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Stellaris |OT| Imperium Universalis

They really need some tooltips and a wiki shortcut on diplomatic screens.

I had no idea what I was agreeing to when the larger empire next to mine offered to "protect me".

I'm now vassalized. Those bastards are my overlords. They also cut me off from settling worlds. This won't sit well with the United Republics of Earth, let me tell you. We just elected Trump the 25th and that only means one thing: WAR! (and posisbly an interstellar wall. Which we'll make THEM pay for!).
 
I think for me on the of the biggest things lacking in the game is any real sort of uniqueness for each Empire in terms of choices. You can research certain things but they don't feel like they really have an actual noticeable effect. More things for you to do that would set you apart more would be great; massive superweapons, turning planets or moons into large defense stations or fortresses, unique single-use projects like giant ships or stations etc. There's the bigger ships and stations for having a certain empire type but they feel a bit too limited.
 
I think for me on the of the biggest things lacking in the game is any real sort of uniqueness for each Empire in terms of choices. You can research certain things but they don't feel like they really have an actual noticeable effect. More things for you to do that would set you apart more would be great; massive superweapons, turning planets or moons into large defense stations or fortresses, unique single-use projects like giant ships or stations etc. There's the bigger ships and stations for having a certain empire type but they feel a bit too limited.

I am all for unique tech trees and such but I would have to see them go the Master of Orion 2 path for tech research. It is probably too late to implement that so that's good but there should be some sort of special tech tree that depends on your ship visual chosen and such.
 
Yeah, they need something to distinguish empires a bit more, but I think it needs to be something beyond a military addition. Basically, adding a species' culture, like someone mentioned on the last page.

From the dev diary, they seem to be on the right track.
 
I really wish they'd add customizable keys to the game. I'm unable to play any more because my mouse scrollwheel broke, so there's no way for me to zoom out.
 
That hypothetical list of features sounds interesting, but I'll wait until I see the implementation

Just making huge space stations and calling them ringworlds or whatever means nothing without interesting systems to interact with them.
 
So I've spent the entire game as a subject to my Overlord empire with only a single planet under my control during the course of it. Its been a thoroughly underwhelming experience!

Being a subject of a larger empire means I'm prohibited from colonizing other planets and can only expand my borders through frontier outposts. Less than ideal. Tried to organize a few wars but with only a single planet (and therefore station) under my control it became basically impossible for me to build up a large enough fleet / keep that fleet properly paid for due to a limit in my raw resources and prohibitive fleet capacity penalties. My diplomacy options are limited so I can't convince another empire to support my independence in any way or have them join my war or fight for me. Despite my "trust" factor being at 100 I can't negotiate the ability to colonize planets through my overlord or ask for my independence outright (base -50 approval that I cant seem to find a way to change). The empire that became my overlord grew to be the most dominant empire in the galaxy so they crushed anyone who rose up against them.

Started out next to some fanatical purifier neighbors so I started making trade deals with some of the other neighboring empires so that I could build relations with them to get some defensive pacts up and ready. Had another empire offer to be my protectorate which came with some nice science bonuses which seemed like a good idea at the time ... but it basically meant my game was over after about an hour. My first idea to break free was to get involved in a war with an opposing power, follow my overlord's fleet, and declare war on my overlord at the first opportunity when I see them take on an equal force. Game doesn't allow you to declare war on your Overlord when you're involved in another war so that plan was a bust. So I enabled purging, slavery, and full bombardment and started insulting every regular/fallen empire in the game so they could punish me (and hopefully bait my Overlord into the conflict). Never happened.

So I spent the entire game focusing on building up my science outpost and rushing toward an end game crisis. Got the scourge. They landed in a vulnerable empire, proceeded never to bother to land their colony ships / armies, then disappeared. Seeing as that was my last ditch hope in having my overlord's fleet be crushed I'm calling it a game and starting over.

Game definitely needs some improvements on AI Fleet Behavior. Too often do powerful fleets just aimlessly jump around the galaxy and avoid getting into outright confrontations with eachother. The Scourge seem like a broken end game crisis.
 
One of the changes I like a lot from 1.3 are the new early game events that mix things up a little bit. Was a lot of fun taking some of them and expanding them to the Trek theme:

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Also gives us a way to allow the player to transition from a standard "nice" United Earth to a more xenophobic "Terra Prime".
 
I need some help with my game. I've gotten around a 100 years into a game, and it's pretty much become unplayable. For no apparent reason the game has begun "freezing", basically it's like when you pause the game. I can still move the camera around, select things etc. But I can't resume the game or do a load of any saves.

The only way to circumvent this is to completely restart the game, which I am not going to bother doing every 2 years in the game. Hoping someone else have heard about, or experienced this problem and found a solution.
 
I just took 6 planets from an Awakened Empire in one go. Including their home system.

I have no idea why they were all <15 warscore, but I'm not complaining.
 
