Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 499 500 [501] 502 503 ... 566

Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 610929 times)

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7500 on: November 01, 2018, 02:40:10 pm »

That would make sense.  One thing that I think will be interesting is to see how ecumenopoli compare to ring worlds.  My initial thought was that building a ring world to act as a massive agricultural center would be the natural solution to that, but if you're building a ring world in the first place you're already building something that can do most of what an ecumenopolis can.  I don't remember the exact numbers, and they can surely change, but it comes out to ring worlds filling a similar niche, I think.  Less population and job density, but with the flexibility of growing their own food.  Still no minerals though, I suppose.
Logged
Success requires no explanation.  Failure allows none.

Trekkin

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7501 on: November 01, 2018, 02:56:48 pm »

I'm just hoping that at some point they acknowledge that each ring world segment is thousands of planets' worth of habitable surface area, which seems like it'd be moddable with special gigantic ringworld-only districts if not actually built in. (After which it'd be nice for a ringworld to be a single object rather than four of them.)
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7502 on: November 01, 2018, 03:12:25 pm »

Agreed, but I think they're headed in the right direction with this patch at least.  I feel like I saw a screen shot where each section had 50 districts, which is a ton compared to normal planets.  Still nowhere near what it should be, but it's getting there.

I'm actually kind of surprised they didn't just ditch the 4-segment concept with this patch and increase it to 200 districts.  The main reason I can think of is the planetary modifiers for specializing it will work better this way, where you can have a segment dedicated to growing food that becomes an agri-world for the +5-10% to food generation.  Or whatever the numbers end up being.
Logged
Success requires no explanation.  Failure allows none.

forsaken1111

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7503 on: November 01, 2018, 03:39:32 pm »

Yeah each ringworld segment will be size 50 now, supporting huge numbers of pops. I expect there will be mods which alter ringworlds further, in fact I'm planning to make one for my own purposes which sets each segment to something like size 1000 if that works.
Logged

umiman

  • Bay Watcher
  • Voice Fetishist
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7504 on: November 01, 2018, 03:49:11 pm »

Yeah each ringworld segment will be size 50 now, supporting huge numbers of pops. I expect there will be mods which alter ringworlds further, in fact I'm planning to make one for my own purposes which sets each segment to something like size 1000 if that works.
Jesus.

How would it even fit on the screen? Oh wait, they're changing the whole pop system aren't they.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7505 on: November 01, 2018, 03:53:39 pm »

The big (heh) issue there is how it would display that many district squares.  I'd fully expect some graphical hilarity on the planet detail screen, although it may function perfectly fine.
Logged
Success requires no explanation.  Failure allows none.

Trekkin

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7506 on: November 01, 2018, 04:23:42 pm »

The big (heh) issue there is how it would display that many district squares.  I'd fully expect some graphical hilarity on the planet detail screen, although it may function perfectly fine.

Yeah. That's why I think bigger districts might be a more user-friendly solution.
Logged

forsaken1111

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7507 on: November 01, 2018, 04:36:28 pm »

The big (heh) issue there is how it would display that many district squares.  I'd fully expect some graphical hilarity on the planet detail screen, although it may function perfectly fine.
Good point. Maybe I'll just make new districts which would extend the 'effective size' due to larger outputs and job numbers. There may only be 50 district spots but if one district had 20x the effect of a normal one, it would effectively be the same as 20 of those single districts.

I can only imagine the costs in consumer goods and food that a size 4000 fully populated ringworld would require.
Logged

Criptfeind

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7508 on: November 01, 2018, 05:39:01 pm »

I'm just hoping that at some point they acknowledge that each ring world segment is thousands of planets' worth of habitable surface area, which seems like it'd be moddable with special gigantic ringworld-only districts if not actually built in. (After which it'd be nice for a ringworld to be a single object rather than four of them.)

I'm sure this won't ever happen. Because it just goes way past the scale of the game. If you let ringworlds be a realistic size either you increase the building costs as well to an impossible to reach but realistic level, or... Don't, and as soon as the first ringworld is made it eclipses the rest of the game as you have like stellaris Galaxy<Ringworld. For the same reason that a Dyson sphere doesn't just totally remove any idea of energy as a limitation in the game. It'd be too game changing.

It'd be really cool if these complete dynamic shifts were in the game, where the game fundamentally changed as you went up the Kardashev scale, but it'd be a completely different game.
Logged

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7509 on: November 01, 2018, 05:43:26 pm »

You could probably mod it so that you could build arcology districts on a ring world.  That would give huge populations and job numbers.

