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Stellaris |OT| Imperium Universalis

A cookie to those who guess who in Trek wore these:

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y3mmE-J8M9KWIPmJXARz5J54yA7bCJf1mbmzm4eaOCHrcyEi6rExu3mldmvkH-d54txP0nnsvNAvXlc8OEzOzL1kD5ZmZU9dSSTxZBTfc6yozaplyk_S9cVhOmDHEaAP6mj0kHKYxNhuOfUqx3tDF0e6w

y3mRe0KdqEg2V7gBglG9UiRtUalRBOQ0x1a9O-yW98hdL4FI_1ed_5elwWwvX9CTb1Ecmw_agBMs3WWflQoyzVishqeFmht6Bf32w16x93CBgATb3w49z6dDrPIiryML_uF37-H0ghurNwYRd_-RduE9w


And some new uniforms and species:
 
I'm really connecting with this game a lot more post-1.2 for whatever reason. Could just be chance. Though I think enacting the Civilian Trade mod has helped a lot, too. The galaxy felt kinda stagnant before and this helps quite a bit with that.
 
So can anyone beat old Knav here

0O2Ytki.png


By far the oldest in any of my games so far. I've named planets after him. I think I will be genuinely sad when he dies ...
 
All goes well, we'll be having our v0.4 release of Star Trek New Horizons today. Been working on lots of stuff that you guys have seen for portraits, but we're also getting a lot of new ships for Feds, Klingons and Romulans, with a few Borg ships in the mix. Next release will have a bunch of Cardassian and Dominion stuff, but for now thought I'd share a screenshot of Vulcan at game launch. I really like the variety that adding random civilian clothes brings:

y3mJ2k8mGgLHbGASPJ-h2vadIv_i2_AMerLNkQD9cG8Pyjy3ja_XMsv2nOcJLMyGxdks8V-S73eSq3jpTqPgw1WFKAQ9rlNphrvaG5tFaW3v3Os6efaaWhc0dkTTp0zPqElpOqrBa3ho7PSnj2D7QKdYw




As ever, just say if I'm bogging the thread up with mod stuff! :)
 
I'm doing another mod, this time with a retrofuturist vibe. I'm using company logos form the 70s.

This time there are still quite a few logos left because I'm vectorizing them one by one, unlike the other packs which had that work already done, hopefully I can get them all up in a week or so.

 
Man I struggle because of the new politics system. I now had multiple starts where everyone around me just hated me because of different ethics and it was impossible to get them in my side with trade deals. They just banded together and destroyed me.

Now I had a game where someone somewhat liked me but getting that score high enough to create an alliance was impossible.
 
On the New Horizons mod we've been doing a lot of work to sort out pre-Federation powers this week:

Vulcan military uniform + colony background:
y3my2fUkll-PXEL16wCqQxaJN73yJAPh1Bw2wwy3b2fNtPAMHFiCfN1MRJ9XwZACgAxu5pbQeuyLghka6J29z58j3408jkTo7E6i5JkFYz7F5_xnqF1bNArhA9QIREpIDFHRASDQDeqj5NAc7iiQAzJ-Q


Andorian Guard uniform:
y3mBL1U9CNUrp6NAasHIuoSl5T1ZmAtXevwX7ZCRa1a1hVqmi9hNQ5ret0UrS5xAmSgSqP5Vf0Zc4ea-75t7KphYOnkMmpaO0_eJObpDzJLE6FLNiBXyEq_pxM6QPSQDZBf2cW-z6Y6a7Hla-Ry8FdKWA

Aenar species and outfit - Andor starts with a single Aenar pop, for authenticity.
y3mm8ckSVa-_JHumG-qEZeG4od8qmUdw4u1betO7TYHeUdUXsKME9vjg_lwUYl9cPYfv8ljXQe_ZnyBdhQoC9r2schNvnD5ZMC19N4oWlgcyVz9u1zvjhxdzvXGRfCHGv-VlFa9U8LOP3BwmqOB99Bhqw

Also been working on some more civilian updates, including a Doctor Crusher inspired outfit and some new hair styles:

We've done a lot of work on ships. We've got a great version of the Daedalus for the Tier 1 Starfleet science ship that take the TOS design but adds Enterprise style elements. We've also been bringing in minor race ships, and plan to have Vulcan, Orion, Breen and Gorn present for our v0.5 release this weekend:

Cardassians might seem like an obvious omission of ours at the moment, but we're holding them back until we've perfected our Enterprise / TOS era designs.





Also quite funny that the face behind a certain competing mod (which has yet to release anything) is almost exclusively behind downvoting our posts on the PDX forums.

It's also very surprising how slow Steam has been at removing clones of our mod on the workshop - and the sheer number of them. Almost seems targetted... :\
 
Plantoid species pack is coming soon.

Trailer: https://www.youtube.com/watch?v=3D9vT7Axs-E&feature=youtu.be

Paradox Development Studio will soon release the first Species Pack for its hit science fiction strategy game, Stellaris. Species Packs will give players new phenotypes to play with as they expand across the galaxy.

