Stellaris: New Paradox Sci Fi Grand Strategy

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Sepiche
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Sepiche »

The new Asimov (1.2) patch is now available on Steam as a beta.

Patch notes:
https://forum.paradoxplaza.com/forum/in ... ts.950932/
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NickAragua
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by NickAragua »

Could some kind soul cross post the patch notes here? Web filter blocks the paradox site.
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Unagi
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Unagi »

Wow. A lot of big changes coming!

Just a couple that caught my eye:
Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
Interesting...
Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
cool.
* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
I'm guessing this will further force you to play the RP empire you are pretending to be, so I like that... cause I'm never honest with that.
* Removed War Economy policy
Hadn't used it, but I thought people liked that concept.
* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
Good idea.

* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
I like that.
* All Ship Weapons have had their range doubled
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Unagi
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Unagi »

and fun:
# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging
Freyland
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Freyland »

NickAragua wrote:Could some kind soul cross post the patch notes here? Web filter blocks the paradox site.
Spoiler:
##############################################################
####################### VERSION 1.2.0 ########################
##############################################################

# Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes

###################
# Features
###################

# Important
* Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.
* Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.
* Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
* Federations now vote on wars and new members.
* Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.
* Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.
* You can now kick alliance and federation members with a majority vote action.
* Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
* Removed War Economy policy
* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
* All Ship Weapons have had their range doubled
* Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum

# General
* Ship Designs with excess power gain a small bonus to damage, speed and evasion
* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
* Added Visitor Center building and associated technology that is available to Xenophile empires
* Added Symbol of Unity building and associated technology that is available to Spiritualist empires
* Fleet merging has been improved and should prioritize certain fleets better
* Spaceports can now be dismantled
* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
* Taking a Tributary now makes you guarantee their independence for 10 years without cost
* Migration Time was changed into Migration Speed
* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
* Added Regulated Slavery policy option
* Civilian Ship designs are updated with shields and armor technologies
* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
* Strike Craft attack and movement pattern was charged to be more swarm-like
* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted

# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging

# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

# New - Diplomatic Incidents
* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game

# New - Slave Factions
* Removed the old Slave faction
* Added the Docile Slaves faction made up of relatively content slaves
* Docile Slaves faction has fairly mild Support Effects
* Docile Slaves faction demands Regulated Slavery policy
* Added the Malcontent Slaves faction made up of unhappy slaves
* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
* Malcontent Slaves faction demands freedom for all slaves
* Added Emancipation faction for non-slave Pops
* Emancipation faction strengthens the Malcontent Slaves
* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves

###################
# Balance
###################

# General
* Base Happiness reduced from 60% to 50%
* Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%
* Reduced chance of post-combat Admiral events firing by a factor of 5
* Leaders will no longer gain any additional traits from leveling up if they already have 3 or more
* Newly spawned pops are now more likely to take their ethics from pops of the same species
* The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years
* The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years
* Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it
* Mineral Deficit effect increased from -33% to -50% and now also affects research speed
* Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%
* Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%
* Migration Treaties no longer affect Pop Happiness

# Ethics
* In general, fanatic versions are now 3 times as stronger than non-fanatic ethics

Fanatic Individualist
* Energy Credits output reduced from +20% to +15%

Individualist
* Energy Credits output reduced from +10% to +5%
* Slavery Tolerance reduced from -50% to -33%

Fanatic Collectivist
* Food requirement increased from -10% to -15%

Collectivist
* Slavery Tolerance reduced from +50% to +33%

Fanatic Xenophobe
* Xenophobia reduced from 20% to 15%
* Rival Influence Gain increased from +50% to +75%

Xenophobe
* Xenophobia reduced from 10% to 5%
* Alien Slavery Tolerance reduced from +50% to +33%

Fanatic Xenophile
* Xenophobia reduced from -20% to -15%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 75%
* (NEW) Rival Influence gain is reduced by 75%

Xenophile
* Xenophobia reduced from -10% to -5%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 25%
* (NEW) Rival Influence gain is reduced by 25%

Fanatic Militarist
* Army Damage effect removed
* (NEW) Max Rivalries increased by 3
* (NEW) Ship Damage increased by 10%
* (NEW) Trust growth reduced by 60%

Militarist
* War Happiness increased from +5% to +10%
* Army Damage effect removed
* (NEW) Max Rivalries increased by 1
* (NEW) Ship Damage increased by 3%
* (NEW) Trust growth reduced by 20%

Fanatic Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -20% to -15%
* (NEW) Peace Happiness increased by +15%
* (NEW) Max Rivalries reduced by 3 (cannot have rivals)
* (NEW) Trust growth increased by 75%

Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -10% to -5%
* (NEW) Peace Happiness increased by +5%
* (NEW) Max Rivalries reduced by 1
* (NEW) Trust growth increased by 25%

Fanatic Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -30%
* (NEW) Growth Requirement reduced by -15%

Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -10%
* (NEW) Growth Requirement reduced by -5%

Fanatic Materialist
* Physics, Society and Engineering output increased from +10% to +15%

# Modifiers
* Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years
* Youthful People modifier effect on Happiness reduced from +5% to +3%
* Natural Beauty planet modifier effect on happiness reduced from +15% to +5%

# Components
* Increased the engagement range of strike craft from 80 to 120
* Strike Craft rebuild speed improved from 1 per month to 4 per month
* All Laser Weapons have had their armor penetration reduced from 50% to 33%
* Plasma Weapons have had their armor penetration reduced from 100% to 75%
* Most Projectile Weapons now deal +15% damage vs. Shields

Small Red Laser
* Accuracy increased from 82% to 90%

Medium Red Laser
* Accuracy increased from 80% to 85%

Large Red Laser
* Max damage increased from 41 to 43
* Accuracy increased from 75% to 80%

Small Blue Laser
* Max damage reduced from 12 to 11
* Accuracy increased from 82% to 90%

Medium Blue Laser
* Accuracy increased from 80% to 85%

Large Blue Laser
* Max damage increased from 47 to 48
* Accuracy increased from 75% to 80%

Small UV Laser
* Max damage reduced from 13 to 12
* Accuracy increased from 82% to 90%

Medium UV Laser
* Max damage reduced from 27 to 26
* Accuracy increased from 80% to 85%

Large UV Laser
* Max damage increased from 57 to 56
* Accuracy increased from 75% to 80%

Small XRAY Laser
* Max damage reduced from 15 to 13
* Accuracy increased from 82% to 90%

Medium XRAY Laser
* Max damage reduced from 31 to 30
* Accuracy increased from 80% to 85%

Large XRAY Laser
* Max damage increased from 66 to 63
* Accuracy increased from 75% to 80%

Small Gamma Laser
* Max damage reduced from 16 to 14
* Accuracy increased from 82% to 90%

Medium Gamma Laser
* Max damage reduced from 36 to 33
* Accuracy increased from 80% to 85%

Large Gamma Laser
* Max damage increased from 76 to 71
* Accuracy increased from 75% to 80%

Particle Lance
* Armor penetration reduced from 100% to 75%

Tachyon Lance
* Armor penetration reduced from 100% to 75%

Large Fusion Missiles
* Max damage increased from 55 to 57

Medium Antimatter Missiles
* Max damage increased from 33 to 34

Large Antimatter Missiles
* Max damage increased from 62 to 65

Medium Quantum Missiles
* Max damage increased from 37 to 39

Large Quantum Missiles
* Max damage increased from 68 to 72

Medium Marauder Missiles
* Min damage increased from 24 to 25

Large Marauder Missiles
* Damage increased from [48 to 80] to [50 to 83]

Sentinel Point-Defense
* Accuracy reduced from 40% to 20%
* Range increased from 8 to 10

Barrier Point-Defense
* Accuracy reduced from 40% to 30%
* Range increased from 8 to 10

Guardian Point-Defense
* Range increased from 8 to 10

# Resources
* Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas

# End Game Crisis
* End-Game Crises fleets are now significantly tougher
* End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1
* Extradimensional Invaders will now reinforce more aggressively
* Extradimensional Invader Portal has had its base Hull Points tripled

# Governments
* Democratic governments have had their election terms increased to 10 years

Military Republic
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -10% to -20%
* (NEW) Army Damage increased by 10%
* (NEW) Military Station build cost reduced by 15%
* (NEW) Military Station damage increased by 10%

Martial Demarchy
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -20% to -40%
* (NEW) Army Damage increased by 20%
* (NEW) Military Station build cost reduced by 30%
* (NEW) Military Station damage increased by 20%

Military Junta
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 5%
* (NEW) Admiral starting level increased by 1

Ordered Stratocracy
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 10%
* (NEW) Admiral starting level increased by 2

Military Dictatorship
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +20% to +10%
* (NEW) Ship build cost reduced by 10%
* (NEW) Rivalry Influence Gain increased by 25%

Martial Empire
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +40% to +20%
* (NEW) Ship build cost reduced by 20%
* (NEW) Rivalry Influence Gain increased by 50%

Theocratic Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Food Requirement reduced by 10%

Transcendent Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Food Requirement reduced by 20%

Theocratic Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 20 years
* (NEW) Resettlement Cost reduced by 15%

Transcendent Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 40 years
* (NEW) Resettlement Cost reduced by 30%

