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Author Topic: Stellaris: Paradox Interactive IN SPACE  (Read 526110 times)

Cruxador

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7530 on: November 08, 2018, 10:26:02 pm »

Seems like they're very non-randomized, which I don't like at all. Always three and always the same names?
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7531 on: November 08, 2018, 10:37:48 pm »

It is kind of weird, but not as weird as the galactic slot machine.  I get what they were going for, but... it's hard to imagine an entire government throwing public funds into a slot machine of any kind, you know?

I think someone in the dev diary thread had a better idea for how they should work.  They should probably increase trade value of the systems they're in, and probably have some impacts on populace happiness and crime.  Making pacts with them to let your populace gamble at their homeworld for similar effects would make a lot of sense too, and probably be more in theme with sci-fi tropes.

But it's fine.  I'll probably just ignore them in game.
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greatorder

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7532 on: November 08, 2018, 10:58:56 pm »

It's more that it's poking fun at lootboxes and such in games.

Rather than paying actual money, you pay energy credits for it all.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7533 on: November 08, 2018, 11:00:16 pm »

Oh, yeah, I get it.  The way it's presented is a little immersion breaking, but I do get the joke.  :)
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Broseph Stalin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7534 on: November 08, 2018, 11:07:29 pm »

I don't know if this has ever happened but every single part of that dev diary made me less interested in the game. The leader of a galactic empire, master and commander of fleets that traverse the blackness between the stars, voice and sole hope of an entire people, purchasing "CaravanCoinz" and winning or losing a sum representing a significant portion of their GNP in a space carney's casino has totally turned me off.

edit: I get the joke, that kind of thing is funny exactly once and then just in the way.

Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7535 on: November 09, 2018, 12:08:33 am »

It was probably my least favorite dev diary, and I get the sentiment.  It didn't dampen my enthusiasm for the patch and DLC, but I do kind of hope you can turn the caravaneers off.  That will probably be possible since you can turn other similar features off already.
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Kanil

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7536 on: November 09, 2018, 01:55:06 am »

edit: I get the joke, that kind of thing is funny exactly once and then just in the way.

Agreed. Should have been written as like an anomaly or something.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Trekkin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7537 on: November 09, 2018, 02:19:54 pm »

edit: I get the joke, that kind of thing is funny exactly once and then just in the way.

Agreed. Should have been written as like an anomaly or something.

It would have made a hilarious anomaly if written along the lines of the one about how Earth looks like it died of pollution, but that's obviously ridiculous since who would be that myopic? Maybe let us find the last lootbox as a special project or something.

Heck, I'd even think it was funny as the reason one of the precursor civilizations died: an apocalyptic war over lootboxes.
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Loud Whispers

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7538 on: November 09, 2018, 05:26:51 pm »

Breaks the verisimilitude of being the policy dictator of a star empire tbh

Criptfeind

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7539 on: November 15, 2018, 10:07:58 am »

New dev Diary, containing the slave market and a note that unity ambitions are becoming free content instead of paid content... Rip apocalypse I guess.

Slave market seems very simple. You put slaves up for a fixed price based on traits. People can buy them for a fixed price based on traits. Not much else to the diary. Since I guess they need three things per diary minimum, Mandates are going to be one of the things that are changing in this update, along with everything else.

Not sure if how a fixed price is going to properly represent the value of the slave. Seems like it'll probably be too cheap or too expensive to bother with, but we'll see.
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Telgin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7540 on: November 15, 2018, 10:13:37 am »

It will probably make them very situational early game, but then again by the time the galactic market is founded most empires might have enough energy income to afford slaves if they want them.  It looks vaguely like energy income will be higher in general in 2.2, especially with trade value, but who knows how that will get balanced in the end.

I can't see myself ever using the slave market, unless they do decide to allow robotic (non synthetic) pops to be sold there.  It would give roboticists something to do if your current population is maxed out or you otherwise don't need the robots, and could help expand if you're short on pops during an expansionary phase.

Then again, I might finally be tempted to play a real good-goody federation builder empire that also buys slaves to free them.  I've never played an evil empire or even one that was hostile, but I've always played as very xenophobic in Stellaris for some reason.

Otherwise, it's cool that driven assimilators can buy slaves to assimilate, and I hope they do change marauders so that they put your abducted pops up for sale on the market.
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ZeroGravitas

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7541 on: November 15, 2018, 10:18:40 am »

There was some mention of refugees potentially ending up on the market, but I'm not sure why marauders would automatically send slaves to market. Somebody needs to work those ice mines!

The galactic slave market seems bigger to me in terms of fleshing out the world and providing expansion options outside of conquest, including the changes to migration treaties. Gives you a way to colonize different worlds earlier through buying appropriate pops for the climate you want to colonize.
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Broseph Stalin

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7542 on: November 15, 2018, 10:39:09 am »

Slave market seems handy. Looks like a simple way to recoup some war expenses, and if you're like me playing mad scientist with your slaves pops you sometimes need to clear them out to make room for more and different kinds.

Teneb

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7543 on: November 15, 2018, 11:04:02 am »

Will at the very least let you do stupid shit like the achievements for having many different species on a single planet, or having most of your pops be slaves.

If the AI actively buys them, then you could have some serious fun by genemodding a LW-style "locust" pop who is useless but reproduces insanely fast and tanks happiness in planets.
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Mephansteras

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Re: Stellaris: Paradox Interactive IN SPACE
« Reply #7544 on: November 15, 2018, 11:08:58 am »

As someone who likes to have as many different species in their empire as possible, I love the idea of buying slaves and freeing them.
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