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Stellaris: New Paradox Sci Fi Grand Strategy
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- Isgrimnur
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
$12 for the Humble Paradox Bundle gets you the base game.
It's almost as if people are the problem.
- Sepiche
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Stellaris 2.0 update and Apocalypse expansion should be out at 7:00 am CST tomorrow.
Patch notes:
https://forum.paradoxplaza.com/forum/in ... s.1069794/
Patch notes:
https://forum.paradoxplaza.com/forum/in ... s.1069794/
Spoiler:
Last edited by Sepiche on Thu Feb 22, 2018 11:20 am, edited 1 time in total.
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Wrong end of the world. It’s Apocalypse
- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I have to say that so far I like the big 2.0 changes to the game. The beginning now plays very differently. They also redid the tutorial which helps a lot. The changes are pretty massive so I'd recommend turning it on for a while.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- LordMortis
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- Sepiche
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Yeah, I played about 50 years on a solo game, and about 20 years on a game with a couple of friends, and we all really enjoyed the changes so far. We did see a few minor bugs here and there, but all pretty minor display stuff and nothing game breaking.
The new way of taking over systems with starbases (and the starbase changes in general) take a little getting used to, but I think it makes for a far more interesting early game as there's some really tough decisions about when to expand, when to build up your fleet, etc. In my solo game I was able to kneecap a potential rival early on by claiming systems to keep him blocked into a corner. Also makes playing cooperatively a little easier since you can control where your borders go much more easily.
I haven't really gotten into a major shooting war with the new patch yet, but the smaller engagements I've seen have been interesting. First, ships move far faster, so less having to endure a withering barrage of fire to get in close. The new disengagement system is great too... basically if a ship of yours is about to take a killing blow, it has a good chance to disengage which means it drops out of the battle, but will automatically rejoin your fleet afterward. As a result, I could send my fleets into close battles where usually I would avoid them because I'd have to rebuild half my fleet. Now I take damage in those fights, but it's fairly rare to lose a ship unless you're really outgunned or suffering modifiers to disengagement.
The follow on to that is, in a longer war where you are outnumbered, you can actually keep throwing your fleet at the invaders as you'll take some damage and lose a few ships in battle, but you'll be able to repair and come back at them much more cheaply.
- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I've been expanding pretty peacefully in my 2.0 game but I've run into a bit of a problem.
I'm sandwiched between these two hostile races. I'd been working on cutting off the one to my north when I suddenly ran into the one to my south. A bunch of fanatical purifier parrots of all things. They immediately have a purifier Casus Belli against me and I have a containment one against them. I guess I'm going to have to switch to a defense footing now. Fortunately, it appears that War Exhaustion is kind of messed up at the moment so that may work on my side if he attacks. Ospranian Death Bringers do your worst.
I'm sandwiched between these two hostile races. I'd been working on cutting off the one to my north when I suddenly ran into the one to my south. A bunch of fanatical purifier parrots of all things. They immediately have a purifier Casus Belli against me and I have a containment one against them. I guess I'm going to have to switch to a defense footing now. Fortunately, it appears that War Exhaustion is kind of messed up at the moment so that may work on my side if he attacks. Ospranian Death Bringers do your worst.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I had a cool AI moment where the AI actually took advantage of my oversight.
I had my southern border heavily fortified against my rival. They declared war. I snickered. They came across the eastern, unguarded border. I'd assumed it was safe since no one claimed any systems within 3-4 jumps of mine. Oops. It led to a fun little war. They defeated my 1st Fleet. 2nd Fleet arrived in time to defeat their fleet pushed them back to the original unguarded system. 2nd fleet engaged a larger, new enemy fleet. Held on just long enough for 1st Fleet to partially repair and tossed them back into action. The two hurt fleets managed to drive them out of my systems.
It was just neat to see the AI exploit a mistake. Even if my ultimately shorter repair lines won the day.
The bad part and I hope they fix this, was war weariness. Despite winning 4 out of six naval engagements, throwing partially repaired ships ultimately cost me more ships, which caused a huge jump in my weariness. I was able to grab just enough of their territory to force a white peace. I'm uncertain what happens after 100% war weariness, but if it is a forced surrender that would have been bad. On reddit I saw the formula for naval weariness was something about lost ships as a percentage of your total naval cap. This leads to every lost ship being a horrific loss in he weariness column. Though maybe not if you have a higher cap.