This first species pack will be called Plantoids, and, as its name suggests, will introduce sentient plant life to the universe of Stellaris. Instead of becoming salad or animal fodder, these plants have reached for the stars and begun to spread their tendrils across the galaxy, planting the roots of new civilizations on new planets.

Our talented artists have put together fifteen new portraits, an original cityscape backdrop, and stunning new ship models for your new neighbors.
 
Yay. Hopefully we'll also finally see the game force there to be at most one instance of a certain appearance being used in a game. In like half the games I play I run into a race that uses the same portrait as mine :/
 
Nice. I'm definitely down for more race portraits, and the silly leaf ships look fun. I wonder what's next. Weird elemental creatures would be fun.
 
I want some silicon based lifeforms, to be able to populate my worlds with living rock golems or crystalline worms would be pretty awesome. They would certainly stand out from all the more organic appearing carbon life in the game already.
 
Yay. Hopefully we'll also finally see the game force there to be at most one instance of a certain appearance being used in a game. In like half the games I play I run into a race that uses the same portrait as mine :/

Agreed. Though, at the moment I just made so many custom races that are guaranteed to show up that I half-enforce it for the normal species, having fallen empires and natives show up as doppelgangers is annoying.

I'm honestly surprised there isn't a mod for that.
 
Created a faction of Interstellar pacifist hipsters that research the worst of the tech choices because it's ironic.

Surprisingly I have gotten pretty powerful. I am friends with the races on the top and bottom of me though.
 
Created a faction of Interstellar pacifist hipsters that research the worst of the tech choices because it's ironic.

Surprisingly I have gotten pretty powerful. I am friends with the races on the top and bottom of me though.

That is an amazing concept and I love it.
 
Built my first gaming PC last week and bought Stellaris yesterday. Surprisingly, it runs pretty well on medium settings with integrated graphics (I'm waiting for the AIB RX 480).

I created a custom Avian race who are Xenophilic and Fanatic Materialists. Pretty friendly dudes who want to research everything they come across. I only played about an hour so far but am having a blast. Any tips for early game?
 
So... how does food/pop growth work? I thought having extra food would boost pop growth, but it always seems to be a flat 1.3 growth/month no matter what. It makes growing newly-settled worlds a pain. Surely I'm missing something?
Built my first gaming PC last week and bought Stellaris yesterday. Surprisingly, it runs pretty well on medium settings with integrated graphics (I'm waiting for the AIB RX 480).

I created a custom Avian race who are Xenophilic and Fanatic Materialists. Pretty friendly dudes who want to research everything they come across. I only played about an hour so far but am having a blast. Any tips for early game?

Little late, but the biggest tip I can think of is to avoid boxing yourself in. If you're cornered by two empires, you'll need to decide ride off the bat whether to cut through them or conquer them. Allying with them is great, but having your empire bisected by an ally will only cause logistical problems later on that are better avoided. Similarly, you'll want to decide early on which empires are potential allies vs. enemies; dividing and conquering is key.

As a xenophile, you'll probably be allying with lots of empires. Use this to your advantage and trade, trade, trade! If you have excess energy or minerals, trade them for what you're lacking--in my experience, the AIs are very generous when they have excess resources. Use these trades to boost your empire, infusing it with resources whenever possible. Just try not to help empires you plan on fighting later on too much, if you can avoid it.

One thing to watch out for as the game progresses, even in the midgame, is a particular empire that is blobbing--that is, conquering other empires and growing to a formidable size. Empires like that will be coming for you eventually, so be prepared.

I haven't fully adapted to 1.2 yet, but these tips should help nontheless.
 
More species for New Horizons... still so very many to go!

Some Rodents native to the Delta Quadrant:
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Some Dumbasses with time management problems:
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Smug McSmugface:
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I really enjoyed Star Trek Beyond last night so ended up not sleeping much and working on USS Franklin style uniforms (2165 to 2200 timespan in our mod):
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Jaylah's species design was pretty good so we've introduced our own canon and now she's a Lyridian (a species mentioned by the Think Tank in VOY) whose species lives on the Beta/Delta quadrant borders:
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Looks like we'll be getting Dominion and Ferengi ships sorted out this weekend too. Should expect to see these make it into v0.6 which I *think* we'll manage to get on Steam by next weekend.
 
So I got a planet as spoils from war and he had a single pop in among a bunch of non sentient life. So I purged the pop trying to give the planet back to the little guys and destroyed all the buildings. However the planet is still "mine" in that it counts for my colonization slot as well as territory spread. I even tried to say fuck it and recolonize/purge the non sentient life but I don't have that planet type researched yet. Any way to get rid of it off my planet number?
 
So, uh... xenophobia and genetic modification don't actually work together as well as I would've thought. Turns out that the new species arising from these experiments is, uh, an alien species in the eyes of their brethren, and that it, uh, causes a lot of problems.

I currently have an inter-species war abrewin' on in my core energy-producing planet. Started with some descrimination, causing both modified and unmodified pops to get Xenophobic and Militarist traits; then there was a mass exodus by unmodified pops to greener pastures; and just now I've had a terror attack by unmodified pops that wiped out one whole "alien" pop. War is coming... and it is a nightmare.

