). While Aurora 4X might be a barely comprehensible mess of interface windows, when those missiles start flying you feel every hit you or the enemy takes (or evades), the rush to get damage control to fix that engine on one of your 4 ships that took a lucky hit before you have to leave it behind for the enemy with its tech and experienced crew.
Sure, look at EU4, your units are disposable, but you have a very specific unit cap, there's combat width, unit type differences and modifiers for your morale and fighting ability, not to mention terrain modifiers and attrition. Losing a few units will hurt you, getting stack-wiped will wreck your manpower, war exhaustion, prestige and cost a fortune to replace, all of these have secondary effects that will affect your gameplay.You're not supposed to be micro-managing every ship in a grand strategy game.
Sure, look at EU4, your units are disposable, but you have a very specific unit cap, there's combat width, unit type differences and modifiers for your morale and fighting ability, not to mention terrain modifiers and attrition. Losing a few units will hurt you, getting stack-wiped will wreck your manpower, war exhaustion, prestige and cost a fortune to replace, all of these have secondary effects that will affect your gameplay.
In Stellaris, there's pretty much no penalty to have an assembly line spitting out ships to send to fight and die until you win or the enemy overwhelms you.
All that would add depth to the combat system (maybe you focus your tech on capturing and are forced to use enemy ships for when you need raw firepower, maybe it gives you extra tech bonuses, etc.). Aurora is grand strategy as well, as is Distant Worlds. Paradox has just chosen to limit the simulation at a certain level to the games determent, in my opinion.That's all fine, I was just responding to stuff like boarding and capturing enemy ships, and the Aurora comparison.
All that would add depth to the combat system (maybe you focus your tech on capturing and are forced to use enemy ships for when you need raw firepower, maybe it gives you extra tech bonuses, etc.). Aurora is grand strategy as well, as is Distant Worlds. Paradox has just chosen to limit the simulation at a certain level to the games determent, in my opinion.
Plus, you can capture enemy ships in EU4, losing one is quite a big deal, as it should be.
Just as EU4 is focuses on land combat, Stellaris is focused on space combat. I don't fault Stellaris for its simplistic land combat, it makes sense in the context of the game.EU4's combat isn't focused on naval battles though. You can't capture enemy troops and convert them into your own, can you?
In Stellaris, there's pretty much no penalty to have an assembly line spitting out ships to send to fight and die until you win or the enemy overwhelms you.
I always though those ships are ai controlled and not manned by actual people. What kind of insane Empire (realistically speaking) would send millions upon billions of their people to die in a war of attrition if they can just control them using AI or remotely (basically big drones) like a video game (Ender's Game). In past and present wars we kind of didn't have a choice in the matter but in the future what would be the benefit of cramming thousands of people into a ship that will be vaporised within seconds upon encountering the enemy? Nobody would be insane enough to sign-up if that were the case. That is why I think there is no penalty for losing ships and why manpower is not present in the game simply because there is nobody on those ships.
I always though those ships are ai controlled and not manned by actual people. What kind of insane Empire (realistically speaking) would send millions upon billions of their people to die in a war of attrition if they can just control them using AI or remotely (basically big drones) like a video game (Ender's Game). In past and present wars we kind of didn't have a choice in the matter but in the future what would be the benefit of cramming thousands of people into a ship that will be vaporised within seconds upon encountering the enemy? Nobody would be insane enough to sign-up if that were the case. That is why I think there is no penalty for losing ships and why manpower is not present in the game simply because there is nobody on those ships.
Been awhile since I read Ender's Game, but weren't the ships that the children controlled piloted by real people?
I often wonder why we still have to research colony ships at the beginning of the game? I can't really think of a balance reason why we wouldn't just start with them.
Well there's always at least one poor bastard.
RIP Mercedes Romero.
Been awhile since I read Ender's Game, but weren't the ships that the children controlled piloted by real people?
