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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1678094 times)

Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7170 on: October 20, 2018, 08:08:27 am »

I feel like "organic differentiation between Empires" is a very ideal goal, but it practice it seems like it might be hard to do without every empire coming out feeling very samey, which is already a huge issue with Stellaris which ascension perks at least sorta try to make it so different empires feel different.
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7171 on: October 20, 2018, 08:40:05 am »

That's true too. We have to remember that game designers are human beings with non-infinite skill. We can't fault them for sometimes taking a route that's sure to work without incredibly precise effort. That kind of knowledge of one's own limitations is commendable.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7172 on: October 20, 2018, 08:49:52 am »

The practical effect of the perk is that you get new species with extra trait points beyond your normal species, for free, without spending time and science to create them. That is why it's an ascension perk.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7173 on: October 20, 2018, 11:25:08 am »

I feel like "organic differentiation between Empires" is a very ideal goal, but it practice it seems like it might be hard to do without every empire coming out feeling very samey, which is already a huge issue with Stellaris which ascension perks at least sorta try to make it so different empires feel different.
It's already been achieved by other games and by modders, the only limit is imagination

IronyOwl

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7174 on: October 20, 2018, 12:06:01 pm »

I feel like "organic differentiation between Empires" is a very ideal goal, but it practice it seems like it might be hard to do without every empire coming out feeling very samey, which is already a huge issue with Stellaris which ascension perks at least sorta try to make it so different empires feel different.
It's already been achieved by other games and by modders, the only limit is imagination
I want to believe, but I can't think of any that pull it off on a large scale. Certainly none that cleanly inform the player of all the little nuances and distinctions within another empire.
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Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7175 on: October 20, 2018, 03:30:59 pm »

Frankly, I think the "xenophobia = alien slavery" thing that Stellaris does is kinda forced.

You're just plain flat out wrong here.  While it is merely a segment of a population rather than the entirety, Caste System (something only Authoritarians can use and explicitly cannot be used by Xenophobes) enslaves any member of the populace working food or mineral systems.  And as for Xenophobia equalling it, while it does unlock the option to do so, you can freely change that up to the species having the unenslaved Resident status.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7176 on: October 24, 2018, 08:20:43 am »

Megacorp dlc announced.

Headliner feature is the Megacorp authority, which gets double penalties from going over empire size, but has a higher empire size (so they can get bigger without penalties, but after a certain size they'll have more penalties then other empires, basically they aren't meant to conquer the whole galaxy)

Instead they open branch offices on other peoples planets. Cost money to open and gives money as income. Normal corps require a trade agreement to do it, criminal corps don't need an agreement (and can't make it)

Income is based on trade value of the planet. Criminal corps get income based on the amount of crime on the planet (.5 to 1.5 as much as a normal corp depending on crime level)

Corp offices get building slots based on the planet population. Buildings give the corps some income or resources but give the planet owner jobs and/or trade value. Criminal buildings do this as well, but their buildings also produce crime.

Corps have special vassals called subsidiaries that can't be subsumed into their empire but both have to join in wars and give a percentage of their income to their masters.

Other paid features: Shared burden (civic) for social utopia that allows you to give people the shared burden living standard that makes all pops need consumer goods and gives stability
Caravaners who send barter fleets that offer randomly generated trade deals. Once you find their home system you can contact them at any time to interact with their space casino.
Arcologies are a new ascension perk to make city planets into ecumenopolis. Ecumenopolis replace their districts with new districts. Half of your city districts will be turned into the new city district equivalent that have three times as much housing as normal (so your housing is multiplied by 1.5 at the start) and then the other districts give as much housing as city districts as well as lots of jobs.
New galactic wonders:
Matter decompresser pulls minerals out of black holes.
Military center that gives a lot of naval capacity I guess
Mega art instillation that gives unity and amenities
Interstellar assembly site that gives diplomacy bonuses and immigration.
Galactic wonders goes from clearly the best and most interesting ascension perk to even more clearly the best and most interesting ascension perk ascension perk.
Slave market is a paid feature. No info yet.

Spoiler: Space Casino (click to show/hide)

My first thought is worry that it's a lot of interaction with and reliance on notoriously bad AI empires, but we'll see. It sounds cool.
« Last Edit: October 24, 2018, 08:40:21 am by Criptfeind »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7177 on: October 24, 2018, 08:40:50 am »

I was hoping for a post from the devs about it, like a dev diary, but maybe we'll get that tomorrow.  I'm at work so I can't watch the launch video.