I had my southern border heavily fortified against my rival. They declared war. I snickered. They came across the eastern, unguarded border. I'd assumed it was safe since no one claimed any systems within 3-4 jumps of mine. Oops. It led to a fun little war. They defeated my 1st Fleet. 2nd Fleet arrived in time to defeat their fleet pushed them back to the original unguarded system. 2nd fleet engaged a larger, new enemy fleet. Held on just long enough for 1st Fleet to partially repair and tossed them back into action. The two hurt fleets managed to drive them out of my systems.
It was just neat to see the AI exploit a mistake. Even if my ultimately shorter repair lines won the day.
The bad part and I hope they fix this, was war weariness. Despite winning 4 out of six naval engagements, throwing partially repaired ships ultimately cost me more ships, which caused a huge jump in my weariness. I was able to grab just enough of their territory to force a white peace. I'm uncertain what happens after 100% war weariness, but if it is a forced surrender that would have been bad. On reddit I saw the formula for naval weariness was something about lost ships as a percentage of your total naval cap. This leads to every lost ship being a horrific loss in he weariness column. Though maybe not if you have a higher cap.
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Just triggered the new Horde event. The new Khan is...the marauders right on my border. Damn it.
So I evaluated the situation and surrendered without a shot fired. Now to wait for him to spread out his fleet so I can stab him in the back!
I am enjoying the new expansion a lot.
So I evaluated the situation and surrendered without a shot fired. Now to wait for him to spread out his fleet so I can stab him in the back!
I am enjoying the new expansion a lot.
- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I've read in several places that you can turn the marauders off in the settings somewhere but I sure can't find it.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- jztemple2
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I got this game back in June of 2016 but gave up after a couple of dozen hours because I kept feeling that I needed to wait until a more "complete" version was available via the updates. Are we there yet, or am I going to see a notice to the effect that "the real changes you have been waiting for will be out in the next huge update, code named Flying Dutchman, scheduled for sometime in the future!".
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Holman
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Yeah, that's Paradox.jztemple2 wrote: ↑Sun Feb 25, 2018 6:14 pm I got this game back in June of 2016 but gave up after a couple of dozen hours because I kept feeling that I needed to wait until a more "complete" version was available via the updates. Are we there yet, or am I going to see a notice to the effect that "the real changes you have been waiting for will be out in the next huge update, code named Flying Dutchman, scheduled for sometime in the future!".
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
You just have to decide if the game as it exists is one you'd like to play. Pining for patches (especially with these games) is a fool's errand.
Much prefer my Nazis Nuremberged.
-
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Nice job!Fitzy wrote: ↑Sun Feb 25, 2018 1:01 pm I had a cool AI moment where the AI actually took advantage of my oversight.
I had my southern border heavily fortified against my rival. They declared war. I snickered. They came across the eastern, unguarded border. I'd assumed it was safe since no one claimed any systems within 3-4 jumps of mine. Oops. It led to a fun little war. They defeated my 1st Fleet. 2nd Fleet arrived in time to defeat their fleet pushed them back to the original unguarded system. 2nd fleet engaged a larger, new enemy fleet. Held on just long enough for 1st Fleet to partially repair and tossed them back into action. The two hurt fleets managed to drive them out of my systems.
It was just neat to see the AI exploit a mistake. Even if my ultimately shorter repair lines won the day.
The bad part and I hope they fix this, was war weariness. Despite winning 4 out of six naval engagements, throwing partially repaired ships ultimately cost me more ships, which caused a huge jump in my weariness. I was able to grab just enough of their territory to force a white peace. I'm uncertain what happens after 100% war weariness, but if it is a forced surrender that would have been bad. On reddit I saw the formula for naval weariness was something about lost ships as a percentage of your total naval cap. This leads to every lost ship being a horrific loss in he weariness column. Though maybe not if you have a higher cap.
That was weariness thing actually sounds quite reasonable. Losing ships bad. You sent in wounded ships because you had to, and they were more easily destroyed. Sounds reasonable. Does the game take into account things like you were the victim here, or certain races have less was weariness, or even varying response to was weariness based on political parties?
