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

Stellaris |OT| Imperium Universalis

This fucking A.I. sometimes; so I’m in the middle of a war with my big neighbor and things are going very well. War score is high and I’m going to make them my vassal. This small empire above them declares war on them, whatever no big deal. Few turns later I just get kicked out of the territory. Apparently they surrendered to the other empire and they took everything, even though I did all the work. I was going to attack the other empire next so it’s next really a big deal, but it was just annoying.
 
VKXB0oj.jpg

Paradox IPO launch party.

Cosplay will never be the same.
 
How do you guys setup the game universe?

How many AI nations or Advanced nations do you guys add? Also what are the best techs to force to get early?

My biggest problem is energy output, any idea how I go about resolving that?

I think I had 600 systems, elliptical, like 20 empires and 5 advanced. Didn't want it too crowded for my first game.

Unfortunately the game is designed to basically crowd you out by default, so if you picked say 5 empires on a 1000 star map they'll all almost certainly be right next to you due to a clustering mechanic. Hopefully they change it or at least give an option of randomness.

As for tech, I've just kind of gone with what looks best at each stage. If you're militarist you're more likely to draw weapon cards and if you're a pacifist you're more likely to get non aggression stuff. Since I'm neither I get a mix. Missiles are 100% hit so early game they are great when nobody has point defence. If you want to stick to torpedoes (they ignore shields) then go exclusively torpedoes. If you only put a couple on each ship then PD will eliminate them mid game. Your only option is to overwhelm the PD.

Energy output can be a tricky one, just aim to have it positive when the fleets are orbiting your colonies. When you go to war its going to drop like a stone so try and end them fast. Obviously, build lots of energy stations on planets and once you have the capital building you can build a stock exchange there which will give +10% credits empire wide.

This fucking A.I. sometimes; so I’m in the middle of a war with my big neighbor and things are going very well. War score is high and I’m going to make them my vassal. This small empire above them declares war on them, whatever no big deal. Few turns later I just get kicked out of the territory. Apparently they surrendered to the other empire and they took everything, even though I did all the work. I was going to attack the other empire next so it’s next really a big deal, but it was just annoying.

That's what I do when I see an enemy is at war!
 
Lost my first game last night. Was playing fanatic materialists, and ran into a more powerful neighbor who was fanatical spiritualists and militaralists.

They declared war wihtin a year of encountering each other and they wiped me out before I could secure an alliance.

New game with a new patch, I'm ready!

Quesiton is... when will I get bakc to Warhammer?! I really like the game, but Stellaris keeps calling me.
 
Anyone know if the patch will affect existing saves?

Just trying to get back the 100 years I lost. Taking advantage of a rival declaring war on someone else so that I can dive in the back door and Vassal them. Already destroyed their 2 main fleets and taken a planet, so the second shall now come fast.

I do have to wonder how the way battles are handled (blobs sitting on top of blobs) made it to launch.
 
Anyone know if the patch will affect existing saves?

Just trying to get back the 100 years I lost. Taking advantage of a rival declaring war on someone else so that I can dive in the back door and Vassal them. Already destroyed their 2 main fleets and taken a planet, so the second shall now come fast.

I do have to wonder how the way battles are handled (blobs sitting on top of blobs) made it to launch.

The beta affected opt-in affected existing saves.
 
Sadly I've kind of lost interest in this game because of how barebones it is compared to other paradox games. Needs more work for sure. Feels incomplete and rushed. Patch is a good step forward though.
 
Can anyone please help break-down wars and combat? I'm just reaching the point where other empires are forming alliances and declaring war on each other, so I think it's time I gained a better understanding of how it works.

Do I have to declare war on another empire in order to actually attack them? I had a civilian ship accidentally enter another empire's borders. It immediately returned to my homeworld as a result.

If a friendly empire declares war on another empire, would I gain anything from declaring war on the same empire and helping them, despite not being in an alliance with them?

How do I go about using armies? Do I need special ships to transport troops, and do I have to have an army occupying a specific planet in order for me to demand that planet in any peace negotiations?

There's a lot going on and I don't want to end up wasting resources having built a large fleet, only to not use it effectively.
 