This does sound pretty cool though, and is more or less what I expected from the DLC.  One thing I haven't quite figured out from the vague clues I've read, is if megacorps work like traditional empires at all.  Do they even own planets, or do they only own branch offices?
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7178 on: October 24, 2018, 08:53:37 am »

I don't like that you can only be criminal or not, seems like a real space corporation would do what they want and whether that's criminal would depend on the laws of the nation that they're operating in. And then you might change those laws either diplomatically or by war (as in the opium wars).

Space mafia does sound fun, though. Especially combined with a scummy undesirable species that sneaks in to other planets via your criminal enterprise, forcing neighbors to either go genocidal or tolerate your little crime goblins showing up and giving you CBs.

I also hope this can be combined with other DLC content, as a rogue servitor corporation seems particularly kino. It might be unusually compatible with fanatic purifiers as well, though I imagine that's disallowed for thematic reasons. A corporation with ecumenopolis and galactic market would be a great choice for the single planet game though.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7179 on: October 24, 2018, 09:02:09 am »

This does sound pretty cool though, and is more or less what I expected from the DLC.  One thing I haven't quite figured out from the vague clues I've read, is if megacorps work like traditional empires at all.  Do they even own planets, or do they only own branch offices?

They work like a normal empire. Might have been more interesting if they didn't. But they seem fairly standard outside of couple of extra investment options and a bigger penalty to size.

I also hope this can be combined with other DLC content, as a rogue servitor corporation seems particularly kino. It might be unusually compatible with fanatic purifiers as well, though I imagine that's disallowed for thematic reasons. A corporation with ecumenopolis and galactic market would be a great choice for the single planet game though.

It certainly can't be combined with rogue servitor because they are mutually exclusive authorities. They also can't be fanatic purifiers because they have their own civic list. There might be a genocidal corp civic, but I'm going to guess almost certainly not sense it doesn't really make a lot of sense. Criminal corp seems like it'll be as bad as it gets.

I don't like that you can only be criminal or not, seems like a real space corporation would do what they want and whether that's criminal would depend on the laws of the nation that they're operating in. And then you might change those laws either diplomatically or by war (as in the opium wars).

Space mafia does sound fun, though. Especially combined with a scummy undesirable species that sneaks in to other planets via your criminal enterprise, forcing neighbors to either go genocidal or tolerate your little crime goblins showing up and giving you CBs.

This would be cooler then it looks like it's going to be.

Edit: Oh, and I guess I should say, another note, the only way to remove a branch office (from a criminal corp or a normal corp you no longer want to allow to operate in your space) is to declare war on them with a special CB, win the war and the branch offices are destroyed and the empire gets a lot of cash. Loose the war and the empire becomes a subsidiary to the corp.
« Last Edit: October 24, 2018, 09:08:45 am by Criptfeind »
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7180 on: October 24, 2018, 09:10:55 am »

I also hope this can be combined with other DLC content, as a rogue servitor corporation seems particularly kino. It might be unusually compatible with fanatic purifiers as well, though I imagine that's disallowed for thematic reasons. A corporation with ecumenopolis and galactic market would be a great choice for the single planet game though.
I think Corporate will be a type of authority, which means that servitors or AI in general are right out. I doubt purifiers would be allowed either, since why would you even want to trade with beings you consider mistakes of nature that need to be purged?

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Egan_BW

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7181 on: October 24, 2018, 10:57:02 am »

The real question: can a criminal empire stick a branch on a rival empire's planet, then declare that branch a penal colony? ;P

Hopefully we get machine corps, and maybe merchantile hive minds.
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Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7182 on: October 24, 2018, 11:22:02 am »

We won't. They said as much on stream.

The issue is that megacorp is an authority, much like hive minds and machine empires.
The closest you could get is having your Corp Empire do the synthetic ascention.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7183 on: October 24, 2018, 11:25:20 am »

Add another nail in the coffin of me ever wanting to play as a gestalt consciousness.  It feels like you're locked out of way too many things for me to be interested in playing as them.

Playing as a machine empire is similarly frustrating.  You can't play as any kind of robots except as a gestalt consciousness, right?  Unless you synthetically ascend, anyway, but there's no way to start out like that.

At least it looks like mods will make that much more practical in 2.2, since you can mod a normal empire's economy to be energy based instead of requiring food.
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KingofstarrySkies

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7184 on: October 24, 2018, 03:15:54 pm »

buy from SpaceCo
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