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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1677376 times)

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4605 on: April 14, 2017, 12:32:07 am »

Starting with meritocracy and talented is crazy good. You don't even need quick learner. He'll, I'd actually get slow learner as you don't really need exp as much any more, especially with the other skill stuff.

Having rank 3 leaders at the start is so strong. You can basically go for any anomaly and fight enemies 25% stronger than you. Your buildings are also way cheaper and build faster.

The strongest trait is still extremely adaptable though. Being able to settle anywhere basically breaks the game into ultra easy mode, especially in this patch where there's more or less no penalty for low happiness.

Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4606 on: April 14, 2017, 02:03:34 am »

I can't help but feel that leaders are quite lackluster, though. In the sense that they are just floating bonuses, not personalities. I don't give a fuck who is leading what and flying which science ship beyond the very start. Just find a guy with the right bonus and put him in the right position, then forget. I get it, this is similar to what EU4 is like, but still. I'd appreciate a little more personality from leaders. Especially in dictatorships and such. Events tied to the ruler personality traits and the traits of faction leaders would be nice.
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Retropunch

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4607 on: April 14, 2017, 07:52:19 am »

I can't help but feel that leaders are quite lackluster, though. In the sense that they are just floating bonuses, not personalities. I don't give a fuck who is leading what and flying which science ship beyond the very start. Just find a guy with the right bonus and put him in the right position, then forget. I get it, this is similar to what EU4 is like, but still. I'd appreciate a little more personality from leaders. Especially in dictatorships and such. Events tied to the ruler personality traits and the traits of faction leaders would be nice.

Yeah, I've never once known anyone's name or cared about what they do - I just see them as flat bonuses.

Part of the problem is that there aren't really any negative traits/whatever. There's one or two, but they tend to be rather trivial - therefore there's no choice involved. Sure, they don't need to be CK2 style characters (that might get a bit onerous) but they could really do with being just a bit more interesting. 
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Neonivek

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4608 on: April 14, 2017, 08:43:24 am »

They tried to make them a BIT more interesting in that certain researchers have a much easier time getting certain research (or... in previous versions... are the only way for certain beliefs to get specific research) but it never flourishes and often it feels hard to stack it or even knowing which stacks where.

But then we get into the fact that we can't really do much with them a lot of the time... AND that some of them feel odd in their rarity.
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Urist McScoopbeard

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4609 on: April 14, 2017, 10:18:29 am »

Also, they tend to really only live long enough to be used once. In my experience, I'd get an admiral, fight a massive fleet battle with him, then he would die like 60 years later having never fought again. New war, new admiral, all over again.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4610 on: April 14, 2017, 10:36:38 am »

Also, they tend to really only live long enough to be used once. In my experience, I'd get an admiral, fight a massive fleet battle with him, then he would die like 60 years later having never fought again. New war, new admiral, all over again.
I made a race of cybernetic tree people that lived to around 250 years old.

It was pretty amusing, but there's kinda no point to them living so long other than it being funny seeing the same people get elected over and over again.

Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4611 on: April 14, 2017, 01:24:46 pm »

I have stopped building corvettes entirely. Destroyers are my smallest class, and are mainly relegated to PD.

I currently tearing into my second fallen empire, which awoke immediately after I destroyed the first one.

Also, they tend to really only live long enough to be used once. In my experience, I'd get an admiral, fight a massive fleet battle with him, then he would die like 60 years later having never fought again. New war, new admiral, all over again.

This actually feels realistic. I feel like really major wars usually only break out once/twice a lifetime.

I'm playing a fleeting race and I have had an admiral or two that never even see a really big war.
« Last Edit: April 14, 2017, 01:49:28 pm by Dunamisdeos »
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QuakeIV

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4612 on: April 14, 2017, 02:10:56 pm »

Destroyers have tracking bonuses that help them deal with corvette evasion, so I usually use them for that.  Then I make flak cruisers since you can pack a lot of medium turrets into cruisers compared to their hull cost.
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TempAcc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4613 on: April 14, 2017, 03:18:23 pm »

awakened fallen empire AI still confirmed for shit.

I just smashed the biggest awakened empire in my galaxy just by touring around their space with a two stacks of ships which combined were a little bigger in size in comparison to their own doomstack of 160k fleet power. Despite the fact my fleet was split in half to take more planets, they never once sent their fleet against me. They just kind of... Went somewhere else, and I just kept taking planets still I won with the total victory condition and they just disappeared.

I mean sure, there was a war in heaven happening, and the other remaining fallen empire was awake and attacking them, but it still made no sense that they didn't try to attack me, considering how close I was to their main fleet.

My fleets are composed almost solely of battleships and corvettes. The corvettes are just meant to use afterburners and get onto the enemy's face and form a screen while the battleships just play artillery on the enemy. I got a second "support" battleship hull type equipped with focused arc emitters, gauss cannons and and flak for enemy fighters/bombers and fast ships in general.
« Last Edit: April 14, 2017, 03:34:23 pm by TempAcc »
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Uristides

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4614 on: April 14, 2017, 03:42:56 pm »

Had the unbidden suddenly spawn inside my neighboring rival. They ate him from inside out, and their dwindiling borders netted me a couple of border systems plus a colonizable planet in a galaxy arm that would otherwise be theirs uncontested. Found it really neat how the game can shake up the status quo like that.
The unbidden have since been beaten back by the galatic police, aka crazy awakened ascendancy who declared on me before, and I'm finally having some breathing room and a chance to expand my reach so that hopefully one day I can beat the galatic police into an irrelevant fallen empire again.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4615 on: April 14, 2017, 03:58:25 pm »

Had the unbidden suddenly spawn inside my neighboring rival. They ate him from inside out, and their dwindiling borders netted me a couple of border systems plus a colonizable planet in a galaxy arm that would otherwise be theirs uncontested. Found it really neat how the game can shake up the status quo like that.
The unbidden have since been beaten back by the galatic police, aka crazy awakened ascendancy who declared on me before, and I'm finally having some breathing room and a chance to expand my reach so that hopefully one day I can beat the galatic police into an irrelevant fallen empire again.

Help them out in the hopes that you can get some of that sweet sweet tech salvage
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Sergarr

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4616 on: April 14, 2017, 05:13:07 pm »

I wonder what was the design reason for having the Sentinels awake to the organic extra-galactic invaders, but do totally nothing against the energy-being extra-universal ones. It's not like they're harder or anything, from what I've seen.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4617 on: April 14, 2017, 05:20:14 pm »

Whether or not they awaken and engage them is apparently somewhat random, not certain to happen every game
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Aedel

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4618 on: April 14, 2017, 05:26:34 pm »

I wonder what was the design reason for having the Sentinels awake to the organic extra-galactic invaders, but do totally nothing against the energy-being extra-universal ones. It's not like they're harder or anything, from what I've seen.

I'm barely awake so I may not remember it right, but aren't Sentinels following the organic invaders into the galaxy, or specifically trained to fight them?
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TempAcc

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #4619 on: April 14, 2017, 06:21:12 pm »

Also, the unbidden already have their own opponents.

Spoiler (click to show/hide)
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