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Stellaris |OT| Imperium Universalis

How is the general level of bugginess so far? Anyone playing it on a Mac?

I'm playing on a Macbook Pro, it works great. Re: bugs, I found some regarding the ability to order a ship to wormhole through allied space but it never actually happening, and some events confusing science ship name for planet name. Nothing major.
 
wow I don't even, that was just brutal.

I gained what I thought was absolute victory to then get utterly stomped afterward by my own allies, whom I was protecting from getting stomped by cthulhu bastards. The A.I in this game are a bunch of absolute dicks...
I'd be terribly disappointed if a similar scenario did not take place in our first multiplayer game.
 
Ooos. Took me twenty-odd years to realise that I don't actually need to find the research tech for clearing blockers on my Homeworld.
 
Anyone know how to upgrade troop transports? The warp drives don't have the range I need to reach my opponent's planets, but I can't find them in the ship designer. Any ideas?
 
The only bug I found in my first five hours was when the tutorial voice was all kind and nice about an alien race despite my race being fanatic xenophobes, while the text did accurately describe the "probably" evil new race we discovered.
 
Played for a couple of hours, and it seems good.
It's definitely the most approachable Paradox grand strategy game I've played.
Mostly because it starts very small and the tutorial gives you some basic goals so you aren't completely lost.
The main problem with Paradox's historical games is that you either play a tiny inconsequential nation that is easy to manage but will get crushed like an ant if the AI gets annoyed, or you do something really stupid like selecting "Britain" in Hearts of Iron and having a massive global empire that requires second-job levels of micromanagement.

I've still not colonised a 2nd planet yet. It's quite unusual for a space 4x because it starts at the dawn of spaceflight instead of starting with a colony ship. There's a lot of exploring and research to do before you can build that colony ship (though I've probably wasted too much time/minerals building facilities and buildings and researching alien communications).

I'm sure I had one screen in the tutorial where I could select some empire wide research-based edicts, but I can't find that now. I can only find a few basic edicts on the planet screen.
Also, is there any way to search your explored planets other than clicking on every damn system until I find the one with the good habitable world?
 
Also, is there any way to search your explored planets other than clicking on every damn system until I find the one with the good habitable world?
Systems with habitable worlds will have a green world icon on it in the galaxy view if you can colonize it. You might need to turn on the detail view for this, with the checkbox on the bottom right of the screen.
 
Interested to find out if people are colonising every colonisable planet they can?

For instance some 9 size planets I have just put mining stations on them initially and focuses more on settling the 16 pop and above worlds.
 
I'm sure I had one screen in the tutorial where I could select some empire wide research-based edicts, but I can't find that now. I can only find a few basic edicts on the planet screen.
Also, is there any way to search your explored planets other than clicking on every damn system until I find the one with the good habitable world?

Checks the tabs on the top left, both these things can be found there.
 
So I found a moon that has 100% habitability. Even though it has hazards weather. (-10% habitability) I thought only your starting planet could have 100% habitability.
 
Ah dammit. I'm trying to fly solo (cos deny the xenos) but I've gotten into a pinch. I'm sandwitched by an alliance of tiny empires I could crush individually and on one corner is an empire as big as me (with allies) and on the other, an ancient empire with something like 50k army power, who doesn't really like you getting anywhere near it.

Maybe I'll just keep chugging out battleships until I can crush them on both ends.
 
My first game went bad very quickly : mismanaged a scientific ship, not a lot of minerals that I had to spend on corvettes to destroy pirate ships, blocked by a bunch of idiots on two sides and very few way to expand. Elliptic galaxy generation is ruthless.

Quickly generated a 4 branch spiral one : much better all around. It allowed me to vassalize a space age primitive, expand to some decent planets and get a few frontier outposts. I recently integrated my vassal and now I'm the kingpin of this spiral branch.
 
Only got to play for about 2 hours last night and virtually had no clue about how to tackle things. Ended up exploring a bit with two science ships. Then found out that in order to build mining stations in other systems I would need to build a frontier outpost, which costs 100 minerals and 200 (!) influence. I had just spend most of my influence on recruiting scientists and given that I only seemed to acquire about 3 influence per month I just went ahead and restarted the game.

Second start of the game went slightly better, in so far that I got to build an outpost. I still think I could be doing a lot better and I'm missing a ton of things. I will probably just start a new game again tonight for me to fumble through.
 