@ Walshicus

What's the name of your Trek mod? I was going to just browse workshop for it, but there's a lot of mods there, and I felt a little overwhelmed looking for the good ones. :)
 
So, last time I played (a week ago) I had just been declared war upton by a larger species a little way from home. Now its time to see just how much damage they are going to do.


So, 5 hours later I actually booted up (lol) and the game was over inside 20 minutes. They sent a 4k fleet to my homeworld which had PD, I started with missiles and only had a 1.4k station and a fleet of 700 to protect me.

We'll that's annoying.

I was playing on a 800 star map with 10 AI and 4 advanced starts with clustering off. Balls
 
Man that looks amazing. Subscribing now!

Thanks! Things have really sped up since we got our tech tree / component revamp out the door and finished up Heinlein compatibility.


I'm working on a Federation Council event now that triggers every two years. The idea is that you get the option to:

1) Propose or review application processes for new member states (cash for new territory)
2) Focus on improving relations with a neighbour country (cash for relationship boost)
3) Condemn participants in wars (relationship penalty for influence)
4) Focus on research (cash for research boosts and unique techs depending on individual member states)

So basically the kind of domestic politics that some of the more mature PDX games already have.
 
Stellaris Update 1.3.2 is out on Steam.

Changelog (preformatted; I love you, Pdox):
##############################################################
######################## HOTFIX 1.3.2 ########################
##############################################################

###################
# Balance
###################

#General
* Particle Lance damage increased from 74-213 to 144-273
* Tachyon Lance damage increased from 85-232 to 169-331
* Arc Emitter damage increased from 1-170 to 1-184
* Focused Arc Emitter damage increased from 1-190 to 1-221
* Mega Cannon damage increased from 111-249 to 92-300
* Giga Cannon damage increased from 133-265 to 121-350
* Shield Capacitors now increase shield regeneration by +50% instead of a fixed +15.0

# Guardians
* Infinity Machine rewards are now distributed more even-handedly
* Now possible to get the best result for helping Infinity Machine regardless of ethos

###################
# AI
###################

#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries

#Sector
* Fixed some more cases of Sector AI removing +happiness buildings from planets
* Fixed a budgeting issue that was causing sectors to sometimes not build buildings when space construction was toggled on

#Diplomacy
* Fixed an issue where AI would guarantee and then almost immediately revoke their guarantee towards a nation they are protective of
* Fixed an issue where the 'Wary' and 'Receptive' attitudes would sometimes not be used
* AIs that are in Federations are now more likely to stay neutral during the War in Heaven
* Slowed down AI requests for federation membership/association status to cut down on message spam

#Misc
* Fixed a bug where AI would not rebuild depleted navies while at war because it prioritized armies first
* Fixed a bug where AI was not budgeting for buildings and colonies in some circumstances in early game

###################
# Bugfixes
###################
* Fixed a bug where the first federation member would leave, if any player tried to leave a federation, instead of the player leaving
* Fixed auto-generated ship designs getting wrong combat computers
* Ships and weapon components targeting logic now correctly accounts for evasion
* Fixed armor absorbing too much damage if the ship also had shields left
* Pops working on guardian buildings no longer appear unemployed
* No longer possible to guarantee an empire while at war with them
* Fixed missing localisation key FEDERATION_ACCEPTANCE_FACTOR
* Fixed a bug where the Non-Aligned League winning the War in Heaven could result in endless event spam
* Enclave governments now get a new ruler when the first one dies
* Non-playable countries can no longer win the game
* Fixed an issue where Awakened Empire subjects would not join the War in Heaven if they became a subject before it started
* Fixed a case where declared wars would become invalid due to attackers' subjects guaranteeing the target
* Fixed an issue where some Awakened Empires would have their 'crisis fighter' AI kick in during a War in Heaven
* Fixed some cases where Diplomatic Incident events were firing inappropriately
* Infinity Machine interaction events should no longer fire if the Infinity Machine has been destroyed
* Fixed Enigmatic Fortress event chain not reacting appropriately when special projects time out
* Fixed Drake Egg Incubation project not timing out properly
* Fixed Infinity Machine destruction event triggering after destroying non-Infinity Machine fleets in some circumstances
* Fixed Terraforming achievement not working
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Fixed CTD that could happen when building tooltip for relative power in the diplomacy screen
* Fixed rare CTD that could happen when changing policies
* Fixed rare CTD related to anomalies
* Fixed CTD when completing a certain Special Project
[Source]
 
Lol I saw the diplomacy bug when playing last night. An overwhelming empire decided to support one empire that had fallen apart and now became three separate empires. I had my eye on them and started the insults, overwhelming empire came in like "hey I got your back son," and then left a month later. I thought it was due to me being an associate of that empire's federation.
 
I've been playing Civ since it came out but I'm already drifting back to Stellaris. It really bothers me missiles don't have a mega weapon though. Feels like they were cheated.
 