Divine Mandate
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 15%
* (NEW) Edict duration increased by 15%
* (NEW) Ethics Divergence reduced by 10%

Transcendent Empire
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 30%
* (NEW) Edict duration increased by 30%
* (NEW) Ethics Divergence reduced by 20%

Direct Democracy
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Leader Experience Gain increased by 15%

Subconscious Consensus
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Leader Experience Gain increased by 30%

Despotic Hegemony
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 25%

Neural Network Administration
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 50%

Moral Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 1
* (NEW) Empire Leader Cap increased by 1
* (NEW) Core Systems increased by 2

Irenic Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 2
* (NEW) Empire Leader Cap increased by 2
* (NEW) Core Systems increased by 4

Peaceful Beaurocracy
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 5

Irenic Protectorate
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 10

Enlightened Monarchy
* Edict duration reduced from +25% to +15%
* Edict cost reduced from -25% to -15%
* Core Systems increased from +1 to +2

Irenic Monarchy
* Edict duration reduced from +50% to +30%
* Edict cost reduced from -50% to -30%
* Core Systems increased from +2 to +4

Indirect Democracy
* Leader Influence cost reduced from -10% to -15%

Democratic Utopia
* Leader Influence cost reduced from -10% to -30%

Plutocratic Oligarchy
* (NEW) Mining Station build cost reduced by 25%

Mega Corporation
* (NEW) Mining Station build cost reduced by 50%

Despotic Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 15%

Star Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 30%

# Leaders

# Factions

# Technology

# Units
* Colony Ship mineral cost now depends on components and is no longer static
* Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits
* Private Colony Ship cost now depends on components and is no longer static

# War

###################
# AI
###################

# Misc
* AI Empires will start outlawing AI Robotics over time during a certain Crisis
* AI Empires no longer pick "dialogue-only" event options in diplomatic events
* Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances
* Fixed a bug where the AI would not upgrade federation fleets
* AI now creates auto-generated designs for federation ships
* AI now builds federation fleets
* AI will open borders during end-game crises
* AI now dismantles non-sentient robots if they are unemployed
* AI no longer build robots if unemployment exists or pop would be unemployed
* AI and sectors now upgrade military stations
* Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire
* AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on
* Fixed a bug where AI didn't choose the species with highest damage when building a new army

# Sector
* Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)
* Sector AI will now abort spaceport construction if hostiles are nearby
* All sectors will now build military stations
* Fixed a bug that could cause the sector AI to sometimes not build buildings
* Fixed a bug where player could give resources to sectors and sectors could store resources over cap
* Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by

# Diplomacy
* AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you
* AI is now less selfish when selecting wargoals

#End Game Crises
* Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge

###################
# User Interface
###################

* Weapons that cannot be evaded are now properly labeled
* Added ALT+B shortcut for opening the help browser in-game
* Heir portrait in government view is no longer offset incorrectly
* Attacking general portrait in planet view is no longer offset incorrectly
* Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly
* "Construction queue completed" message now only triggers for space ports in directly controlled systems
* Diplomacy view now shows the leader name, species and trait of the nation you're communicating with
* Now possible to see information about the wars empires are having in diplomatic status
* You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject
* No longer possible to dismiss an alliance vote message
* Fixed so you get some descriptive text for alliance vote messages
* Implemented a diplomacy status which lists everyone guaranteeing the country
* Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view
* Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL
* Power in a ship design is now shown as green if you have excess power, and red if you have too little
* Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow
* Ship view is now drag-able by the header line
* Galaxy view now goes all the way to the left when hiding
* Galaxy view selected empire government type no longer overlaps the founder species ethics
* Empire view now goes all the way to the left when hiding
* Trust status in diplomacy view now has a background and is aligned like the other elements
* Open and Close Borders diplomatic action is now shown even if not clickable due to access control
* Diplomatic actions in diplomacy now sort based on possibility

###################
# User modding
###################

# Misc.
* Browser base URL is now set in defines instead hard-coded
* Fixed so that boolean effects print to the error log when receiving bad values
* Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet
* Added a check for set_graphical_culture to make sure the graphical culture exists
* Fixed so that create_ship effect reports errors when writing unsupported variables
* Added an error for when set_owner fails to evaluate a country
* Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected
* Added new localization promotions
* Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound
* Added new localization function in LeaderScope: GetRulerTitle
* Fixed an issue with random_owned_fleet effect
* Added every_owned_fleet effect to complement random_owned_fleet
* Implemented a guarantee_country effect
* Improved the begin_event_chain to print more errors when failing and load order independence
* Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class
* has_established_communications = { who = from } was changed to has_established_communications = from for consistency
* Fixed so that the create_pop effect uses a proper event target for specifying ethos
* Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country
* Added every_subject, random_subject effects
* Description for can_control_access_for now shows reasons why
* Added an effect variable to create_country effects, which should be used instead of referencing last_created_country
* Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet
* Added support for effectButtonType in container windows
* Implemented a "on_planet_surveyed" onaction
* Unified so that owned pops trigger is generated in the same way as the effect
* Added clear_resources effect
* Added set_species_homeworld effect
* Fixed so that boolean effects print to the error log when receiving bad values
* Added support to be able to use weights to decide how the AI builds buildings
* Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet
* Improved how ship data can be scripted in country types