Based on what the game says that's not the case. When you equip a ship with strike craft the description for them says they are manned, the colony ships description says they have crew as well (not just the colonists), you can assign scientists/admirals to the ships and they're definitely onboard, the description for the "Doctrine - fleet support" technology says "it is important to provide planetside relief for returning fleets." and one of the engine technologies says there are crew as well.
It doesn't really make sense and I attribute that to bad writing. You would never get yourself a crew outside of slaves/prisoners if the people knew you were sending millions upon millions into a certain death for little or no gain, besides, we already have the technology to use unmanned drones controller from an HQ behind enemy lines so I don't see a reason for these ships to have a crew. Crew is, after all, the weakest part of the ship, you destroy life support, gravity controls, blow a hole in the ship and the first thing that goes is the crew and despite the fact that the ship is almost intact it can be knocked out of action just because your crew suffocated or got blown out into space. Anything the crew can do an ai or remote control can do too, I don't see a reason to put people in needless risk.
There are several stand alone name lists available and the majority of the big franchise mods (Star Wars, Mass Effect etc.) comes with a name list as well.Are name mods a thing? Like, names for planets, admirals, ships, etc.
More naming variety is something I'd love to see in the base game, since there's so little structural variety in a single type.
Are name mods a thing? Like, names for planets, admirals, ships, etc.
This might hold true for individualist, pacifist, or maybe spiritual empires, but I don't think their opposing ethoses have narely the same level of care; all of them are actually predicated a lower emphasis for the value of an individual life. Also I also think you're making an assumption over both the inferiority of the organic component and the superiority of AI-driven ships--they could potentially be just as vulnerable, either through software fault or malicious intervention.
Unmanned ships are definitely something Stellaris should explore at one point. I think this thread has gone over it before--I know I have mentioned stuff on it. There's good room to make a crew component to ship design at the very least, and I'd be surprised if they don't touch on it at some point.
And then the enemy empire subverts the command routines and turns your fleet against you.Well I do play spiritual Empire 100% of the time so I guess it makes sense to me but having a ship without crew means you might be affected by "software fault or malicious intervention" but at the same time you don't have to worry about life support, mutiny, training, supplies, drills, chain of command, morale, commands not being given clearly, panic, duty officers, r'n'r, psychological support, medical support, etc. the benefits FAR outweigh the negatives.
I'm really enjoying the adjustments & the added content from the patch & Leviathan but if you weren't enjoying Stellaris before I feel it's not going to be a big game changer for you.
As a fanatic spiritualist I now worship an impregnable giant black death star just within my empires borders. I fear this won't end well when it finally reveals it's secrets....
And then the enemy empire subverts the command routines and turns your fleet against you.
But seriously, it would just be trading one set of concerns with another, all while supply lines, maintainance, communications, and repairs, plus maybe more, continue to be an issue. It would also leave no room for improvisation or innovation, which can be of critical importance in moments of pressure.
It doesn't really make sense and I attribute that to bad writing. You would never get yourself a crew outside of slaves/prisoners if the people knew you were sending millions upon millions into a certain death for little or no gain (or maybe people are so bored in the future that they don't care lol), besides, we already have the technology to use unmanned drones controller from an HQ behind enemy lines so I don't see a reason for these ships to have a crew. Crew is, after all, the weakest part of the ship, you destroy life support, gravity controls, blow a hole in the ship and the first thing that goes is the crew and despite the fact that the ship is almost intact it can be knocked out of action just because your crew suffocated or got blown out into space. Anything the crew can do an ai or remote control can do too, I don't see a reason to put people in needless risk.
The same could be said for Star Trek, Star Wars, Battlestar Galactica, Stargate etc; It's not bad writing, it's a choice for increased drama and to add meaning to it. The vast majority of sci-fi movies, games, TV shows etc have crew on the ships simply because it makes things more interesting than just lifeless remote controlled machines.
