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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 608100 times)

Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7560 on: November 15, 2018, 08:52:14 pm »

Biological is currently the strongest and psi is currently the weakest. But bio requires a lot of micromanagement that won't be necessary or possible in the upcoming economy, which to me means they'll either be really really strong, or you'll constantly be screwed by how jobs and migration and all that stuff works and they'll suck.

Funnily enough I'm not sure that bio will actually mesh that well with Xenocapability, with bio you can already specialize your dudes pretty well, +2 trait points might be excessive unless you're trying to make an über generalist. And a bunch of randomized traits is going to weaken your specialization most likely. If there's some even specialized combos that need +2 points though it might be good.

It's not +2 trait points, it's +2 trait picks.  Admittedly, the point still stands.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7561 on: November 15, 2018, 08:59:16 pm »

Yeah, I thought so too, and originally wrote it as picks. But going back to the source, the thing itself actually says "points". Maybe it says picks elsewhere?



We also see that a hybrid species has 6 picks in another image, but it's unclear if that represents a permanent increase to picks that you can then use when modding them, or if it's like the other event trait gains that let you go over the pick limit but you don't gain the pick slots when modding.
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Trekkin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7562 on: November 15, 2018, 09:42:31 pm »

Or maybe the tooltip is just wrong? I'm not being facetious here; we know all the numbers and descriptions are still in flux, so it's entirely possible that they meant picks.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7563 on: November 15, 2018, 10:54:04 pm »

Honestly it's been that way for a long time (so I'm not sure why anyone would have ever said Psi was the strongest, but I'd be interested in knowing why) at one point synth was the best (I did a lot of very boring posts on this matter in this thread a while ago) but bio got buffed and synth got bugfixed or something so now bio is pretty clearly the bestest. Psi always had much weaker bonuses over all. A couple of minor bonuses to unity and research can't stack up to synth and ascended bio traits that give massive bonuses to everything. In theory some of the shroud stuff is good but that's super random and in my experience it's really rare to get the good stuff, and the basic stuff like targeting, jump and shields aren't worth it.

Imo from a mechanical perspective the big benefit of psi is you don't have to dump a ton of research into it, you just get it for free once you take the perk. Also the chosen one is clearly the coolest frood.
Psi lets you suicide bomb the galaxy by summoning the end. If you manage to keep a 25 size gaia holy world pristine and clean you can reset the galaxy for lols with a good chance of rebuilding in time to end the end

umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7564 on: November 16, 2018, 01:59:09 pm »

Honestly it's been that way for a long time (so I'm not sure why anyone would have ever said Psi was the strongest, but I'd be interested in knowing why) at one point synth was the best (I did a lot of very boring posts on this matter in this thread a while ago) but bio got buffed and synth got bugfixed or something so now bio is pretty clearly the bestest. Psi always had much weaker bonuses over all. A couple of minor bonuses to unity and research can't stack up to synth and ascended bio traits that give massive bonuses to everything. In theory some of the shroud stuff is good but that's super random and in my experience it's really rare to get the good stuff, and the basic stuff like targeting, jump and shields aren't worth it.

Imo from a mechanical perspective the big benefit of psi is you don't have to dump a ton of research into it, you just get it for free once you take the perk. Also the chosen one is clearly the coolest frood.
Psi lets you suicide bomb the galaxy by summoning the end. If you manage to keep a 25 size gaia holy world pristine and clean you can reset the galaxy for lols with a good chance of rebuilding in time to end the end
Doesn't it guarantee you a "victory" because they always save you for last?

So Psi basically means you are guaranteed to win.

Not that losing is particularly easy but you know... in multiplayer this is a pretty important distinction.

Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7565 on: November 16, 2018, 02:45:47 pm »

I think the end cycle event is disabled for MP without mods

ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7566 on: November 16, 2018, 02:50:58 pm »

Honestly it's been that way for a long time (so I'm not sure why anyone would have ever said Psi was the strongest, but I'd be interested in knowing why) at one point synth was the best (I did a lot of very boring posts on this matter in this thread a while ago) but bio got buffed and synth got bugfixed or something so now bio is pretty clearly the bestest. Psi always had much weaker bonuses over all. A couple of minor bonuses to unity and research can't stack up to synth and ascended bio traits that give massive bonuses to everything. In theory some of the shroud stuff is good but that's super random and in my experience it's really rare to get the good stuff, and the basic stuff like targeting, jump and shields aren't worth it.

Imo from a mechanical perspective the big benefit of psi is you don't have to dump a ton of research into it, you just get it for free once you take the perk. Also the chosen one is clearly the coolest frood.
Psi lets you suicide bomb the galaxy by summoning the end. If you manage to keep a 25 size gaia holy world pristine and clean you can reset the galaxy for lols with a good chance of rebuilding in time to end the end
Doesn't it guarantee you a "victory" because they always save you for last?

So Psi basically means you are guaranteed to win.

Not that losing is particularly easy but you know... in multiplayer this is a pretty important distinction.

Even if you can do it in MP, it would be trivial for someone to pick you off before the end of cycle wipes everyone else out.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7567 on: November 16, 2018, 04:12:35 pm »

Isn't it also like really rare? It's got a 2% chance of happening when you get a covenant, and even those aren't especially common.

It seems like the ultimate way to troll an MP game. Of course, you can't... but how glorious it would be if you could.
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umiman

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7568 on: November 16, 2018, 04:42:31 pm »

I think the end cycle event is disabled for MP without mods
Right. No fun allowed.

Then yeah. I can't think of any reason to choose Psi over the other two.

Hell, Psi actively sabotages you a lot of the times with the Shroud.

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7569 on: November 16, 2018, 04:45:45 pm »

You also get psi shields and psi jump drives, right?  Psi shields are the best in the game, better even than the dark matter deflectors from fallen empires, and psi jump drives are supremely annoying to defend against.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7570 on: November 16, 2018, 04:49:56 pm »

I usually find that by the time I'm rolling dice in the shroud, any debuff it grants is inconsequential (except for the research one).
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greatorder

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7571 on: November 18, 2018, 03:14:20 pm »

I've had a thought, with the addition of trade lanes we could, theoretically, now do proper outmanoeuvring the enemy sort of fighting. If you can keep hamstringing the enemy economy by rapidly cutting off huge amounts of income (And consumer goods, if they're going with that policy) then you could eventually make them run out of money/goods, affecting their fleets, happiness and so on.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7572 on: November 19, 2018, 04:54:30 pm »

It would be nice if trade-centered star nations had to depend heavily on lanes, thereby altering their play strategies and effective war plans against them.
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Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7573 on: November 19, 2018, 05:03:11 pm »

Yeah, that'd be pretty great, a nice an natural way of punishing empires that overextend themselves by making them vulnerable to outside predation.

ib4 trade is immune to enemy occupation but war wariness reduces it or something.
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GiglameshDespair

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7574 on: November 19, 2018, 05:16:58 pm »

Just think of the most gamey and least fun way of implementing it and there you go, true Stellaris style
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