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Stellaris |OT| Imperium Universalis

It sucks I can't declare war against the Procyon scourge. Luckily they've wedged themselves between a fallen empire and the largest member of my federation but the AI's cooperative actions are so limited. Together we have a combined fleet power of 100,000 but it's like asking the AI to assist you in destroying amoebas or crystalline entities. Even in normal wars all they do is find(max(playerFleetPower)) and use the waypoints of your biggest fleet. Seemingly no goals themselves.
 
So do I understand it correctly that the problem with the "Caucasian only" mod wasn't the fact that it was Caucasian only but because the author was a proved racist? Because I was thinking about doing a Warzone inspired game and for that I would need such mods to create Mishima (Asians only) for example.

Yeah, he was using the Stellaris Steam workshop to push a white supremacist message. You've got nothing to worry about.
 
So do I understand it correctly that the problem with the "Caucasian only" mod wasn't the fact that it was Caucasian only but because the author was a proved racist? Because I was thinking about doing a Warzone inspired game and for that I would need such mods to create Mishima (Asians only) for example.

There's another white only mod whose maker has created other one race only mods that are still up. He didn't attach anti-multiculturalism to them Yeah, it's fine.
 
One thing I hope Paradox changes is the way borders work. With the limited border colours available, having a neighbor with the same border colour is almost an inevitability.
Made more emblems, this time Tokyo-themed :P

I don't know a thing about Tokyo, but these are really nice.

It's surprisingly hard to settle on a nice emblem design.
 
One thing I hope Paradox changes is the way borders work. With the limited border colours available, having a neighbor with the same border colour is almost an inevitability.


I don't know a thing about Tokyo, but these are really nice.

It's surprisingly hard to settle on a nice emblem design.

There is a sweet mod that adds tons of colors to the game so same colored neighbors are less likely
 
I wish Clarke would be out sooner.
I recently started a new game, but I don't really feel like picking it up again in light of the improvements that are incoming ..


Made more emblems, this time Tokyo-themed :P

Nice, subscribed as soon as I saw it!
It's kinda cool how well those emblems fit into the game. I added another collection of emblems, and a ton of those were just memes and other logos that doesn't fit in the game and that I would therefore never use.
 
Any way to get armies back that are still "on a planet" outside your borders? Sometimes they embark and show up as a fleet that had been 'missing,' but a couple of times now they have just stayed on the damn planet. I can't even delete them.
 
Any way to get armies back that are still "on a planet" outside your borders? Sometimes they embark and show up as a fleet that had been 'missing,' but a couple of times now they have just stayed on the damn planet. I can't even delete them.

Yes .. wait 1-2 days for the Clarke beta patch:
User: Have you managed to fix the bug where armies vanish if still landed on hostile planets when a peace deal is made? (Especially then the AI surrenders with no option to refuse or postpone)
Wiz: Getting tired of having to immediately disembark my damaged troops just in case the bug occurs, and I'm stuck paying upkeep forever. Should be fixed.
https://www.reddit.com/r/Stellaris/comments/4kt53c/stellaris_dev_diary_34_clark_patch/d3hjxoy
 
Had an interesting game. It was solidly mid game and I had absorbed a neighboring empire and decided to expand into some unsettled space. It was a bit curious as to why it was still unsettled given the number of colonizable planets that were left.

After plugging most the hole with fledgling planets my scouts came across a FE at the very end of the chain (playing hyperspace only). Ended up it was a FE that liked his living space and he basically told me to dismantle my expansion and some. I politely declined and about 10 years later they declared war.

My fleet was massively out gunned in terms of tech and I had a 26k stack and a battle against them knocked that down to 19k after I hit a 15k stack of theirs. My allies fortunately came in with a consistent 10k stack that they replinished. A couple more battles dropped me down to 9k and me turtling at my home planet behind some fortresses. Luckly I had a large empire and put all my space ports to cranking out Destroyers and one in the back pushing out crusiers.

Luckly for me the few wins that I had also gave me some good salvage to go over and after rebuilding and researching their tech I was able to turn it around and took it back to their home system.

I thought it was finally time to rebuild my fleet and damaged empire but it seems my ally decided to research a dangerous tech and the unbidden dropped in right on my border. Fortunately I had just completed upgrading my fleet to FE tech and I wiped the floor with them.

Of course while I was dealing with both of those a large neighboring empire would declare war on my vassal and I'd have to smash his fleet and get a white peace so I can go back to fighting the real enemies.

Couple wishes for upcoming patches...

Let me manage Spaceports from the sector screen.
Let me build ships in mass across all ports without having to manage each one
 
Ucchedavāda;204647592 said:

Cool. Thanks. I got them back when my rival recolonized the planet. I was clearing out machine collective because they were stealing a strategic resource but then the planet reverted to rival side of the border because the entire population was machines.

Now it is machine collective again :P. Seems that neutronium is just not to be mine, but I already have two sources so it is okay. I'm glad my army is back: it had two of those once-a-leader guard armies in it.
 
