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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 666767 times)

Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7560 on: December 14, 2018, 08:11:26 am »

I consistently hear good things about it, but have never tried it myself.  I don't even really care about the achievements, and yet I stopped using my own portrait mods over it for some reason...

Anyway, in other news, Wiz announced that he's stepping down as director of Stellaris to work on a new, secret project at Paradox.  Theories abound on what it is, or what the future of Stellaris will be.  Another director was named already, and Stellaris is Paradox's best seller right now so it's not going away, but who knows what it might mean about the direction of the game.
VICTORIA 3
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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7561 on: December 14, 2018, 09:09:58 am »

VICTORIA 3
Be careful what you wish for. Paradox might just give us Victoria III... Divided into a billion DLC, and somehow still shallower than II

Blood_Librarian

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7562 on: December 14, 2018, 09:13:02 am »

it wouldnt be Vic 2, it would be dessicated husk of vic 2.
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Majestic7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7563 on: December 14, 2018, 01:30:32 pm »

New beta patch is out, should fix more things on AI side and reduce lag.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7564 on: December 14, 2018, 01:56:47 pm »

Hum, AI handling it's economy better sounds good, however nothing on making them actually... Do. Anything. Still think I'll wait and see if they can accomplish that first.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7565 on: December 14, 2018, 02:37:44 pm »

I mean with criminal syndicates, you guys understand that even if they counter you with enforcers, it's literally their only option right? There's not really another way to counter someone who can instantly boost your crime by 75, minimum. their other option would be losing the game.

At the least, this means their planet has nearly-permanent modifiers if they manage to kick you out quickly, and oh yes you just dictated 3 of the buildings on their planet to them. Even if you aren't getting a pile of money you are basically wrecking their economy for the cost of upkeep on those syndicate buildings. Criminal syndicates are terrifyingly effective. I've weakened empires to the point where they are basically neutered and I can walk in with a 2k fleet to subjugate them.
« Last Edit: December 14, 2018, 03:01:58 pm by Dunamisdeos »
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7566 on: December 14, 2018, 03:00:39 pm »

Does anyone know if the patch fixed lag from gateways?  I saw someone ask on Paradox's forums but they didn't get an answer.

I've been afraid to repair or build any gateways because of the bug, so it would be great if the bug was fixed in this patch, or if it was a more general lag fix.
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Orb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7567 on: December 14, 2018, 05:00:22 pm »

I think the real problem is that crime is modeled too simplistically for meaningful interactions with crime syndicates.

For example, crime could be modeled with an exponential curve, rather than a linear one. So there'd always be a small amount of crime, with diminishing returns for lowering it.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7568 on: December 14, 2018, 05:00:43 pm »

I've weakened empires to the point where they are basically neutered and I can walk in with a 2k fleet to subjugate them.

To be perfectly fair, I've found that this accurately describes most AI empires in 2.2, with or without a criminal enterprise.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7569 on: December 14, 2018, 05:03:18 pm »

I think the real problem is that crime is modeled too simplistically for meaningful interactions with crime syndicates.

For example, crime could be modeled with an exponential curve, rather than a linear one. So there'd always be a small amount of crime, with diminishing returns for lowering it.

I agree that it is a bit simplistic. It's found branch, build stuff, forget. Some more in-depth interactions would certainly be appreciated.

I've weakened empires to the point where they are basically neutered and I can walk in with a 2k fleet to subjugate them.

To be perfectly fair, I've found that this accurately describes most AI empires in 2.2, with or without a criminal enterprise.

Fair, but crime stuff is fire-and-forget. You can employ crime attacks alongside other, more conventional methods.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7570 on: December 14, 2018, 08:51:18 pm »

Is it just me, or is the clerk job a huge waste of a pop? The tiny bit of trade value and amenities it produces seems really lackluster compared to the other jobs. I changed my Commercial Zone for a Holo Theater and ended up getting way more amenities and some unity to boot, with my extra 3 pops working in mining and farming sectors. I guess it might be kind of useful if near your capital and you just want lots of trade value to benefit from trade with other empires, but having to deal with piracy to protect a bunch of trade from clerks on distant colonies just to just about break even on it seems counter-productive.