Sims 3 and signature unclear.
- Isgrimnur
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Right about the time they announce the sequel.Holman wrote:Yeah, that's Paradox.jztemple2 wrote: ↑Sun Feb 25, 2018 6:14 pm I got this game back in June of 2016 but gave up after a couple of dozen hours because I kept feeling that I needed to wait until a more "complete" version was available via the updates. Are we there yet, or am I going to see a notice to the effect that "the real changes you have been waiting for will be out in the next huge update, code named Flying Dutchman, scheduled for sometime in the future!".
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
You just have to decide if the game as it exists is one you'd like to play. Pining for patches (especially with these games) is a fool's errand.
It's almost as if people are the problem.
- Sepiche
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
When you start a new game, there's a slider that controls the number of marauder factions. Just slide it all the way to the left and that's "off".
I was prepared for issues with the war weariness system after reading online, but after a half dozen wars, it seems to be working like I would expect. Both sides slowly gain weariness, and losing ships and planets increases it faster.
I'm sure it will need a little tweaking to handle edge cases I may not have seen myself, but it seems like a lot of the complainers just don't understand its intent and think it's supposed to be the same as the old war score mechanic.
In a coop game I've been playing I had a system bordering on marauders, so I built this brand new battle station next to a pulsar there, equipped with weapons to take advantage of the pulsars anti-shield effects, and then they promptly stopped invading me and started attacking my neighbors.
Nice looking station though.
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I agree that losing ships is bad and should contribute to weariness. I just think at the moment it's overly tuned. It appears that losing a couple ships causes more weariness than losing a system or planet. My loss weariness was 60% and I think I lost maybe 10% of the fleet, if that, plus 2 battles, while I won 4 battles. I think each ship should contribute, just not 5-10% per loss. Plus I won the battle, that should have mitigated the loss of ships somewhat. Like the Battle of Midway. The US lost the Yorktown and some smaller ships, but I suspect the brilliant victory contributed more to the positive ongoing of the war than the loss of the ships detracted from it. The next few patches will probably smooth things out.Freyland wrote: ↑Sun Feb 25, 2018 6:34 pm
Nice job!
That was weariness thing actually sounds quite reasonable. Losing ships bad. You sent in wounded ships because you had to, and they were more easily destroyed. Sounds reasonable. Does the game take into account things like you were the victim here, or certain races have less was weariness, or even varying response to was weariness based on political parties?
I don't fully understand the war weariness system. I don't believe it matters who was attacked. It's possible, even likely, that militant societies trigger less, but I can't say for sure. I haven't seen anything to indicate different races respond differently. It would be hard, given empires like mine which started human and now humans are the largest population, but below the majority. Society, government and politics should play a part though! Sorry, the system is rather opaque to me at the moment. I haven't fought another major war, so I nothing new.
As near as I can tell it's losses from battle, lost ships, lost troops, time, occupation of a system and occupation of a planet. With lost ships causing a huge ass jump.
It's there. The game is slow to start and there are lulls if you play passively, but those are the biggest negatives I've found. The Horde helps the lulls, though in my case I sort of bypassed them. A few bugs and balance issues too. Yet it's fun. Massively more than before and I was enjoying it ~6 months ago.jztemple2 wrote: ↑Sun Feb 25, 2018 6:14 pm I got this game back in June of 2016 but gave up after a couple of dozen hours because I kept feeling that I needed to wait until a more "complete" version was available via the updates. Are we there yet, or am I going to see a notice to the effect that "the real changes you have been waiting for will be out in the next huge update, code named Flying Dutchman, scheduled for sometime in the future!".
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
My current empire is well secured. I'm coming up on the beginning of time for possible end game events, so we'll see how that goes. I think if I can get my Dyson Vacuum Cleaner Sphere up before any major end game events, I'll be set.