Ok Fallen Empire, you're next.

I'm pretty sure this fleet should wreck them. They're now at equivalent fleet power, which imo is usually me with the advantage.

o60rgEu.jpg
 
This, I want to play as the Foundation. Also end-game crisis will be you fighting against Galaxia, the Second Foundation and maybe even the robots to decide the future of humanity.

It'd be more interesting to play against the Foundation.

Hella technology, highly nationalistic empire.

Every defeat grants them tech advances.
 
Ok Fallen Empire, you're next.

I'm pretty sure this fleet should wreck them. They're now at equivalent fleet power, which imo is usually me with the advantage.

200-250 corvettes is enough to wreck them if you stacked evasion properly. 3x 3rd tier torpedos, I usually don't bother with armor and shields to make them as cheap as possible. It will say they're dwarfing you in fleet power but their big tachyon lances just keep missing while your torpedos ignore their shields and their point defence is helplessly overwhelmed. As soon as the screens go down, any given FE fleet is toast.
 
200-250 corvettes is enough to wreck them if you stacked evasion properly. 3x 3rd tier torpedos, I usually don't bother with armor and shields to make them as cheap as possible. It will say they're dwarfing you in fleet power but their big tachyon lances just keep missing while your torpedos ignore their shields and their point defence is helplessly overwhelmed. As soon as the screens go down, any given FE fleet is toast.

Yeah, I kinda demolished the FE. Only went down by about 10k. Kinda gotten the short end of the stick though, my evasion admirals kept dying of old age before the engagements so my corvette evasion stacking plan didn't go as planned lol.
 
If you read the thread that the dev diary's in it says they fixed the old gods event chain. The dev diary isn't an exhaustive list of fixes.

Well that's even worse news then cause it remains bugged for me (not marking the other two systems I have to search)
 
"Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +3%)"

So this is much faster teching for big empires, right? Unless your average planet was size 5 you now get a much smaller penalty to tech rate per new planet settled and populated. The main effect is front-loading the tech slowdown to when you first colonize the planet, which is going to matter most very early in the game but otherwise is probably not a big deal.

If research is proportional to population then a size 25 planet, compared to a size 16 planet, generates 56% more research and gives you a 35% bigger penalty. So you'll research things about 16% faster with only huge planets compared to only medium-sized planets. Not a big deal, and obviously the smaller planets will tend to get you more efficient station access and more efficiently generate non-science resources because of adjacency bonuses.
 
"Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +3%)"

So this is much faster teching for big empires, right? Unless your average planet was size 5 you now get a much smaller penalty to tech rate per new planet settled and populated.

Big empires that don't expand rapidly, yes.
 
My problem with the ethics divergence is that I just don't care about it at all. It doesn't seem to impact gameplay much and I have basically no control over it, so all I do is make sure my colony ships are filled with the least offensive settlers I have available.
 
My problem with the ethics divergence is that I just don't care about it at all. It doesn't seem to impact gameplay much and I have basically no control over it, so all I do is make sure my colony ships are filled with the least offensive settlers I have available.

I do the opposite, I go full on with ethic convergence in all my games now. Can't beat the stability (and happiness) of an empire where everyone quickly adopts the empire's ethics. And I like stability :P
 
I do the opposite, I go full on with ethic convergence in all my games now. Can't beat the stability (and happiness) of an empire where everyone quickly adopts the empire's ethics. And I like stability :P

That's my issue though - I have no idea what the ethics are doing. I can see them diverging across my empire, but how that matters just isn't visible enough. It would be much better if it impacted sectors and planets as a whole, and led to actual events, rather than just something that hardly seems to matter unles syou really focus on it.

It's clearly supposed to be a major mechanic of the game, and yet you can ignore it completely it seems.
 
Did they do something to the way colonists work? None of the colonist options match my species on my home planet. I'm a Xenophile/Fanatic spiritualist, but my only options are to add Pacifist or Xenophobe to Spiritualist. I had not previously ran into this issue.

Edit: On 1.1
 
That's my issue though - I have no idea what the ethics are doing. I can see them diverging across my empire, but how that matters just isn't visible enough. It would be much better if it impacted sectors and planets as a whole, and led to actual events, rather than just something that hardly seems to matter unles syou really focus on it.

It's clearly supposed to be a major mechanic of the game, and yet you can ignore it completely it seems.

Mouse over happiness of your pops to see what ethics are doing I'd say :P
I like being able to integrate even fanatic xenophobes in my empire.
 
My problem with the ethics divergence is that I just don't care about it at all. It doesn't seem to impact gameplay much and I have basically no control over it, so all I do is make sure my colony ships are filled with the least offensive settlers I have available.

Ethical drift is ruinous to fanatic collectivist empires relying on slavery. Non-slave, non-collectivist (or even just non-fanatic collectivist) pops get like -5% happiness per slave pop, so on industrial worlds they're furious. If they can migrate, then they move and spread their filthy ethos to other worlds. And the worst pard is, it happens slowly so that you don't notice it, and purging them makes other sympathetic pops (not to mention empires) hate you. It's a blight on an otherwise perfect empire.