Can anyone please help break-down wars and combat? I'm just reaching the point where other empires are forming alliances and declaring war on each other, so I think it's time I gained a better understanding of how it works.

Do I have to declare war on another empire in order to actually attack them? I had a civilian ship accidentally enter another empire's borders. It immediately returned to my homeworld as a result.

If a friendly empire declares war on another empire, would I gain anything from declaring war on the same empire and helping them, despite not being in an alliance with them?

How do I go about using armies? Do I need special ships to transport troops, and do I have to have an army occupying a specific planet in order for me to demand that planet in any peace negotiations?

There's a lot going on and I don't want to end up wasting resources having built a large fleet, only to not use it effectively.

You might want to watch Quill's LP series on Youtube.
 
didn't realize why ethic divergence tech and policies were important til I decided to run a slave military empire

collectivist and xenophobic traits only increase slavery tolerance, they don't actually make the population happy about slavery. If a fraction of your planet pops end up losing either ethic then you're in for a huge happiness drop.
 
Can anyone please help break-down wars and combat? I'm just reaching the point where other empires are forming alliances and declaring war on each other, so I think it's time I gained a better understanding of how it works.

Do I have to declare war on another empire in order to actually attack them? I had a civilian ship accidentally enter another empire's borders. It immediately returned to my homeworld as a result.

If a friendly empire declares war on another empire, would I gain anything from declaring war on the same empire and helping them, despite not being in an alliance with them?

How do I go about using armies? Do I need special ships to transport troops, and do I have to have an army occupying a specific planet in order for me to demand that planet in any peace negotiations?

There's a lot going on and I don't want to end up wasting resources having built a large fleet, only to not use it effectively.

When you declare war or have declared war on you, you get to choose your war objectives which are the only things you can ask for when suggesting peace. You automatically have to set these in case of offensive war, but remember to click on the popup and set them in the case of defensive war. In peace treaties, you don't need to sue for all or nothing so set your goals to what you want from them in the case they unconditionally surrender to you but give yourself some flexibility to take less than that as the case may warrant. Cede goals are straightforward, you take the planet. Liberate goals create a new empire with your ethics in their territory; you can carve allies or vassals out of enemies that way. Vassal and protectorate goals (for when their tech is really behind), make them into subordinate allies that will send a fleet to follow your biggest fleet in war. Also, vassals can be incorporated over time into your empire. Usually takes decades to do this, but it can be a way to have ensured complete conquest at a lower price but at a later date when hopefully your infrastructure is better equipped to handle the new planets.

Fleets are used to take on enemy fleets, destroy stations, and besiege planets. Armies are used to land on and seize planets. You can upgrade their transports in the ship editor, but they just form when you choose embark from the army screen on a planet. They are quite squishy, but with the nature of ftl you can send them in unescorted if your fleet has cleared over the area between you and where they are besieging. You get warscore for space battles, sieges, seizing planets, etc.

Taking on an enemy already beset by war is a good idea, but be aware that if the other war ends with them surrendering you might lose the option to have them surrender things to you, completely so if they become your vassal and are thrown out of the war.

As to ships in neutral territory: you can sign treaties to allow access to civilian or military ships. People aren't going to like your military ships for no reason though. You can't attack without declaring war except in the case of 'barbarian units' and the late-game threats (who are always at war with everyone).
 
Another thing I think games like this need to do is allow you to make breadbaskets and share food resources between worlds. I always wonder why this doesn't happen and it makes the food resource the resource you build to get to max pop and then get rid of. It'd be cool to continually leverage it to grow your empire. There'd have to be some trade route function to support this, where food moving between planets on a monthly basis was affected by distance, and a granary system where a growing planet could only accept so much food relative to its size, etc. but I really think that is the way food should work in these games.
 
I just found a ring world....

Something tells me I shouldn't. But I'm going to try and take it anyways.

Edit: Spent a little time building up my fleet. Seems like Space Torpedoes did lots of work on the guarding ships.
 
Ahh its working but it might be becasue its hidden in the Paradox forums unless you're logged in and register the game.