- jztemple2
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Thanks to you and the others that posted . I've decided to give it another try and since I saw someone mention that the tutorials have been updated I'll make sure I use them.Fitzy wrote: ↑Sun Feb 25, 2018 9:07 pmIt's there. The game is slow to start and there are lulls if you play passively, but those are the biggest negatives I've found. The Horde helps the lulls, though in my case I sort of bypassed them. A few bugs and balance issues too. Yet it's fun. Massively more than before and I was enjoying it ~6 months ago.jztemple2 wrote: ↑Sun Feb 25, 2018 6:14 pm I got this game back in June of 2016 but gave up after a couple of dozen hours because I kept feeling that I needed to wait until a more "complete" version was available via the updates. Are we there yet, or am I going to see a notice to the effect that "the real changes you have been waiting for will be out in the next huge update, code named Flying Dutchman, scheduled for sometime in the future!".
OK, maybe I'm a bit grumpy, I've been fighting a bad cold for a week
And, sadly, I'll have to wear my reading glasses. I've had to wear them for reading for about three years, but this is the first time I'm finding I need them for a game. Getting old sucks, but the alternative is probably worse .
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Lassr
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I'm back giving it another go. Just a few hours into a new game now. So my fleet of 15 corvettes ran into some crystals on my way to take on some pirates and it would appear that your fleet is no longer destroyed, they were getting hammered badly and I could not retreat but then the next thing I know my fleet is intact back home minus a few ships and my admiral was waiting to be assigned again.
I need to read the new rules and see what triggered that, anyone here want to fill me in?
I need to read the new rules and see what triggered that, anyone here want to fill me in?
The only reason people get lost in thought is because it's unfamiliar territory.
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- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
From what I've read, the calculation uses Naval Capacity and not Fleet Capacity to calculate War Exhaustion. Therefore, if your fleet cap is 200 but your naval cap is only 20 ships and you lose just one of them, you get a lot of war exhaustion. So, I guess the way to go is increase Naval Capacity at every opportunity.
Yeah, I don't have that slider. I found out that the marauders are only in the Apocalypse DLC so that's why. I only have Utopia.
I noticed an (experimental) UI scaling setting in the settings (default setting is 1.0). Have you played with that to see if it helps any?
I ran into the crystals in my current game. I saw they had a strength of 1K so I waited and sent a fleet with 1.2K strength against them. I was losing ships damn fast and then suddenly it was over and I won. I was like wtf? Then I checked the battle report and saw that there had been only ONE crystal, not a bunch. I had just assumed it was a bunch because of his 1K fleet strength. So, he was full strength until he wasn't. Maybe that's what happened to you as well. It sounds like the ship your admiral was on got destroyed.Lassr wrote: ↑Mon Feb 26, 2018 9:42 am So my fleet of 15 corvettes ran into some crystals on my way to take on some pirates and it would appear that your fleet is no longer destroyed, they were getting hammered badly and I could not retreat but then the next thing I know my fleet is intact back home minus a few ships and my admiral was waiting to be assigned again.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Rather than blowing up, each ship individually has the opportunity to escape the battle after suffering a certain percentage of damage. If they succeed, they will still be listed in the fleet, but not be contributing to the fight.Lassr wrote: ↑Mon Feb 26, 2018 9:42 am I'm back giving it another go. Just a few hours into a new game now. So my fleet of 15 corvettes ran into some crystals on my way to take on some pirates and it would appear that your fleet is no longer destroyed, they were getting hammered badly and I could not retreat but then the next thing I know my fleet is intact back home minus a few ships and my admiral was waiting to be assigned again.
I need to read the new rules and see what triggered that, anyone here want to fill me in?
Once the battle is over, either victory or loss, the escaped ships rejoin the fleet. If you lose, the escaped ships are in emergency hyperspace, just like a retreat and will reappear after time passes at their homebase. If your admiral's ship was one of the escaped ships he or she is removed from the fleet entirely and you have to reassign them afterward. This might be a bug.
The Stellaris Reddit has a good summary of the changes and links to the developer diaries that talk about them. Scroll down for the summary, I thought it was just a list of links at first.Introducing Ship Disengagement where ships can now flee battle with ships below 50% health will have a chance to disengage from battle, depending primarily on the amount of damage inflicted, and secondarily on the ship class.