# Triggers
* Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler
* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot
* Added calc_true_if trigger
* Added trigger has_spaceport_construction
* Added trigger is_researching_technology
* Added is_subject and is_overlord triggers
* Added any_subject trigger
* is_same_species now compares the identity of the two species
* Added is_exact_same_species that works like is_same_species used to work
* Fixed an issue with the potential trigger in country edicts not always hiding the edicts
* Added minerals ><= trigger
* Updated some trigger_docs documentation

###################
# Performance
###################

* Fixed a stall that could happen with large sectors
* Improved performance in factions view
* Improved performance in fleet view
* Improved performance in Sector AI's monthly updates
* Minor improvements in AI calculations

###################
# Bugfixes
###################

* Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan
* Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues
* Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value
* Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log
* Fixed bug where sector outliner members icons would flicker when list is rebuilt
* Fixed bug where where outliner integration would be constantly created/deleted
* Save games will now be saved in the same folder as they where loaded from
* Fixed a bug where random_planet_within_border effect would scope to invalid planets
* Fixed a crash when canceling construction for inexistent spaceports
* Fixed so you can't build military stations within someone elses borders unless you're allied or at war
* Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis
* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops
* "Grimacing" anomaly will no longer result in too-large habitable planets
* "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action
* Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity
* Can no longer play galactic abolitionist and emancipate pops on planets you do not own
* Purge tooltips now give the correct information for robots
* Species list during game setup no longer animates at start
* Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to
* Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames
* Fixed so you cannot build Frontier Outposts within the territory of others
* Fixed so that vassals cannot give you borders if their overlord has closed borders against you
* Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling
* Planet view now scales correctly with UI scaling
* Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups
* Randomly generated species will no longer have a negative sum of traits
* You now get notifications when other countries leave your alliance or federation
* Changing government from one monarchy to another no longer kills your heir
* Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)
* Right-clicking on a country shield now actually goes to homeworld rather than home system
* Can now properly see health of fleets of uncontacted empires if they are within sensor range
* Fallen Empires should no longer attempt to re-contact empires they already have communications with
* Fixed robot pops joining the AI Uprising when not yet fully grown
* Fixed CTD related to strike craft of killed carrier
* Pops will no longer be xenophobic against gene-manipulated version of their species
* Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire
* Fixed a bug where the resettlement screen didn't show all planets
* Fixed a bug where player couldn't surrender in war
* Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type
* Reassembled Ship Shelters are now properly removed from planets without owners
* Fixed a bug where the ship designer didn't add armor and shields to some ship sizes
* Fixed a bug where ships could get stuck between two stations in combat
* Fixed a bug where ending a war ended non-war-related occupation
* Fixed a bug where the message after losing an invasion was sent to the owner instead of controller

###################
# Graphics
###################

* The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy
* Aura effects should now be slightly smaller and less intrusive
* Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by NickAragua »

Holy poop balls, this might just make me come back for another round. The only thing it doesn't do that was on my wish list is allow you to merge alliances.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Unagi »

So one thing that I don't like: Factions.

Don't get me wrong, I like that the game has them, but I want to be able to 'put them down' a little more easily... or at all. They seem to just be an influence sink, and that kinda irks me.


edit: and I know if I had an empire that was cool with Purging, I could just purge them (I assume), but I'd like some other options.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Zarathud »

I started a new game to try out evil purging. Sometimes the aliens have to go.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by jztemple2 »

So... I see that the game is 10% off on the Steam Sale. I was waiting for the last of the big three updates I've seen mentioned in the media, but would it be worth getting the game to get familiar with the game system before the new features come out? Or am I just going to have to unlearn stuff when the updates come?
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by baelthazar »

jztemple2 wrote:So... I see that the game is 10% off on the Steam Sale. I was waiting for the last of the big three updates I've seen mentioned in the media, but would it be worth getting the game to get familiar with the game system before the new features come out? Or am I just going to have to unlearn stuff when the updates come?
GET IT! Like EU, you learn the system and then the updates change parts (but not the overall UI or "how" to get things done). You will like the game, I am sure.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Pyperkub »

jztemple2 wrote:So... I see that the game is 10% off on the Steam Sale. I was waiting for the last of the big three updates I've seen mentioned in the media, but would it be worth getting the game to get familiar with the game system before the new features come out? Or am I just going to have to unlearn stuff when the updates come?
25% off at gmg
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by tgb »