Anyone know how to upgrade troop transports? The warp drives don't have the range I need to reach my opponent's planets, but I can't find them in the ship designer. Any ideas?

Quoting this because I have the exact same problem and have been unable to find an answer as yet.

Just started a fake game to check this out and yeah, there's something awry with this. Appears to be a bug whereby Transports don't even show up on the list of ship-types in the ship-builder menu and, as a result, the player would be unable to customise them in anyway. A rather crazy oversight if that's the case; did none of the QA team want to use Warp Drives or something? If I'd chosen Warp Drives for my game and was feeling good about my progress I'd feel a little sore about this, assuming it's a legit UI/coding error and there isn't currently a hidden/obvious solution to the issue nested in a menu somewhere.

edit: as an aside -- ooooh, in the Armies tab is that 'Attach' button which the Three Moves Ahead discussion was calling out. I had no idea that was there, ha.
 
The spaceport module 'Engineering Bay' has 'Orbit Modifiers', which obviously affect ships in orbit. But what about 'Ship Modifiers' (-10% Ship Upkeep)? Does this apply to all ships in my fleets no matter where they are?
 
Anyone gone through the vassal to integration process? I uplifted a race to becomes my vassal and I want to eventually integrate them into my nation however the tab to do so is greyed out till 3600 days pass (according to the tooltip). The problem is this number isn't going down and I am unsure if I have to do something specific before it starts or if it's a bug.
 
Just started a fake game to check this out and yeah, there's something awry with this. Appears to be a bug whereby Transports don't even show up on the list of ship-types in the ship-builder menu and, as a result, the player would be unable to customise them in anyway. A rather crazy oversight if that's the case; did none of the QA team want to use Warp Drives or something? If I'd chosen Warp Drives for my game and was feeling good about my progress I'd feel a little sore about this, assuming it's a legit UI/coding error and there isn't currently a hidden/obvious solution to the issue nested in a menu somewhere.

edit: as an aside -- ooooh, in the Armies tab is that 'Attach' button which the Three Moves Ahead discussion was calling out. I had no idea that was there, ha.

Quoting this because I have the exact same problem and have been unable to find an answer as yet.

Not quite sure why, maybe from restarting the game, but I can now just use the 'Upgrade Fleet' button like I would any other ship, and it seems to work.
 
Anyone gone through the vassal to integration process? I uplifted a race to becomes my vassal and I want to eventually integrate them into my nation however the tab to do so is greyed out till 3600 days pass (according to the tooltip). The problem is this number isn't going down and I am unsure if I have to do something specific before it starts or if it's a bug.

I don't know if that number counts down, but doesn't it give an explicit date that integration will be available? I don't think you need anything else.
 
Not quite sure why, maybe from restarting the game, but I can now just use the 'Upgrade Fleet' button like I would any other ship, and it seems to work.

That's odd, but good to hear! A little unintuitive maybe, since I'm used to the 'upgrade' function first requiring an new layout to be chosen/saved in the builder. In that short test start I tried I obviously didn't get to a point where Warp Drives II was an available upgrade.

One thing that I was puzzled about with the Warp Drives FTL method is this idea that you needed the second tier in order to reach a distant planet. I was under the impression that Warp Drives were essentially 'restriction-free' movement, with a downside of being comparatively slow and expensive. Does that FTL method actually then have a finite range of travel akin to a Warpgate's radius, something along the lines of simply having their fuel tank run dry?
 
So what happens if i have a planet that is filled with pops and that planet has a surplus of food? Does it go to waste or does it go to other planets? Because if it goes to waste i'm going to replace a farm with something else.
 
That's odd, but good to hear! A little unintuitive maybe, since I'm used to the 'upgrade' function first requiring an new layout to be chosen/saved in the builder. In that short test start I tried I obviously didn't get to a point where Warp Drives II was an available upgrade.

One thing that I was puzzled about with the Warp Drives FTL method is this idea that you needed the second tier in order to reach a distant planet. I was under the impression that Warp Drives were essentially 'restriction-free' movement, with a downside of being comparatively slow and expensive. Does that FTL method actually then have a finite range of travel akin to a Warpgate's radius, something along the lines of simply having their fuel tank run dry?

As far as I can tell, a higher level of warp drive lets you jump farther finite distances. My tech 3 ships often can jump between arms of my spiral galaxy in spots, whereas the transports with tech 1 have to leapfrog to the center and go up from the base of the arm.