Stellaris is something else, man.


And in a 20-empire game I still managed to get a duplicate species portrait. Pshaw.
So I got a planet as spoils from war and he had a single pop in among a bunch of non sentient life. So I purged the pop trying to give the planet back to the little guys and destroyed all the buildings. However the planet is still "mine" in that it counts for my colonization slot as well as territory spread. I even tried to say fuck it and recolonize/purge the non sentient life but I don't have that planet type researched yet. Any way to get rid of it off my planet number?

A bug, huh.

Can you trade it to someone else or grant it independance or something?
 
A bug, huh.

Can you trade it to someone else or grant it independance or something?

I can trade it. However I cannot grant independence seeing as there is no sentient life to grant it to. It's in the middle of my empire so I really don't want to trade it to someone else. Guess I'll have to ride it out for the re-colonization(if it will even let me) or get the tech to uplift.

Edit:can't land on it either because it's "owned" already. Looks like uplift is the only thing that might save it.
 
It's crazy the hoops you have to jump through to create a leader via event with a specific gender, race, haircut and clothing... Pretty ridiculous that the default create leader event lacks that detail.
 
Dare I hope you're referring to Locutus?

Among others... ;)


EDIT: We released our 0.6 update today. Really gratifying to see it jump up the Steam rankings.

The Star Trek New Horizons team is proud to present our v0.6 update. We've worked hard to build upon the foundations we set with v0.5. We've added a large number of species portraits, starships and started work in earnest to populate the galaxy with the heroes, events and anomalies that add that Star Trek flavour we all crave.

We've also implemented the first iteration of our Era Change mechanic for Earth/Federation, Klingon Empire and Romulan Star Empire. Players will see starship design styles change as they progress through the tech tree.

Version 0.6 is of course not the end of this process, and we're sure version 0.7 will be even bigger still. But for now, why not jump on in and let us know what you think?


Patchnotes 0.6:

DISCLAIMER: -some of the new features are NOT savegame compatible. If you want to experience all new features we recommend you to start a new game.

Major features:
•Starfleet TOS era with ships
•Klingon TOS era with ships
•Romulan TOS era with ships
•Civilian trade: This feature will add civilian trading to Star Trek New Horizons. Special thanks to Kyojin who helped with the integration process. If you want civilian trade outside of New Horizons check out his mod HERE

New Species:
•Benzite
•Talaxian
•Krenim
•Nausicaan
•Lyridian
•Vaadwaur
•Random Humanoids (one variation, more to come)

Species Updates:
•Starfleet "USS Franklin" style uniforms
•Romulan post-Enterprise pre-TOS uniforms
•Various hair updates

Events and Anomalies:
•Arsenal of Freedom anomaly
•The Terratin Incident anomaly
•Klingon Captaincy Challenge flavour event

New Ships:
•Dominion ships
•Kazon ships
•Enterprise era civilian ships for FEDs

New Starbases:
•Federation
•Klingon
•Romulan
•Generic

Map:
•Tonnes of new static canon systems
•Fixed (hopefully) all duplicate systems
•New prescripted empires (see Species Update)

Weapons:
•Non-Trek weapons hidden or removed
•New Trek weapon icons

Buildings:
•Hitpoints of Starbases improved
•Several unique event and flavour buildings including Vulcan monastery and War Factory

Hero System (leaders added via event with set names, portraits, clothes etc.):
•Earth/Federation: Captain Mei Carter-Lin (Human)
•Klingon: The Shipwright
•Romulan: Kutaya (Flaxian) and Valda (Romulan)

Planets:
•Klingon colony background

Balance:
•General rebalance v.0.2
•New hull components
•Fleet docking system: Effectiveness of docked fleets improved
•Increased maintenance cost of ships and balanced fleet sizes.
 
Hello Stellaris fans! I hope you're all having a lovely summer. The holy month of July is now over, and Paradox developers are slowly trickling back into the office, tanned and rested. Having just returned to work today myself, I just thought I would write a short dev diary to tell you briefly what is coming.

With the 1.1 "Clarke" and 1.2 "Asimov" patches released, we are now going to start working on 1.3, dubbed "Heinlein". We previously mentioned Heinlein in dev diary 33, but we've since changed the scope for it somewhat. Ever since we released the game, we've received some fantastic feedback from our players, far more than we felt that we were able to address in 1.1 and 1.2. As such, Heinlein will be a patch focusing on addressing community feedback and implementing community suggestions.

Mind you, the change in focus doesn't mean none of the things mentioned in the previous dev diary will show up, as we know several of them to be highly desired features. It just means we are going to adjust our plans to get some of the things we know that you want to you sooner than was previously planned. There will also be a small patch this week on Thursday, August 4th along with the release of the Plantoids Species Pack.

Next week's dev diary will have more details about Heinlein. Until then, enjoy the August sun (or just sit inside and play Stellaris, I won't judge).
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-39-back-in-action.960628/
 
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