Echoing bael, get it now to get over the learning curve so you're prepared when the next major patch hits.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

I think the overhaul is big enough where I need to blow away my two existing games. Ah well. I've yet to "complete" a game but I guess that's OK. And I like the support and quickness with which it is happening. It looks like some good stuff in there.
Zarathud wrote:I started a new game to try out evil purging. Sometimes the aliens have to go.
I've never done a slaver empire or a purging empire (or troop invasions for that matter but they seem simple enough as long as you actually build a ground force and I never do).

How does purging work?

How does slavery work?

http://www.stellariswiki.com/Policies

It sounds like if I want to be an effective purger of worlds that I want to be a xenophobe militarist, which make sense.

I'll get being and understanding a slaver race at another time I guess. I've yet to try most of the possibilities, having only built a federation race and a my normal go to researching expansionist race.

Edit: Oh, wait. New patch isn't out yet? Maybe I wait to start another game so I don't feel compelled to blow away three games.

Edit: Wiki lied. You need to be a collectivist to purge. At lest in the current (non beta) version. Which reminds me. If I'm killing all my old games why not play with the beta?
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by baelthazar »

You do not have to be collectivist to purge, you have to set the policy to "allowed." If you are pacifistic or individualist, then you can't set the policy to allowed (for your own pops). If you are xenophobic, you can set the policy to "Xenos Only" (and possibly to your own depending on if you are collectivist or not). At least, I think this is how it all works. Not sure what you can set it if you did not pick collectivist or individualist.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

baelthazar wrote:You do not have to be collectivist to purge, you have to set the policy to "allowed." If you are pacifistic or individualist, then you can't set the policy to allowed (for your own pops). If you are xenophobic, you can set the policy to "Xenos Only" (and possibly to your own depending on if you are collectivist or not). At least, I think this is how it all works. Not sure what you can set it if you did not pick collectivist or individualist.
There wasn't an option at all in 1.1 with militarist xenophobe. I went to 1.2 beta and I had already changed over to collectivist, militarist, materialist.

Also the change in range in 1.2 makes early exploration hugely dangerous. I wonder how the AI empires handle that. I've already lost my initial 3 ships to discovering hostile aliens. We'll see what happened when presumably "space pirates" triggers.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by jztemple2 »

I finally realized that the games I was looking at on the summer sale were either old games I'd played before on the console (Mafia II) or games that were just this year's version of a franchise (OOTP 17), so I decide to get Stellaris while the GMG sale was on (thanks Pyperkub!!). Downloading now.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by jztemple2 »

I picked up the game this afternoon and I've put in a couple of hours. I'm enjoying so far. It is different from GalCiv3, which is a good thing so that I'm getting a new experience, but I am a bit at sea with some of the concepts. I have looked through the thread but maybe I've missed the answers, so here goes...

1. The game has options to autosave to the cloud and also, as a separate option, to also send a regular save to the cloud. Any reason NOT to do both of these?

2. I'm running out of influence fast, as I see that frontier outposts will be a negative factor on the balance. Is there anything I can do in the early game to get influence faster?
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

jztemple2 wrote:I picked up the game this afternoon and I've put in a couple of hours. I'm enjoying so far. It is different from GalCiv3, which is a good thing so that I'm getting a new experience, but I am a bit at sea with some of the concepts. I have looked through the thread but maybe I've missed the answers, so here goes...

1. The game has options to autosave to the cloud and also, as a separate option, to also send a regular save to the cloud. Any reason NOT to do both of these?

2. I'm running out of influence fast, as I see that frontier outposts will be a negative factor on the balance. Is there anything I can do in the early game to get influence faster?
I save to the cloud because I play Iron man and that is required for reasons I don't understand. Saving to the could causes my game hang every 30 days for about three seconds. No biggee. Playing iron man I don't have regular saves so I have no idea how they work.

As far as I know you get influence from:

1) your base
2) discovering other races and researching them before they research you.
3) declaring rivals (which make the hate you more permanently). Declaring rivalries influence seems to be based on proximity and power and then is amplified by being a rival with xenophobe.
4) some biologic technologies.
5) one of the leader bonuses
6) some objectives
7) being the protectorate of other races. (usually accomplished through war objectives)
8) Uplifting another species (This has always taken me to 1000 influence. But I've been pretty high in influence every time I've done this, so I don't know how much it actually boosts you)


In version 1.2 influence is huge. I've been walking a tightrope all evening.