- Lassr
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
this sounds like what happened which would be a great change.Fitzy wrote: ↑Mon Feb 26, 2018 10:27 amRather than blowing up, each ship individually has the opportunity to escape the battle after suffering a certain percentage of damage. If they succeed, they will still be listed in the fleet, but not be contributing to the fight.Lassr wrote: ↑Mon Feb 26, 2018 9:42 am I'm back giving it another go. Just a few hours into a new game now. So my fleet of 15 corvettes ran into some crystals on my way to take on some pirates and it would appear that your fleet is no longer destroyed, they were getting hammered badly and I could not retreat but then the next thing I know my fleet is intact back home minus a few ships and my admiral was waiting to be assigned again.
I need to read the new rules and see what triggered that, anyone here want to fill me in?
Once the battle is over, either victory or loss, the escaped ships rejoin the fleet. If you lose, the escaped ships are in emergency hyperspace, just like a retreat and will reappear after time passes at their homebase. If your admiral's ship was one of the escaped ships he or she is removed from the fleet entirely and you have to reassign them afterward. This might be a bug.
The Stellaris Reddit has a good summary of the changes and links to the developer diaries that talk about them. Scroll down for the summary, I thought it was just a list of links at first.Introducing Ship Disengagement where ships can now flee battle with ships below 50% health will have a chance to disengage from battle, depending primarily on the amount of damage inflicted, and secondarily on the ship class.
The only reason people get lost in thought is because it's unfamiliar territory.
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- Unagi
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I think that may make sense. If we hear about our warriors (ships) being killed in a distant battle, we grow tired of that waste and want the war to end. If we lose planets/civilians, that almost renews the need for the war a little?
- Fitzy
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I guess I never thought of it that way. Thanks
- Sepiche
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Yeah, that was the disengagement mechanic. One of the best changes in the new patch.
Overall one of the side effects of the new system of claiming systems with starbases instead of planets I'm really enjoying, is that you can have an expansive empire without having a ton of planets. Before, because of the influence drain of frontier outposts, you could only claim so many systems before you needed to use planets to claim new systems, but the new mechanic removes planets from the equation completely and it's now all just a flat influence cost instead of a steady drain.
That's not to say planets aren't useful... they are a much denser source of resources than systems without them, but just because you don't start with many habitable planets near you doesn't mean you're screwed now.
- jztemple2
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Good news, I'm playing without my reading glasses, apparently that problem was caused by me being ill and such.
Question, how do I merge fleets? I have a five corvette fleet and while it was away I built another, but I can't figure out how the heck for them to join. My naval capacity is 20 so I'm assuming that this isn't the issue, right? Never mind, I figured it out. Weird how it's one of the few drag and drops I've seen.
Is there (dare I hope) some kind of in-game project queuing system? Right now I'm minerals limited; I'm wanting to expand my fleet, build new mining bases, build a new starbase and who knows what else, and I keep forgetting to check my minerals inventory so I can trigger a build start as soon as I have the needed minerals. It would be great if I could click and assign a project to a super-build queue. The queue would greenlight each project in the order I assign as soon as the needed materials were available, then sit and wait for the level to rise again for what is needed for the next project.
Failing that, I'd love some kind of in-game alarm that I could set when any particular item (like minerals) reached a certain, assignable value. That way when I was waiting for, say, enough minerals to accrue for a colony ship I can concentrate on other things without having to keep checking the top of the screen.
Question, how do I merge fleets? I have a five corvette fleet and while it was away I built another, but I can't figure out how the heck for them to join. My naval capacity is 20 so I'm assuming that this isn't the issue, right? Never mind, I figured it out. Weird how it's one of the few drag and drops I've seen.
Is there (dare I hope) some kind of in-game project queuing system? Right now I'm minerals limited; I'm wanting to expand my fleet, build new mining bases, build a new starbase and who knows what else, and I keep forgetting to check my minerals inventory so I can trigger a build start as soon as I have the needed minerals. It would be great if I could click and assign a project to a super-build queue. The queue would greenlight each project in the order I assign as soon as the needed materials were available, then sit and wait for the level to rise again for what is needed for the next project.
Failing that, I'd love some kind of in-game alarm that I could set when any particular item (like minerals) reached a certain, assignable value. That way when I was waiting for, say, enough minerals to accrue for a colony ship I can concentrate on other things without having to keep checking the top of the screen.