I haven't seen any stats surfaced in the game the describe these distances but they are there for sure
 
As far as I can tell, a higher level of warp drive lets you jump farther finite distances. My tech 3 ships often can jump between arms of my spiral galaxy in spots, whereas the transports with tech 1 have to leapfrog to the center and go up from the base of the arm.

I haven't seen any stats surfaced in the game the describe these distances but they are there for sure

Fuck, I'm an idiot.
 
Frontier outposts are not colonies, research colonisation tech and expand by inhabiting new planets. They don't cost influence. Goal is to use the frontier outposts...as frontier outposts. Eventually you should dismantle them in favour of colonies for a permanent foothold. And then rebuild the frontier outposts somewhere else.

Thanks for the advice, I need to do this is my game.
 
Goal is to use the frontier outposts...as frontier outposts. Eventually you should dismantle them in favour of colonies for a permanent foothold. And then rebuild the frontier outposts somewhere else.

You can also put Frontier Outposts into a Sector if you can't or don't want to fill out that section of your borders with actual colonies. You keep the borders but don't get the Influence penalty. I'm not sure if you keep paying the other upkeep costs. Probably you do.
 
Well, I messed up. I started two wars, but didn’t know I needed war goals. So both times I pretty much just destroyed their fleet and right when I’m about to start invading their planets it says the war is over. Now I can’t declare war again for ten years on them.
 
As far as I can tell, a higher level of warp drive lets you jump farther finite distances. My tech 3 ships often can jump between arms of my spiral galaxy in spots, whereas the transports with tech 1 have to leapfrog to the center and go up from the base of the arm.

I haven't seen any stats surfaced in the game the describe these distances but they are there for sure

I think I see now, it's 'free' movement but involves stepping from system to system, where those discrete steps have a limited length. So issues arise specifically if systems are distant, such as when crossing spiral arms.
 
I think I see now, it's 'free' movement but involves stepping from system to system, where those discrete steps have a limited length. So issues arise specifically if systems are distant, such as when crossing spiral arms.

Issues also arise if you have try and outmaneuver fleets using the other tech. If they have the existing infrastructure they are much, much more agile than you are.

So far in wars I've had to split my fleets, one or several constantly chasing the enemy fleet around in a circle and another to blow their crap up to force them to fight at some point because I can rarely catch them in an unfavorable engagement otherwise.

Or I sacrifice a smaller fleet that they are willing to fight to tie them up for the big guys to come and clean up. A real player with Hyperlane or Wormhole tech would probably be able to just pick me apart.
 
Issues also arise if you have try and outmaneuver fleets using the other tech. If they have the existing infrastructure they are much, much more agile than you are.

So far in wars I've had to split my fleets, one or several constantly chasing the enemy fleet around in a circle and another to blow their crap up to force them to fight at some point because I can rarely catch them in an unfavorable engagement otherwise.

Or I sacrifice a smaller fleet that they are willing to fight to tie them up for the big guys to come and clean up. A real player with Hyperlane or Wormhole tech would probably be able to just pick me apart.

I am using warp and ended up fighting an enemy using a different kind of FTL and he would just outmaneuver me. I ended up just amassing my fleet into one large fleet. As soon as I started destroying some of their stations, the AI I was allied to attached his 1k strength fleet to mine and we headed straight for the home colony. It forced a fight and had a pretty nice little battle of all corvettes (early game).



One thing that is annoying me is that my allies and I created a federation. I went into the Federation Ship Manager and designed some ships and created a Federation Fleet. Except, no one else is actually adding to it except me. I felt like I was being over-generous by providing a fleet to my allies 5/20 years. It would be better if the AI contributed as well. I don't mind having to share the Federation Fleet whenever one of the AI is President, but.. they could at least contribute instead of letting me fund the military. One of my AI is much stronger militarily and they just hoard their military to themselves.
 
Anyone gone through the vassal to integration process? I uplifted a race to becomes my vassal and I want to eventually integrate them into my nation however the tab to do so is greyed out till 3600 days pass (according to the tooltip). The problem is this number isn't going down and I am unsure if I have to do something specific before it starts or if it's a bug.

Yes. Single planet vassal integrated diplomatically, took 36 months and required a base amount of influence + a gigantic amount of influence per month (like 2 or 3). Maybe influence is what's stopping your integration process (dunno, maybe you built a frontier outpost or got in an alliance and you can't pay anymore).
 