You're looking at it from a players perspective only, really. Players send corvettes and smaller ships in mass numbers and don't care about them, but from an in-universe view that is not the reason those ships exist. In most sci-fi something like a Corvette fleet vs a Battleship would be something atypical, those ships are always made with other purposes but just end up forced into those situations. No one would be expecting to do that and if it did happen it would likely be due to desperate circumstances.
Even if it was the case that they were controlled otherwise, It can't be AI because you don't get technology for robots or AI until a while into the game. If it was controlling it remotely then the design of ships would also likely be entirely different; they'd focus more on being built around the weapons.
Something else to consider is that battles (and even just ships moving or firing) takes days or even months of in-game time. Regardless though the game makes it fairly clear that they definitely do have a crew of some sort.
I don't believe for a second that a civilisation that has achieved FTL hasn't developed robotics and remote control. Like, are you telling me those space ships are hand made? Metal beaten with hammers and circuitry woven under a magnifying glass? That is absurd. Think of the 1st thing that happens when you start up a game, you are greeted by a tutorial AI so obviously you have AI technology.
I am not talking from a "player's perspective" I am talking from a human's perspective who values life and isn't keen on sending billion of people to their deaths in some random battles. Any human society that would do have a revolution on it's hands instantly. Do you think it would work if somebody were to say "During our last planetary engagement we lost 60 million troops and we claimed one continent. Would you like to sign-up and be part of the next 60 million?" yeah no, it doesn't make sense, people actually value their lives a bit more than ants.
It really entirely depends on how you want to play your empire though as there are robotic or alien forces you can send instead of your own.
It isn't explicitly said in the movie (besides the fact that the transport ships have people on board) but considering they literally controller their every move I don't see a reason for a crew to be there. But even if they do I was talking more about the theme of controlling ai ships from a safe distance.
Started stuck in the Northern part of the map. No ways to go south or east without passing through a Corporation Society. They begin by closing their borders and eventually declare war on me. 3 in-game days later I'm destroyed.
Game over after 11 years. I'm pissed.
In either case, space combat the way we see it in 90% of sci-fi is completely unrealistic in the first place, so it's not like putting in a human crew is a bridge too far.
Right.
In Ender's Game (the movie) though Ender has a psychological breakdown because of the fact that he wiped out an entire alien species without any solid proof that they were the aggressors in the first place, they only glossed over the fact that there were people aboard the transport ships but nothing else and it is literally just one sentence, the whole thing is about the aliens and him trying to find redemption for what he has done.
Another thing, the way I love to play Stellaris is by having every other civ in the game be advanced and me starting from zero. It never really made sense to me how everybody started at the same tech level so I always play it like I am joining the galactic politics which have already been established. How about you?
What's with the random empire name changes when empires change to an advanced government form?.
Does it still happen? I'd swear my empire didn't change names during the switch.
It would make sense if changing to a different government type (and NOT just an advanced form of the same type) I guess, but I still don't like it.
So, how long is the "tutorial"? New objectives seem to be added constantly. The pace is quite OK but there is plenty to learn...
It seems like resource gathering is the toughest part to get going for me. Especially since a frontier outpost is a -3 energy drain to perhaps add a few more mining stations.
Is it better to colonize more planets instead of building frontier outposts? It seems you would get a lot more out of a planet with many tiles than several mining stations...
Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
More story events and reactive narratives that give a sense of an unfolding story as you play.
More potential for empire customization, ability to build competitive 'tall' empires.
Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
Ability to set rights and obligations for particular species in your empire.
Global food that can be shared between planets.
Superweapons and planet killers.
Ability to construct space habitats and ringworlds.
More interesting mechanics for pre-FTL civilizations.
Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
A 'galactic community' with interstellar politics and a 'space UN'.
Buildable Dreadnoughts and Titans.
Stellaris Dev Diary #50 - The Journey Ahead
Stuff they want to put in the next update scheduled to release before the end of the year. :
Next DLC pack is inspired by Iain Banks (author of the Culture series) but they're not ready to talk about that one yet.
Always felt this was a major missing feature tbh. Plans sound very good, looking forward to itDeeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.