Actually, I only assume you won't be able to do that in vanilla.  It would make sense to be able to, but I imagine it won't be allowed.

I'm also curious if ecumenopoli may actually end up being effectively self sustaining through the galactic market by trading off goods manufactured in exchange for food and raw materials.  Probably not, or at least not for long once you start buying up so much.
Logged
Success requires no explanation.  Failure allows none.

Criptfeind

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7510 on: November 01, 2018, 05:57:56 pm »

Actually, I only assume you won't be able to do that in vanilla.  It would make sense to be able to, but I imagine it won't be allowed.

I think it's been confirmed that you can't do that. Ringworlds are going to get their own districts though. Efficent for food and energy. No minerals.

We don't really know much about the numbers that are going to be involved in the market at all. Perhaps it will be lucrative enough and with enough price decay to make self sufficient planets that make shit and pull raw resources from the aether work. I doubt it'll be efficient, but maybe possible. If there was more reason to use the market, maybe you'd have an easier time keeping the prices sane, because people would want to sell to you. But who knows.
« Last Edit: November 01, 2018, 06:01:34 pm by Criptfeind »
Logged

Trekkin

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7511 on: November 01, 2018, 09:36:19 pm »

I'm sure this won't ever happen. Because it just goes way past the scale of the game. If you let ringworlds be a realistic size either you increase the building costs as well to an impossible to reach but realistic level, or... Don't, and as soon as the first ringworld is made it eclipses the rest of the game as you have like stellaris Galaxy<Ringworld.

I could see a ringworld being quasi-realistically limited by population growth rates to being an initially small source of resources that will increase in productivity without meaningful limit given enough time (with human assumptions, probably centuries), particularly if they can't be self-sustaining. Then it's more of a thing that will eventually make you invincible provided you can keep the rest of the galaxy from seizing and/or destroying it or its mineral supply, which could be a neat way to play tall.

Something to mod, I suppose.
Logged

Digital Hellhound

  • Bay Watcher
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7512 on: November 02, 2018, 02:46:40 am »

I feel the need to underfeed and underpolice my city-worlds so they can find their natural state as corrupt, crime-ridden, starving ruins where the ruling classes feast and the poor hunger. Maybe with a prison planet next door to take whoever the judges decide are guilty.

It is difficult to make a dystopia in Stellaris - my natural instinct to play well and efficiently intervenes - but Iím hoping the changes will let me pull it off while otherwise retaining a somewhat functional empire. Hmm, maybe if I play a crime syndicate and make everyone elseís worlds like that...
Logged
Russia is simply taking an anti-Fascist stance against European Nazi products, they should be applauded. °No parmesan!

greatorder

  • Bay Watcher
  • [FAPPING INTENSIFIES]
    • View Profile
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7513 on: November 02, 2018, 08:36:02 am »

You know, I'm gonna make a crime syndicate megachurch one run and RP it as a subversive company that hands out revolutionary texts.
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7514 on: November 02, 2018, 10:05:48 am »

Yesterday I had a dream about making a Stellaris mod, which is odd as I haven't played Stellaris at all in a while. The mod in question was a total overhaul, & a fairly simple one at that, with very few actual mechanical changes. In the dream the rate of star system generation was greatly reduced, while the rate of black hole / blank system generation was greatly increased. Events were fiddled with so you'd get occasional rare events like finding a starving prethoryn fleet or a rare event with a MTTH of 500 making a star system supernova and take out every planet in the system. Ship maintenance was increased to the point where even a flotilla of 3 corvettes was a significant fleet, while repeatable techs were greatly nerfed. The various megabeasts were nerfed combats-wise to compensate for the smaller fleets, but the solar parasite was more like an end-game crisis as if it was left alone for too long, it would devour the solar system's star before moving on to the next system until it was killed / the galaxy went dark. The localisation was changed and some events fiddled with in order to make the playthrough one that was taking place close to the heat death of the universe, with your star empire being amongst the few remaining civilisations before the last stars all go out. The end-game diverged in several paths based around attempts to survive the heat death of the universe, from merging the universe with the shroud, to closing the loop, to creating a micro-universe
I feel compelled to make it once the game is updated with beautiful vic2 mechanics
Pages: 1 ... 499 500 [501] 502 503 ... 566