Reproduced here only so that non paradox forum peeps can read!

View attachment 184979
Credit
@Rovert10 - Module, Dev Diary
@Cyber Monkey - Dev Diary Title Graphic
@Max Loef - Models

Disclaimer
This module is meant to work in conjunction with the base vanilla game as well as future SFFA era modules. This is not the main overhaul SFFA mod project. All statements and information here are subject to (possibly large) changes.

Military Ships Available
Initially this module will add ships into the “classes” given by the base game. The four military classes being the corvette, destroyer, cruiser and battleship.
The following ships we have imported in take up the following 3 classes
Battleship – Imperial Star Destroyer
Cruiser – Victory II Star Destroyer
Destroyer – Vindicator Heavy Cruiser
There will be a fill in for the corvette role. Mostly likely taking the form of the Carrack Class Light Cruiser.
index.php

No, there won’t an Executor Class Super Star Destroyer in this module. That ship will absolutely break any and all balance and scale in this game currently.

Ship Combat Power Scale
The current baseline scale is that a standard mammalian corvette is about the length of 250 meters so that future added corvette sized ships aren’t extremely tiny. Imperial ships are then scaled appropriately to this baseline. Though it does make a person realize that Imperial are truly giants in scale. Especially when the VSD-II is the length of a Stellaris battleship.
index.php

The toughest question here is how powerful do you make Star Wars ships in relation to their Stellaris counterparts? Star Wars lore is known for their capital ships to have large numbers of turbolasers installed. And given the scaling you see here, Imperial ships seem to match the class a tier higher. A Vindicator in lore is a Heavy Cruiser and the Victory for all intents and purposes was a “battleship” until the ISD replaced them.

I wish to keep true to the power that SW ships will give you. The plan thus far is that Imperial ships are generally more powerful than their “equivalents”. Having greater numbers of component slots and versatility available to them. However, they will be offset by their cost and upkeep. Thus, having a general quality over quantity mentality to their ships.

Turbolasers, however, will be generally equivalent to their counterparts in terms of damage output.

Imperial Star Destroyer
This ships deserves its own section on virtue of being an Imperial Star Destroyer. The thing is a monstrosity compared to everything else in game. The most powerful and expensive ship to construct as an Imperial. These ships are the centerpiece to any fleet; outclassing all in terms of durability and firepower.

ISDs are special in regards to other ships being one of the few ships to have been shown notable external changes in their design within their class. For modularity. Star Wars ships are particularly not known for high modularity in separate ship parts. Most ships get more in terms of internal upgrades. Other ships may get separate component layout templates. The ISD will have pieces available to it that allow you to make an ISD-I, ISD-II, or Tector depending on the bow section and bridge you choose.
index.php

index.php

This module is being created by @Rovert10 and this dev diary was also created by him. Please direct all questions related to this module and dev diary at @Rovert10.
 
Looks good, but they should replace the Carrack Light Cruiser with the Gozanti... Much better design. Plus, the Gladiator would be a better destroyer.

Still, awesome!
 

It's a nice change, especially in later years when you can actually colonise them all.

Right now I have 10 core world's in my save and it's a nice amount and I can use the hotkeys to get to them all easily. More might actually be a pain. But it also means you don't have to ignore planets in your core systems that you'd ordinarily put in a sector.
 
So I just got a message that a border empire had been declared on by an alliance,so naturally, I declared war too.since they were too big to vassalise I just liberated the 4 planets nearest me. Once the war was over, the liberated planets loved me and wanted to be my vassal within about 2 weeks of liberation.

There's got to be a catch right?
 
So I just got a message that a border empire had been declared on by an alliance,so naturally, I declared war too.since they were too big to vassalise I just liberated the 4 planets nearest me. Once the war was over, the liberated planets loved me and wanted to be my vassal within about 2 weeks of liberation.

There's got to be a catch right?

None. Liberation is great. Even if they don't beg you to be a vassal afterward, you can just conquer them and they have the same ethos as you do so happiness isn't a problem.



Creepy.

Can't wait till things get to a point where I can have a star trek(warp) vs Star wars(hyperlanes) vs Mass effect(wormholes) game. Maybe I'll throw Halo into that mix too.
 