I took a look at one world where I had some aliens migrate there with low habitability and take clerk jobs and realized that they are actually losing me resources. It's 15% habitability, so it consumes 1.85 food and 0.4625 consumer goods and 1.85 amenities. It produces 2 amenities and 2 trade value (which converts to 1 energy and 0.5 consumer goods). So it's producing a net of 0.15 amenity, 0.0375 consumer good, and 1 energy in exchange for 1.8 food. I could just sell the food and end up with more value...
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Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7571 on: December 14, 2018, 08:57:58 pm »

It's not just you. Clerks are basically just a stopgap if you have no other source of amenities, or an unemployment buffer if you do. Their biggest merit is their accessibility.

That said, 15% habitability is a bad thing no matter what. Aliens shouldn't want to go to a world like that, but the way that the species is chosen for pop growth (both immigration and natural) is all fucky right now. Hopefully Moregård will fix it, but he's got a lot to do.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7572 on: December 14, 2018, 09:32:34 pm »

Yeah, I'm finding that having a multi-racial egalitarian empire is pretty broken right now due largely to that. I noticed that most of my planets in my mixed race empire would be like 1/4 the pop I settled it with (the ones with like 60-80% habitability) and 3/4 other random pops, with half the pups having 5-15% habitability. Like right now the pop growing on my homeworld is a non-adaptive mollusc with 5% habitability on it instead of my own people who have 100%. My growth rates are great due to all the migration coming in, but it's all races with shitty habitability on the worlds they're moving to. I have migration treaties with a race of every single habitability preference so I can settle anything, but after the first pop arrives the migrants are all desert preference on arctic worlds and such.

I found a rather funny fast researching build. Just go egalitarian and get utopian and build lots of cities and keep most of your people unemployed. Huge research and unity. Dedicate the rest of the people to growing food and producing consumer goods lol. Just can't do migration treaties because all the unemployed people would rather migrate to the slave empire next door as slaves rather than live in abundance as freelance artists and scientists.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7573 on: December 14, 2018, 10:10:44 pm »

Does anyone know if the patch fixed lag from gateways?  I saw someone ask on Paradox's forums but they didn't get an answer.

I've been afraid to repair or build any gateways because of the bug, so it would be great if the bug was fixed in this patch, or if it was a more general lag fix.

I've gone from each day taking 5s to every fourth day taking 5s. So it's 75% less bad, but still problematic.
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Rolan7

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7574 on: December 14, 2018, 10:27:10 pm »

I've been practically filling my core worlds with commercial zones...

I sorta assumed it was good due to the difficulties caused by long trade routes, which is a hint but not a reason.  It looks pretty competitive, though?
Spoiler: Thinking out loud (click to show/hide)

For maximizing profit technicians are twice as good as clerks, except that they rely on amenities and energy districts.  Looking just at amenities and energy/trade, I guess it's like this:

Technician: 5 income
Clerk: 2 income, supports 1 technician
Entertainer: -2 income (1 goods), supports 9 technicians

In an ideal world (heh) with infinite population and generator districts:
1 entertainer with 9 technicians = 45-2 = 43 profit (and 2 unity)
5 clerks with 5 technicians = 10+25 = 35 profit

So yeah, entertainers are clearly superior for meeting amenity requirements, *and* provide a little unity.
However, I don't think I'll change my strategy much.  Spamming commercial zones is much simpler, as it doesn't rely on the natural resources or noticing to add another theater properly.  There's "excess" amenities but they're mostly absorbed by the ruler and specialist pops, and provide a nice bonus without going overboard.

Trade goods are also better than straight energy income, since you can assign a portion to consumer goods or even unity.   I usually do the first, as it's... simple.  Just saves me from making hardly any civilian industries.  Which means even less specialists to cater to.

Trade does get much trickier as soon as it requires a route, though.  This is just easy for systems with 6 jumps of the capital.

I found a rather funny fast researching build. Just go egalitarian and get utopian and build lots of cities and keep most of your people unemployed. Huge research and unity. Dedicate the rest of the people to growing food and producing consumer goods lol. Just can't do migration treaties because all the unemployed people would rather migrate to the slave empire next door as slaves rather than live in abundance as freelance artists and scientists.
Hehe, I've been wanting to do this since I noticed the research boon.  Getting unity from unemployed pops with social welfare was sorta nice, but didn't seem worth doing on purpose.  Have you actually tried this yet?

I did have a lot of citizens wander into an empire I didn't realize was fanatic authoritarian slavers...  Seems a little odd but it takes all types I guess.
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