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- jztemple2
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
As I mentioned, I haven't played in many a month, so in my current game I'm coming across things that seem rather surprising. I'm tasked with building four mining stations to help the president. The nearest open location is a couple of systems away. So I sent a construction ship, which had to build a starbase so I would be allowed to build mining stations. And now I'm finding the mining stations at this location cost 450 minerals, which is more than twice what I paid for the last one. The wiki tells me they should be 90 each, which I guess is out of date info. Is it supposed to be this tough to get those mining bases built?
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Moat_Man
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I believe that's a display bug that's been reported. Something about constructors showing the cost for one mining base inside a system like you are in the galaxy map and right click on the system. It shows the cost to build them all (5x90=450). They are still only 90 minerals each.jztemple2 wrote: ↑Tue Feb 27, 2018 12:02 am As I mentioned, I haven't played in many a month, so in my current game I'm coming across things that seem rather surprising. I'm tasked with building four mining stations to help the president. The nearest open location is a couple of systems away. So I sent a construction ship, which had to build a starbase so I would be allowed to build mining stations. And now I'm finding the mining stations at this location cost 450 minerals, which is more than twice what I paid for the last one. The wiki tells me they should be 90 each, which I guess is out of date info. Is it supposed to be this tough to get those mining bases built?
Edit: Found the thread on the Stellaris forums
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- jztemple2
- Posts: 11684
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Yup, that was it, thanks!Moat_Man wrote: ↑Tue Feb 27, 2018 12:38 am I believe that's a display bug that's been reported. Something about constructors showing the cost for one mining base inside a system like you are in the galaxy map and right click on the system. It shows the cost to build them all (5x90=450). They are still only 90 minerals each.
Edit: Found the thread on the Stellaris forums
My father said that anything is interesting if you bother to read about it - Michael C. Harrold
- Sepiche
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- Joined: Mon Feb 21, 2005 12:00 pm
- Location: Olathe, KS
Re: Stellaris: New Paradox Sci Fi Grand Strategy
That's not a bug... it's a way to build all the stations for a system in one go. To build them individually, just zoom into the system and select the specific station you want to build.Moat_Man wrote: ↑Tue Feb 27, 2018 12:38 am I believe that's a display bug that's been reported. Something about constructors showing the cost for one mining base inside a system like you are in the galaxy map and right click on the system. It shows the cost to build them all (5x90=450). They are still only 90 minerals each.
- Moat_Man
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
/defensive mode enabledSepiche wrote: ↑Tue Feb 27, 2018 11:28 amThat's not a bug... it's a way to build all the stations for a system in one go. To build them individually, just zoom into the system and select the specific station you want to build.Moat_Man wrote: ↑Tue Feb 27, 2018 12:38 am I believe that's a display bug that's been reported. Something about constructors showing the cost for one mining base inside a system like you are in the galaxy map and right click on the system. It shows the cost to build them all (5x90=450). They are still only 90 minerals each.
I've never seen the bug because I don't use the command cards to issue commands. jztemple2's description just twigged a memory of something I'd read so I dug it up and posted. Even if it's not a bug it's certainly displaying ambiguous information that more that one person is misinterpreting.
It could be that if you don't have a potential mining station selected the command card shows the cost for building all the stations. If you select a mining base, then go to the command card it shows the cost just for one. Dunno.
/defensive mode disabled
Anyway, glad the link helped you jztemple2.
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- Sepiche
- Posts: 8112
- Joined: Mon Feb 21, 2005 12:00 pm
- Location: Olathe, KS
Re: Stellaris: New Paradox Sci Fi Grand Strategy
I might have just misunderstood... it sounded like you guys were talking about the menu that comes up when you have a constructor selected on the galaxy map and right click on a system. That shows the combined cost of building all the stations in a system. If there's a display bug there it's possible I just haven't noticed it yet though.
- abr
- Posts: 747
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Seems it was a display bug after all.2.0.1 patch notes wrote:Fixed misleading costs displayed for building mining/research stations
- ColdSteel
- Posts: 3029
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I'm not sure where the display bug is at but if you right click on a system with your constructor highlighted, it will give you the option to build either all mine or research stations in that system and the total cost for building them all in one go. As others have said, to build them individually you have to zoom into the system and select what you want to build one at a time. They do cost 90 each to build.