I'd not get too many outposts if you can avoid them. They really need to be a strong strategic decision. Early game, the easiest way to stack influence is to explore and discover and research races before they discover you.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by jztemple2 »

Thanks for the info. I'm finding I really need to look after Influence spending, that's what got me in trouble early on.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by baelthazar »

LordMortis wrote:
baelthazar wrote:You do not have to be collectivist to purge, you have to set the policy to "allowed." If you are pacifistic or individualist, then you can't set the policy to allowed (for your own pops). If you are xenophobic, you can set the policy to "Xenos Only" (and possibly to your own depending on if you are collectivist or not). At least, I think this is how it all works. Not sure what you can set it if you did not pick collectivist or individualist.
There wasn't an option at all in 1.1 with militarist xenophobe. I went to 1.2 beta and I had already changed over to collectivist, militarist, materialist.

Also the change in range in 1.2 makes early exploration hugely dangerous. I wonder how the AI empires handle that. I've already lost my initial 3 ships to discovering hostile aliens. We'll see what happened when presumably "space pirates" triggers.
I can confirm that militarist xenophobes to have "xenos only" for purging but NO purge (can't purge their own pops).
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Max Peck »

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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

baelthazar wrote:
LordMortis wrote:
baelthazar wrote:You do not have to be collectivist to purge, you have to set the policy to "allowed." If you are pacifistic or individualist, then you can't set the policy to allowed (for your own pops). If you are xenophobic, you can set the policy to "Xenos Only" (and possibly to your own depending on if you are collectivist or not). At least, I think this is how it all works. Not sure what you can set it if you did not pick collectivist or individualist.
There wasn't an option at all in 1.1 with militarist xenophobe. I went to 1.2 beta and I had already changed over to collectivist, militarist, materialist.

Also the change in range in 1.2 makes early exploration hugely dangerous. I wonder how the AI empires handle that. I've already lost my initial 3 ships to discovering hostile aliens. We'll see what happened when presumably "space pirates" triggers.
I can confirm that militarist xenophobes to have "xenos only" for purging but NO purge (can't purge their own pops).
That's what I thought. Didn't work for me and now I'm 40 years (meaning an entire weekend afternoon and evening) into my game, so it's too late.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Lee »

You don't have to save to the cloud in ironman, LordMortis. IIRC, there is something odd in that it has to be enabled in Steam, but you don't have to actually save there. In game just set auto save to cloud to off.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Max Peck »

LordMortis wrote:
baelthazar wrote:I can confirm that militarist xenophobes to have "xenos only" for purging but NO purge (can't purge their own pops).
That's what I thought. Didn't work for me and now I'm 40 years (meaning an entire weekend afternoon and evening) into my game, so it's too late.
If you want to purge indiscriminantly, you need to emrace your inner Space Stalin and go with the collectivist ethos.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

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Lee wrote:You don't have to save to the cloud in ironman, LordMortis. IIRC, there is something odd in that it has to be enabled in Steam, but you don't have to actually save there. In game just set auto save to cloud to off.

It's not a big deal for me.
Max Peck wrote:If you want to purge indiscriminantly, you need to emrace your inner Space Stalin and go with the collectivist ethos.
That's what I've done. In my current game I'm collectivist, militarist, materialist. I haven't gone to war yet but when I do, I will bomb the hell out the planets and then learn how to transplant my loyal citizens. when the native population protest, I will learn how to purge them.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Zarathud »

You can purge planets clean of the xenos, then come back with a colony ship to repopulate.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by hepcat »

Hmmm...maybe it's time for me to come back after this last patch.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

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hepcat wrote:Hmmm...maybe it's time for me to come back after this last patch.
They cleaned the UI up huge (though still not enough from my desire to be spoiled) in 1.1

1.2 seems to be a lot of game changes to make the game feel better, so far.

The wiki is still invaluable even if it's outdated. It at least makes you aware of game mechanics so you can tool around to figure out accurate game mechanics based on the improved (but still needs to better) UI.

It's a testament to this game (and my likes, I guess), how much effort I'm willing to put in to find out what other people have published to help me understand the game. My patience for such things tends to be pretty low in my old age.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by hepcat »

I was honestly very surprised at the learning curve on this one in comparison to every other Paradox game. Things just...made sense.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Lassr »

LordMortis wrote:
hepcat wrote:Hmmm...maybe it's time for me to come back after this last patch.
They cleaned the UI up huge (though still not enough from my desire to be spoiled) in 1.1

1.2 seems to be a lot of game changes to make the game feel better, so far.

