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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 1190270 times)

Zanzetkuken The Great

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8295 on: November 21, 2019, 03:13:57 pm »

Has there ever been a situation where a human took control of a one system vassal and tried to develop them?  I'm wondering if its even possible...

Multiplayer allows people to come in as any empire, including vassalized ones, so yes, it is fully possible.
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Sartain

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8296 on: November 22, 2019, 11:40:29 am »

And yet I still keep coming back to playing it lol. It's one of those games that catches my attention despite its terrible flaws. At least most of the issues can be worked around.

Oh yeah, same here. I also buy all DLCs on release because I still dare to hope, and I am entertained by them for sure but it doesn't take many hours of play before I become disappointed at how it totally doesn't live up to the potential I imagine it has
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E. Albright

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8297 on: November 22, 2019, 03:23:29 pm »

So is playing as a slaver empire just volunteering yourself for micromanagement hell? I tried it for the first time properly and it seems like it just makes everything about population/job management significantly worse than normal.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8298 on: November 22, 2019, 03:57:46 pm »

It has flaws for suresies but I still have lots of fun. Long as I have fun with it, I'm good.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8299 on: November 22, 2019, 03:59:16 pm »

So is playing as a slaver empire just volunteering yourself for micromanagement hell? I tried it for the first time properly and it seems like it just makes everything about population/job management significantly worse than normal.
I do two things to reduce micromanagement in my current slaver game.

1. I turn some slave species into domestic servitude. This lessens their unhappiness and any 'unemployed' pops become servants which gives me free amenities.
2. I use a mod which moves unemployed pops to other planets with jobs. https://steamcommunity.com/sharedfiles/filedetails/?id=1617534169
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8300 on: November 22, 2019, 04:21:39 pm »

A lot of people want automatic migration to planets with jobs to be a core feature of the game, and I definitely understand the appeal.  I'm guessing the developers haven't done it because you're supposed to pay energy to migrate pops, and automating that is dangerous.  No idea how the mod handles it.
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Shooer

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8301 on: November 22, 2019, 04:28:18 pm »

Just make it a government setting like how you use trade goods.  Set limits on immigration/emigration with each different setting having a different cost.  Different ethics dis/allow different choices.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8302 on: November 22, 2019, 05:20:35 pm »

The pop mechanics are kind of annoying. I would definitely turn to mods to make things less annoying. The worst thing is if you have a multicultural empire and it just randomly decides to replace ruler and specialist pops with workers of different species, sometimes multiple times, leaving extra unemployed pops that take years and years to finally demote to be useful. Sometimes it replaces people for no apparent reason. Like when I biomodded my race, they were all changed and all the same. Yet every single one of my planets had a bunch of unemployed ruler and specialist pops because the workers suddenly decided to replace them and promote themselves even though they were all equally suitable.

I don't really understand the gameplay reasons behind the years of unemployment to demote pops. It kind of makes logical sense for there to be a penalty for pops being demoted, but it just doesn't make for fun gameplay.

I tried that Stellaris Eternal mod, which has less micro due to fewer buildings and pops and instant migration, but it's still in alpha state and super unbalanced. If it eventually gets fixed up to the point of being a balanced experience it might be a fun alternative to vanilla Stellaris. Right now trade in general and megacorps are ridiculously overpowered in it heh.
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Iceblaster

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8303 on: November 22, 2019, 07:35:56 pm »

Unpopular opinion but I kinda liked the tile system of yore. Planets felt more unique and more consideration with adjacency effects. Would've liked if they tried to combine the two.

Anyways eh! Wonder how the star trek mod's gonna work with the new update.

ventuswings

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8304 on: November 22, 2019, 09:58:56 pm »

The act of simply moving pops around in same level feels unnecessarily difficult. I don't know why I can just enter number for each jobs instead of juggling around plus and minuses.
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Paul

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8305 on: November 26, 2019, 06:42:14 pm »

So lithoids kind of suck. They grow super slow, can't use any growth traits, can't use the planetary decision that boosts growth, and can't use 3/5 of the biological ascension traits with no traits added to replace the removed ones.

But there is kind of a funny exploit when it comes to playing a lithoid and capturing regular pops (or having them migrate) - you can nerve staple them and then just keep them on as a lower class citizen and never actually feed any of them. The only penalty for no food is happiness and slower growth, but if you're just capturing the pops (with raiding or conquest) and nerve stapling them it doesn't really matter. You can gene mod species to be perfect for clerk jobs or extraction jobs and just scatter them through your planets to have completely free (if slaves) or nearly free (if residence subsistence) workers. You can even do it as a xenophile empire.
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Dunamisdeos

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8306 on: November 26, 2019, 09:51:57 pm »

We ArE aLL HaPPy HeRe.
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forsaken1111

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8307 on: November 27, 2019, 06:43:31 am »

Yeah that is why one of my mods introduces severe penalties for running out of food. Pops in the lower society tiers start declining/dying off and food riots become more and more common the longer you are without food.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8308 on: November 27, 2019, 08:31:52 am »

We ArE aLL HaPPy HeRe.
HhhaVE yOu taKEN yoourrr Joy?

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #8309 on: January 30, 2020, 12:16:27 pm »

The galactic community Q&A thread posted today has some really interesting stuff in it: link.

This honestly looks like the most interesting part of the new DLC.  One concern I have is that in single player this is probably going to lead to a lot of alienation of the player empire, due to the opposing ethics generated by AI empires.  In my last game, something like 90% of the galaxy were spiritualists or even evangelizing zealots since I was a materialist.  I was playing inward perfectionists so I probably wouldn't have joined the galactic community anyway, but joining it would have probably been frustrating if it existed and I tried to join.
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