I just found my first ruined ringworld. I'd love to repair it but alas it's halfway across the galaxy from my closest sector. It would cost 1000 influence just to build a starbase there.
I just found my first ruined ringworld. I'd love to repair it but alas it's halfway across the galaxy from my closest sector. It would cost 1000 influence just to build a starbase there.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- Fitzy
- Posts: 2030
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I briefly tried the 2.02b patch tonight. Biggest change straight off is that outposts cost 1 energy/turn. I'm not sure yet how significantly that will slow expansion. On the other hand, they fixed a bug where the unity increase was multiplying instead of adding, so expanding won't hurt tradition costs as much.
There's some interesting stuff in there on war exhaustion. Ship exhaustion was slowed. Winning and losing battles was separated or removed all together. Hitting 100% doesn't force a surrender, but sets unity and influence? to 0 and a big happiness hit for the duration. I haven't fought a war, but it seems like it might slow the wars down. Not ending the war at 100% could hurt, but I suppose if you think you can still push through it might make for an interesting time.
The patch does a lot more. Check it out if you're interested in betas. I'm not usually, but having just hit the unity bug with my lovely, large empire in my last 2.01 game, I decided to forgo reason and jump into the fray.
There's some interesting stuff in there on war exhaustion. Ship exhaustion was slowed. Winning and losing battles was separated or removed all together. Hitting 100% doesn't force a surrender, but sets unity and influence? to 0 and a big happiness hit for the duration. I haven't fought a war, but it seems like it might slow the wars down. Not ending the war at 100% could hurt, but I suppose if you think you can still push through it might make for an interesting time.
The patch does a lot more. Check it out if you're interested in betas. I'm not usually, but having just hit the unity bug with my lovely, large empire in my last 2.01 game, I decided to forgo reason and jump into the fray.
- ColdSteel
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
Yeah, I'm not thrilled at all about the energy change so I'm waiting to see if they make any more adjustments there in beta. It's probably not a killer if you load up an existing game where you've already expanded but I suspect starting a new game will mean even slower starts. Since 2.0 already made expansion slow, I'm not quite sure what they were thinking.
"This game is best played with a warm cup of Folger's coffee in your hands, so you can actually smell the oppression while you relive the greatest period of all time. The period when white people discovered the world, and decided they didn't like it." - EUIV Steam user review
- Lassr
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
with latest update, my ships will not move. I started a new game and my science ship just sits there as time passes and never moves. I have it set for auto explore. The path is highlighted for it to move to the next system and it just sits there as months pass.
The only reason people get lost in thought is because it's unfamiliar territory.
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- Fitzy
- Posts: 2030
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I'm not sure about the money requirement for the outposts. I struggle for money throughout the early and middle game usually. Sometimes it extends into the later game. However, 1 per system is pretty small. Ultimately, it feels like influence limits the expansion more, at least so far. It might have been more interesting if they lowered the influence cost.
I do think the larger starbases are overpowered. For virtually no maintenance costs you can come close to matching the power of a fleet. Then, if the starbase is beaten up, it repairs for free. They increased the maintenance costs of the starbases by +1 per size as well, but that still feels like a pittance.
We'll see. I'll try some more this weekend.
I do think the larger starbases are overpowered. For virtually no maintenance costs you can come close to matching the power of a fleet. Then, if the starbase is beaten up, it repairs for free. They increased the maintenance costs of the starbases by +1 per size as well, but that still feels like a pittance.
We'll see. I'll try some more this weekend.
- Lassr
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
I turned off my auto explore Mod and everything is back to normal. I'm back to having to manually tell the science ship to survey each system. That MOD has worked up until this last update, even said it is still compatible, but obvious something was wrong.Lassr wrote: ↑Sat Mar 03, 2018 1:01 am with latest update, my ships will not move. I started a new game and my science ship just sits there as time passes and never moves. I have it set for auto explore. The path is highlighted for it to move to the next system and it just sits there as months pass.
The only reason people get lost in thought is because it's unfamiliar territory.
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- Lorini
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Re: Stellaris: New Paradox Sci Fi Grand Strategy
You get Auto Explore in the game anyway now, you don't really need the mod. Yes you have to research it but it's there.
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