The wiki is still invaluable even if it's outdated. It at least makes you aware of game mechanics so you can tool around to figure out accurate game mechanics based on the improved (but still needs to better) UI.

It's a testament to this game (and my likes, I guess), how much effort I'm willing to put in to find out what other people have published to help me understand the game. My patience for such things tends to be pretty low in my old age.
I don't know what 1.2 did, but the game I have been playing for weeks may have to be abandoned. I was able to control 12 planets and with this patch it dropped to 5. Now I am way over the limit and taking a massive energy maintenance hit. I went from having a 300+ monthly energy build up to -50. I have maxed out my energy production.

I may have to create a new sector but I want to know why did it drastically drop the number of planet I could control? So what do you do once you've reached your limit of number of sectors you can set up?

The other think I do not get is the only victory condition is still domination or controlling 40% of the planets. With each patch it gets more and more impossible to do that so it really is just a sandbox now so why even have the victory conditions if you can never reach them.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Lassr »

So I set up a new sector and got my energy back up to +125 but my new sector is in the negative in maintenance, it seems almost all my mines stopped producing. There is an abundance of mineral, energy and research in this new sector but most of them are now colored yellow instead of green and I have no idea why.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Max Peck »

Lassr wrote:I don't know what 1.2 did, but the game I have been playing for weeks may have to be abandoned. I was able to control 12 planets and with this patch it dropped to 5. Now I am way over the limit and taking a massive energy maintenance hit. I went from having a 300+ monthly energy build up to -50. I have maxed out my energy production.
I'm in the same boat. From what I can see on the forums, it appears that they stripped out almost all of the late-game techs that increased core capacity and we now have a baseline core system capacity that is more difficult to increase unless you choose the peaceful ethos and corresponding government types (because of balance reasons or something). I guess the vanilla solution will be to assign excess core systems to a sector to get back down below the new limit. It's annoying as all get out, but might be workable.

I'm betting there will be a mod or three that mitigate the new core capacity constraints.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

Lassr wrote:
LordMortis wrote:
hepcat wrote:Hmmm...maybe it's time for me to come back after this last patch.
They cleaned the UI up huge (though still not enough from my desire to be spoiled) in 1.1

1.2 seems to be a lot of game changes to make the game feel better, so far.

The wiki is still invaluable even if it's outdated. It at least makes you aware of game mechanics so you can tool around to figure out accurate game mechanics based on the improved (but still needs to better) UI.

It's a testament to this game (and my likes, I guess), how much effort I'm willing to put in to find out what other people have published to help me understand the game. My patience for such things tends to be pretty low in my old age.
I don't know what 1.2 did, but the game I have been playing for weeks may have to be abandoned. I was able to control 12 planets and with this patch it dropped to 5. Now I am way over the limit and taking a massive energy maintenance hit. I went from having a 300+ monthly energy build up to -50. I have maxed out my energy production.

I may have to create a new sector but I want to know why did it drastically drop the number of planet I could control? So what do you do once you've reached your limit of number of sectors you can set up?

The other think I do not get is the only victory condition is still domination or controlling 40% of the planets. With each patch it gets more and more impossible to do that so it really is just a sandbox now so why even have the victory conditions if you can never reach them.
That might explain why I've been waiting so long for a +1 Core World technology and not seeing one. Maybe that technology disappeared and they neglected to say something.

Max Peck wrote:
Lassr wrote:I don't know what 1.2 did, but the game I have been playing for weeks may have to be abandoned. I was able to control 12 planets and with this patch it dropped to 5. Now I am way over the limit and taking a massive energy maintenance hit. I went from having a 300+ monthly energy build up to -50. I have maxed out my energy production.
I'm in the same boat. From what I can see on the forums, it appears that they stripped out almost all of the late-game techs that increased core capacity and we now have a baseline core system capacity that is more difficult to increase unless you choose the peaceful ethos and corresponding government types (because of balance reasons or something). I guess the vanilla solution will be to assign excess core systems to a sector to get back down below the new limit. It's annoying as all get out, but might be workable.

I'm betting there will be a mod or three that mitigate the new core capacity constraints.

And there you go. Well, that sucks for my current plan. I may need to restart again, Ah well, at least I don't hate the experience of restarting.

Edit:

No mention of it in patch notes. That's annoying
Technology

Databank Uplinks base cost reduced from 900 to 240
Improved Databank Uplinks base cost reduced from 1800 to 900
Specialized Combat Computers base cost reduced from 480 to 360
Extended Combat Algorithms base cost reduced from 1500 to 1200
AI-Controlled Colony Ships base cost reduced from 1200 to 900
Self-Aware Colony Ships base cost reduced from 1800 to 1500
Self-aware Logic base cost reduced from 1200 to 900
Also no mention of it in fixes or balance sections.

http://www.stellariswiki.com/Patch_1.2#Technology

Edit, research on various sites suggests core worlds has changed to core systems and you have to choose governments that allow you more core systems. One government type give as much as +10 core systems.