The latest devblog sort of gives me the impression that they might have the wrong priorities. New achievements are nice, but ironmode is pretty unplayable because of how often it saves, at least for me and quite a few others based on the devblog thread. Then there's all the other important things people have been asking for like fixes to sectors which so far have gone entirely unmentioned.

I'm pretty disappointed with the games devblogs in general, really. I don't know what they're usually like with Paradox's games, but with Stellaris it feels like not much effort is put into then. What they describe is usually pretty vague or they just don't show much at all. Like this latest one, new achievements are obviously a welcome addition, but just going "We made new achievements. Here's pictures for all of them" is not really a good thing to me. Yes, it's upcoming 'content' that'll be in a new patch, but it's not something that needed a devblog and even then it's just a list that players would have seen anyway once they're done. They could have just had a devblog explaining something about the game itself and then at the end said "We're also working on new achievements, 32 of them" rather than having an entire devblog dedicated to them. It sort of feels like a lazy way of doing things to me.
 
FML. was playing last night and enjoying myself, 800 stars, 12 AI, 2 advanced starts and 2 fallen empires, cluster start off and advance neighbor off, colonisable worlds set to 200%.

Got into a nice little pact with some local dudes, then they get decc'd and the enemy is 2 other races that are teaming up. So I hit one with my 1.2k fleet, take out an outpost and then notice that their 1.4k fleet ships are missiles and PD, My fleet has some PD and autos.

All fine, wipe them out and my fleet only drops to 1.1k.

Then I spot another fleet, 2k hovering over Edinburgh bombarding it. Have a look at the fleet and once again, all missiles and PD. No problem, I reinforce the fleet to 1.5k. Well it was a problem. All was fine while we sat at range, their missiles were picked off easily.

Then we all ended up in a blob and nearly every missile was hitting and I got wiped out and they only sropped to about 1.8k. fml.

So this save could very soon be over!
 
Interested in giving the game a shot, I remember at launch people had some issues with the game.
How are you guys feeling about the state of the game now. If i'm not mistaken people also had issues with the mid-end game being boring, has that been addressed?
 
Can anyone help me with performance in this game. I am running a gtx970 for reference.

during menus and game play (basic screens) the game is running at 250fps which is causing my GFX card to work overtime.

I have v sync turned on in the panel as FAST sync. I have even turned in the game refresh rate to 100hz but it doesn't do anything. Because of this I can't even quit the game without it crashing.
 
Interested in giving the game a shot, I remember at launch people had some issues with the game.
How are you guys feeling about the state of the game now. If i'm not mistaken people also had issues with the mid-end game being boring, has that been addressed?

It's much better but it probably still has a ways to go.
 
Can anyone help me with performance in this game. I am running a gtx970 for reference.

during menus and game play (basic screens) the game is running at 250fps which is causing my GFX card to work overtime.

I have v sync turned on in the panel as FAST sync. I have even turned in the game refresh rate to 100hz but it doesn't do anything. Because of this I can't even quit the game without it crashing.

Fast sync is specificaly to allow the GPU to go above your monitor refrehs rate. just set it to normal vsync and you should b good. Alternatively, lock your frame-rate to 60. I thought the game had an option to do just that. If not, install msi afterburner and use RTSS to lock to 60 FPS.
 
Very frustrating you can't set faction hostility on a per country basis. Trying to code a species 8472 invasion with optional paths to peace for non-Borg countries and it just doesn't work...
 
Yeah, interesting choice to skip 3 weeks of developer diaries and the just drop the patch + "free DLC" on us.

To me that sort of suggests it might not contain anything significant, especially after having a devblog that focused on just showing a list of achievement pictures and another where they basically just said "there's nothing to show, no one is here!".
 
To me that sort of suggests it might not contain anything significant, especially after having a devblog that focused on just showing a list of achievement pictures and another where they basically just said "there's nothing to show, no one is here!".
True, but that's just more reason to reveal it along with the changelog.
 
It's slightly inconvenient too. We had a bunch of stuff testing in the Star Trek mod for our next update... But now we need to dedicate extra time for compatibility. I doubt it will be as big a problem as Heinlein was - and free patches are awesome - but would have been nice to have more warning.
 
Ran into a bug? Where I was next to a Militant Xenophobe Isolationist who would routinely demand I destroy colonies, I'd refuse, he'd declare war with a humiliation war goal and never actually send his fleets to attack me. The war would just eventually white peace after a bit of time.
 
I don't understand why, after 4 major patches and numerous upgrades, sectors still don't work on a very basic level. They do not upgrade buildings, even when they have 1000+ minerals and a decent credit supply.

There really is no excuse at this stage. If a one planet sector with only science buildings is sitting on a huge hoard of stuff, and yet no building is upgraded, something is fundamentally wrong. It's really pathetic that you can't actually use sectors as they are intended because of this.
 
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