Slavery's going to be really different once they can rebel. It'll be a really cool balance change when it happens.
 
Ucchedavāda;204638262 said:
Nice, subscribed as soon as I saw it!
It's kinda cool how well those emblems fit into the game. I added another collection of emblems, and a ton of those were just memes and other logos that doesn't fit in the game and that I would therefore never use.

I've also looked for Wipeout teams and Mass Effect corporation logos, but couldn't find any decently-sized images to make emblems :(

Any ideas for more emblems is welcome, though
 
Did they do something to the way colonists work? None of the colonist options match my species on my home planet. I'm a Xenophile/Fanatic spiritualist, but my only options are to add Pacifist or Xenophobe to Spiritualist. I had not previously ran into this issue.

Edit: On 1.1

Ethics divergence is weird. When it happens, it seems like it happens a lot - I just had a game where my capital world very quickly had half of its pops with ethics different than what I started with even with -30% divergence. But most games they don't diverge at all.
 
Ethics divergence is weird. When it happens, it seems like it happens a lot - I just had a game where my capital world very quickly had half of its pops with ethics different than what I started with even with -30% divergence. But most games they don't diverge at all.

I never paid attention to ethics divergence before. Guess I should start.

Edit: Yeah ethics divergence doesn't seem to make any sense. It's just changing for no reason.
 
Patch notes look interesting. I like that Xeno* is now the ethos axis you use to manage influence. No really huge changes but I should take another look and see how things feel now.

edit: I don't see them mentioning fixing the ethics divergence bug or the isolationist Fallen Empire bug (where they don't bother messaging you until you've colonized a lot of planets).
 
Things are moving along in the multiplayer thread, looks like the first session will probably be this sunday.

For those interested:

http://www.neogaf.com/forum/showthread.php?t=1216199&highlight=

Patch notes look interesting. I like that Xeno* is now the ethos axis you use to manage influence. No really huge changes but I should take another look and see how things feel now.

edit: I don't see them mentioning fixing the ethics divergence bug or the isolationist Fallen Empire bug (where they don't bother messaging you until you've colonized a lot of planets).

As said in the dev diary, the notes aren't exaustive, There were posts from the devs that basically said that they fixed ethics divergence among other things.

Well that's even worse news then cause it remains bugged for me (not marking the other two systems I have to search)

Well, that sucks.
 
Can anyone with the beta patch comment on the performance? I play with the max size map and the FPS sucks now as my empire (and others) grow larger and larger.
 
As said in the dev diary, the notes aren't exaustive, There were posts from the devs that basically said that they fixed ethics divergence among other things.

The dev diary said the dev diary wasn't exhaustive, not that the patch notes they would post wouldn't be exhaustive.

The patch notes should be exhaustive. That is rule 1 of patch notes, you're supposed to put the changes in the patch into the patch notes.

I saw those dev posts, which is why I was surprised that those bugfixes weren't mentioned in the patch notes!
 
The dev diary said the dev diary wasn't exhaustive, not that the patch notes they would post wouldn't be exhaustive.

The patch notes should be exhaustive. That is rule 1 of patch notes, you're supposed to put the changes in the patch into the patch notes.

I saw those dev posts, which is why I was surprised that those bugfixes weren't mentioned in the patch notes!

I've definitely seen pops gain new ethics since the patch. Individualist/materialist/pacifist pops became individualist/pacifist/xenophobe and individualist/fanatic pacifist. I don't know if I'd seen that before.
 
The dev diary said the dev diary wasn't exhaustive, not that the patch notes they would post wouldn't be exhaustive.

The patch notes should be exhaustive. That is rule 1 of patch notes, you're supposed to put the changes in the patch into the patch notes.

I saw those dev posts, which is why I was surprised that those bugfixes weren't mentioned in the patch notes!

It is in the actual patch notes:

https://forum.paradoxplaza.com/foru...checksum-3613-not-for-problem-reports.937741/
* Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from

Among other things.

Speaking of those patch notes: Why did they nerf the research institute from a 10% buff down to 5%? Didn't really seem game breaking before.
 
Just wanted to crosspost:
Civ VI Lead Designer said:
“To some extent, automation is a sign that your game design is weak,”
I think the issue with Sectors is that they provide nothing, and take away nearly nothing. They're just an automation feature for shit you don't want to do anymore.
Sectoring should come with very real drawbacks, including risks of separatists, corruption, et all.
Commandeering fleets is probably a needed start, along with harsher limits on sector size and count.
 
Among other things.

Speaking of those patch notes: Why did they nerf the research institute from a 10% buff down to 5%? Didn't really seem game breaking before.

There's a perception that materialist is too good of a pick. Spiritualist is also pretty good, but it's situational and basically all you get out of it is happiness while having a hard time using robots. Materialist is pretty good no matter what you're doing and is great for robots. Not only does materialist seem stronger than spiritualist but it also seemed like a better use of your ethics points than most other options.
 
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