That really does change everything from the style of game I had been gravitating toward. So when is the next major patch? Will I have time to play "a full game" before then? Much less one of several different approaches to the game.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

Ok Ok Ok I got it. First the gunpowder
So now with the reworked core planets and new techs and new influence rules I restart with the plan to grow very slowly, taking in all of the researching I can with a small empire early. S

So my new start has a total of 17 mineral in striking range, which includes converting food and energy shared with minerals redeveloped into mineral mines.

I'm hunting habital 25 pop worlds within striking range and I hit. It has pre-sentient (I hate that word. Sapient! Pre-Sapient! Damn you Leonard Nemoy!) race. I figure I'd share. I don't have uplift but I'll get it eventually. Well, I colonize the world and the existing race take up 90% of the food and therefore 90% of the growth. So I'm getting all of the 2nd world research penalties and none of the growth benefits. No resources. No expanding zones of control.

None of my surrounding races are Xenophobes so I've not hit any rivalry buttons yet. My influence is atrocious.

Too much fun.

....

Also back to JZ, you probably know this by now but I discovered in 1.2 you can declare what seem like wars of prestige where you goal is simply to gain influence. That's got to be easy but not so good on your ultimate reputation and you can (could in 1.1?) only declare a war against an empire after 10 years of peace with that same empire.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Lassr »

time for me to move on to another game.

I really like this game but it still needs tweaking. I have reached a point in the game where I can do nothing. I'm not even close to any victory condition and my Federation refuses to declare war on anyone. All those glorious massive fleets just sitting there.

So all I can do it set the timer to fastest and watch, there is nothing to do. So I have decided to call the game finished.

I could leave the federation and go out on my own again but then all that I have accomplished would be for naught.
The only reason people get lost in thought is because it's unfamiliar territory.

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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by LordMortis »

Lassr wrote:time for me to move on to another game.

I really like this game but it still needs tweaking. I have reached a point in the game where I can do nothing. I'm not even close to any victory condition and my Federation refuses to declare war on anyone. All those glorious massive fleets just sitting there.

So all I can do it set the timer to fastest and watch, there is nothing to do. So I have decided to call the game finished.

I could leave the federation and go out on my own again but then all that I have accomplished would be for naught.
That's why I will eventually have 3 games running again.

A federation game.
A purge everyone in my way game.
A conquor and integrate game.

All of the restarts haven't been wholly unpleasant because the start of the game is where a lot of the enjoyment is. Mapping out a plan. Discovering the galaxy. Making meaningful micro-managerment decisions for key building.

I do agree that there seems to be a stalemate point in most games that I've made it to the 200ish year mark but then a dynamic or understanding changes and start over. So we'll see. The game still has hooks in me. I put it down for a couple of weeks and then I found myself wanting to put off chores and not watching TV and the next thing I know I'm sucked right back in.
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Lassr »

Enlarge Image

Made it 556 years.
I am the Bluejays Star Cartel (nothing to do with Toronto BB team)

Had my fleet deployed for war then the feds rejected me and all other wars I tried to declare.

Kirillian Commonwealth was my only real competition
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Nightwish »

So when is the next major patch? Will I have time to play "a full game" before then? Much less one of several different approaches to the game.
I'd say so, the whole of Paradox is going on vacation in July, and those last a while in Europe.
OTOH, you can always switch to an earlier version or mod whatever you don't like.
me in OO -> just reading, but sometimes I do speak my mind
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Max Peck
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by Max Peck »

Nightwish wrote:OTOH, you can always switch to an earlier version
That's a good point. I had forgotten that PDS uses the Steam beta feature to allow you to roll back to previous versions of their games.
"What? What? What?" -- The 14th Doctor

It's not enough to be a good player... you also have to play well. -- Siegbert Tarrasch
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jztemple2
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Re: Stellaris: New Paradox Sci Fi Grand Strategy

Post by jztemple2 »

I started a new game with the new update. Now I'm seriously minerals critical... everything needs minerals! :roll:

I wish for two things. One, I could queue ships builds even if I don't have enough resources to start building, so I don't have to remember to watch the top bar and go to the spaceport when I have enough stuff to start. And two, I'd like to have some way to overlay a hex grid on the map and make it 2D. I really don't care about the simulated 3D, I care more about knowing if a system right at the border is inside or outside.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
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