Yes. Single planet vassal integrated diplomatically, took 36 months and required a base amount of influence + a gigantic amount of influence per month (like 2 or 3). Maybe influence is what's stoppping your integration process (dunno, maybe you built a frontier outpost or something and you can't pay anymore).

it doesnt require base influence, the amount is drawed monthly until the required influence is "paid"
it is a lot, though.
are there better ways to conquer territory that belongs to others?
 
I wish I had know Robot Pops count for the 5 pop minimum on building Planetary Administration. Well at least now I have that knowledge.

I'm trying my hardest to catch up to military tech, I researched Destroyers, Cruisers and I'm on Battleships now trying to get that slight edge in tech. There has been a militarily superior Empire right next to me since the beginning of the game that a hegemonic Imperialists but they've been really keen to establish relations and expand the other direction...but I still don't' trust them.
 
I've created a couple races thus far, just to wrap my head around the player creation tools. My first stab was the Mammalian Cat race, 'cause you know...cats. Made 'em all uppity and self-important just like real life! Then I took a stab at Earth Humans. It's nice that they have a preset Sol system with correctly named/sized planets, etc. Though I did forget to check and see if Pluto made the cut. Oddly, I found it a bit more difficult to develop their character traits, as I reflected on our global nature and came up with a variety of conflicting philosophies, religions & government styles. Still, it was nice to have an identifiable touchstone to tool around with. Double-cool that you can save the created character template for quick, Main Menu access anytime.

So all and all I really didn't get much done in the couple/few hours I played last night. Mostly just futzing around with the UI, Character Creator, early Tutorials and such. I'm REALLY digging what I'm seeing so far. Game runs like butter, looks pretty fantastic close up (those Reptilian-modeled [I think?] ship designs look straight out of John Berkley paintings and/or Homeworld). Menus seem smart so far, but I've still got a bit of acclimating to go, though coming off of CKII & EUIV, they're naturally intuitive. And the music. Good-gravy the music. I couldn't drop the Nova Ed. soundtrack on my iPhone fast enough (Track 17 is the game Launcher track that everyone is going gaga over, btw). I've only seen a few random flavor-text events pop up thus far, but the writing seems quality at this point.

Really pleased with the finished product at this point. Looks like a great platform for Paradox to launch from as new systems are integrated down the road. Everyone seems to be clamoring for Trade & Espionage DLC. Along with that, I can see room for further refinement, such as a variety of galaxy-level map modes and such. But for starters, this thing is just ace. Polished, intuitive, and fresh. Hope it sees the success necessary for long-term balancing and original content support.
 
Frontier outposts are not colonies, research colonisation tech and expand by inhabiting new planets. They don't cost influence. Goal is to use the frontier outposts...as frontier outposts. Eventually you should dismantle them in favour of colonies for a permanent foothold. And then rebuild the frontier outposts somewhere else.
I never thought of dismantling outposts. Do you recover any influence by doing so?
 
it doesnt require base influence, the amount is drawed monthly until the required influence is "paid"
it is a lot, though.

Oh yeah you're right. I remembered a base amount but that's the whole thing (per month x 36).

are there better ways to conquer territory that belongs to others?

Prolly depends on which species you want to conquer. Vassal + integration is very smooth but takes longer and requires to get the vassal to like enough (which can be difficult if xenophobe or diametrically opposed to your ethos). Factions are nearly non-existent this way though.
 
I never thought of dismantling outposts. Do you recover any influence by doing so?

Frontier outposts cost 1 influence per month, each. If you replace frontier outpost with a colony, you no longer need to pay the monthly influence upkeep.

But you don't recover any influence from the act of dismantling.
 
Frontier outposts cost 1 influence per month, each. If you replace frontier outpost with a colony, you no longer need to pay the monthly influence upkeep.

But you don't recover any influence from the act of dismantling.

btw there's a bug that causes frontier outposts to be free (I mean the influence maintenance) if they're part of a sector. Happened to me and it apparently is a known bug.
 
Frontier outposts cost 1 influence per month, each. If you replace frontier outpost with a colony, you no longer need to pay the monthly influence upkeep.

But you don't recover any influence from the act of dismantling.
That makes more sense. I didn't even notice that I was paying influence upkeep for my outposts, this will help a lot.
 
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