None. Liberation is great. Even if they don't beg you to be a vassal afterward, you can just conquer them and they have the same ethos as you do so happiness isn't a problem.

Fuck it, that's by far the best option then.

Stayed up till 1:30 again. Have half the galaxy under my boot but only 40k worth of fleets, 99.9% corvettes lol. A mixture of rail, missile and laser with a smattering of pd.


also, holy hit how annoying is it trying to split fleets up. You scroll down to select a ship and the list jumps back to the top!

I'd quite like a mod that just reduces the number of ships to about 1/4.
 
Fuck it, that's by far the best option then.

Stayed up till 1:30 again. Have half the galaxy under my boot but only 40k worth of fleets, 99.9% corvettes lol. A mixture of rail, missile and laser with a smattering of pd.


also, holy hit how annoying is it trying to split fleets up. You scroll down to select a ship and the list jumps back to the top!

I'd quite like a mod that just reduces the number of ships to about 1/4.

Just a warning: They nerfed corvettes in the last patch. Halved evasion bonuses from thrusters. They also made strike craft work and they're pretty effective at taking out corvette swarms.

Then again, at 40k not much is threatening, anyway.
 
Just a warning: They nerfed corvettes in the last patch. Halved evasion bonuses from thrusters. They also made strike craft work and they're pretty effective at taking out corvette swarms.

Then again, at 40k not much is threatening, anyway.

Yeah I figured they might have.

The only thing I'd be worried about right now would be a fallen empire or a crisis.

I'll have to add some other ships to my fleet then!
 
Man what the hell. I got a pop who went to fanatic individualist on my first or second colonized planet and started an independence movement all alone. No one else wanted to join him so he was just there at 20% happiness all game.
 
Man what the hell. I got a pop who went to fanatic individualist on my first or second colonized planet and started an independence movement all alone. No one else wanted to join him so he was just there at 20% happiness all game.

What a fanatic individualist.

:p
 
Tomorrow, the first multiplayer session for North American gaffers will begin. Currently, we have four players.

Our sessions will last from 20:00 to 22:00 CDT on Wednesdays and Sundays. Anyone on GAF is welcome to participate, I'll be posting a reminder tomorrow evening before we begin.
 
Anyone got into any big fights since the latest patch? I was just wondering if the evasion reduction actually made a deep impact on the effectiveness of these mass corvette swarms or if they are still overall the way to go.
 
A bunch of info from yesterday's stream:

  • There is now a pop up to name a colony (planet) once you start colonizing a planet.
  • Researching multiple special projects at the same time in the situation log is a bug. Not a high priority for bug fixing but will be fixed eventually. Probably not in 1.2. Do note, this is meant in regards to things that pause research to my knowledge.
  • Ringworld construction will likely come in the future. Wiz wants it but no promises.
  • Open borders impacts both civilian and military ships
  • Quite a bit has been moved from the trading screen. Diplomacy looks more like paradox GSG than Civ 4x now.
  • Slave Revolts are incoming in 1.2. Factions appear to be based on how many enslaved pops you have. More details will be coming in a future dev diary.
  • On To Do list - making debris and other projects that don't require research points to not pause technology research. Not a high priority.
  • Possibly new colonization messages based on either government or ethics (based on Wiz's response to the Civ traders pop up when he thought it wasn't Civ traders mod).
  • Closing borders will piss off other nations and certain AI personalities will likely attack if you box them in.
  • No new victory conditions in 1.2.
  • Fix of bug to crisis killing everyone but you and you "winning" the game. Crises count as empires now for that victory condition.
  • Fallen Empire borders do not have open borders. Potentially will in the future but may try to kill your ships in their territory.
  • Looking to add more weapon sizes in the future
  • Allowing deconstruction of space stations and refitting modules on to do list. May make it in 1.2. Wiz is also annoyed by it.
  • Sectors will no longer build certain spaceport modules in 1.2 (no specifics)
  • Can research all special projects in a system via right clicking the system in 1.2. Special projects include debris.
  • Strategic resources being looked at to be more strategic in the future. Not in 1.2.
  • Base trade system probably in 1.2. Speculation based on Wiz thinking it wasn't a mod at first. Probably if not 1.2 then 1.3. Wiz said clarification in next week's stream.
  • Happiness is no longer a tiered system (aka no more threshold bonuses at 80 + 90%). Instead base happiness is 50% and every % above or below grants bonuses or penalties respectively. Harder to stack happiness modifiers due to changing of a lot of happiness modifiers. My speculation is that this means a lot of the modifiers have been removed.
  • Habitability is now -20% per step away on the wheel.
  • Spiritualist no longer give happiness bonuses, instead -ethics divergence.
  • Gene modification is fixed in 1.2 in regards to counting as a separate species/race.
  • If buildings can be upgrades but you don't have enough resources then the upgrade button will remain but be greyed out.
  • Expansion planner (ledger?) not in 1.3, will try to get it in 1.3.
  • recently conquered modifier will no longer apply to things not recently conquered (infiltrated primitives, integrated vassals, reconquered planets, etc...). Icon change and clarity to the modifier is planned for the future.
  • Embassies are gone. Opinion is now gained on trust + gifts (read: Bribes). Each point of a trade deal that is favorable towards a nation will result in +2 opinion.
  • Tons of government changes. I know someone covered them well elsewhere in that thread so I didn't write them all down, sorry!
  • Pacifists get a happiness modifier like spiritualists currently do. Fanatical pacifists get 15%.
  • Now able to set war policies, fanatical pacifists are very limited with what they can declare war on and pacifists have increased costs to war goals.
  • Xenophile is a much more diplomatic ethos. Xenophobe still hates everyone more.
  • Can kick people out of alliances via voting. Declining alliance proposals pisses off other alliance members and can get you booted as well.
  • All 3 crises are able to trigger in 1.2 in the same game. Will not happen simultaneously and will be rare to have multiple crises in a game.
  • No concrete system for espionage as of the moment. Likely will happen at some point. Suggestions forum if you have a really cool idea for it.
  • 2 map modes confirmed: Diplomatic and Opinion.
  • Tons of federation changes. Members able to vote on things such as going to war. Federation fleet now has its own fleet limit that is 20% of each member's fleet limit contributed to the federation. No ship maintenance on federation fleet ships but cannot build over the limit.
  • Wormhole stations may be able to be removed from borders they don't have access to and are at peace. Wiz thinks it's in 1.2 but they have been meaning to fix it for awhile now.

  • End Game crisis will be buffed
  • Colonizing costs influence. More the further away(30 within border, more for further away)
  • More events, especially for mid game and colonization.
  • Probably binary star systems in the future
  • Stellaris probably won't be on steam summer sale
  • Private colony ships cost energy instead of minerals
  • New trade option: Wormhole station access(allows you to build wormhole stations within their borders)
  • New diplomacy option: Defensive pact.
  • Migration, guarantee independence and non aggression pact are no diplomacy options, not trade options
  • Non aggression pact with AI no longer needs shared borders.
  • It's unlikely there will be any features to interact with occupied planets
  • You can't colonize within someones else border.
  • Fun fact: They forgot to turn off the civilian trader mod....but there are plans to add civilian traders to vanilla. Maybe for Asimov, maybe not.
  • Amount of how many resources you need to trade as "payment" now scales to income.
  • New policy: War Philosophy. Either unrestricted, liberation wars only or only defensive wars(so can't declare)
  • Peaceful Bureaucracy can get 5/10(starting out and upgraded) additional core systems.
  • Tons of other etho changes. Too lazy to write them all.
  • Adding more crises is discussed, but nothing planned atm.

Asimov looks great. I might get back to the game when it launches.
 
By the time Heinlein hits the game should be pretty great. But the first proper content expansion will probably get me interested in really spending a lot of time in it again.
 
A couple more crisis options added to the mix should help a lot in terms of replayability. Overlapping conditions would be cool too, e.g. researching AI could either trigger the machine revolt or else maybe an organic inquisition, a la Iain M Bank's Mercatoria from The Algebraist...
 
Top Bottom