In this thread we accept indulgences
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>>2040890
I hope the upcoming Shroud DLC is good.
>>2061896they're gonna fix all the bugs just to introduce more
every time I play this game I inevitably end up playing some form of dictatorship or empire and wiping out all non-humans
I'm told that it's over. Is it true?
dtaw
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>>2061914There isn't a snowball's chance in hell that all the bugs are fixed by the next DLC. We are going to be suffering the consequences of 4.0 for another year or 2 at minimum, and we'll likely be approaching 5.0 still complaining about X, Y and X that "never got fixed"
>>2061896they'll never fix performance, won't they?
>>2062037Supposedly, the lag comes from fleets, not pops.
I guess performance could be improved by making the AI build battleships instead of corvette swarms.
>>2061921It will never stop being funny to me how cucked politically and socially swedes are and despite that they made game where the best way to play is to go the absolute ethnostate route..
>>2062052>fleets, not popswhat? how
that should be even easier to fix wtf
>>2062052The lag was from pop calculations. the attmept to fix this was from changing pops from singular entities to groups but this has further borked the lag problem as the calculations now fluctuate wildly and now they are trying to throw fleet management under the bus to distract from this fuckup and to diisyract from the horrid memory leak problem they have no idea how to fix,
>>2062145Its amazing how fucking retarded these people are.
Simple Aurora like system would solve this problem long time ago.
>>2062154>Simple Aurora like systemhuh
>>2062145With the scale of this game I don't understand why they thought having individual pop calculations was a ever good idea.
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>>2062154Now this is some autism
>>2062192To be fair, Stellaris at launch had at most 20 pops per planet
>>20622251.0 was a far faster 4x game that didn't try to be factorio-lite, a VN, and 5 other genres all at once. I do wish they had made the tilemap a little more planet-shaped though
>>2062220Its not, it only looks that way but its pretty straight forward, arguably much more than Stellaris especally now.
>>2062192Basically the game originally had very few pops, so the system to manage pops didn't have to be scaleable.
Then they had this cool idea to make pops more granular by massively expanding the system but didn't retool the unscaleable pop management backend because they didn't understand the problems this would cause.
When it caused problems they panicked and slapped a bunch of pop growth bandaids on the game to try and avoid the problem.
The new system was supposed to finally solve the pop lag issue entirely by doing away with the old backend in favour of a new backend that treats pops as floating numbers they can handle in simple formulas rather than entities with individual modifiers that need to be individually catalogued and queried constantly in a colossal and ever-expanding galactic phonebook.
On paper the new system is fundamental computer science, using clever math to simplify a problem and condense it down to straightforward formulas computers are very good at crunching in realtime and this very much SHOULD have solved the pop lag issue. In fact, it probably did. The problem is that it introduced a whole bunch of new performance issues, likely just due to poor implementation, messy coding or bad math and now the game plays like it's got 200 years of pop-accumulation lag from day 1, but still also suffers slowdowns later in the game from other sources that are exacerbated by the new performance issues.
The good news is unlike pop lag, which was caused by a backend problem they would have to develop a replacement in order to fix, 'solving' the newly introduced performance issues just requires going back and gradually cleaning up problem code and that will naturally happen over time and especially as autists find and report bugs that are likely tied to one bad formula or another (ie the infinite resource glitch).
>>2061887 (OP)Anyone here know how to mod traits? Cant for the life of me make a nerve stapled variant, where pops instead refuse to be Workers. It seems hardcoded somehow, because looking at the code and modifying it isnt giving results.
>>2062244>now the game plays like it's got 200 years of pop-accumulation lag from day 1,Jesus is t really that bad?? I havent played snce 3.12...
>>2062244I'll add that the dreaded 'lategame lag' has always had 4 primary causes and this has been well known for the most part by everyone involved.
They are:
Pop cataloging (now "fixed")
AI Fleet pathfinding
Entity count
Pathfinding is pretty straightforward. As the AI empires have more fleets to manage and more possible paths explored they eat up progressively more computer resources figuring out where to go and how to get there. This gets worse the bigger the galaxy is, the more hyperlanes there are and the more Gateways/wormholes/etc. there are. It gets worse lategame because AI empires generally get more vision (which means more potential destinations to factor in decisionmaking) and more bypasses become available and there are more fleets being moved around. You can tame this somewhat by disabling Gateways but there's really no solution to it beyond capping galaxy size or the number of fleets in the galaxy
Entity count is similar. Just having more shit on the map means more things the simulation needs to account for and at times, render. Since there's no real entity limit the sheer number of starbases, modules, defense platforms, mining stations, ships, strike craft and so on just eventually become too cumbersome to process in real time. There are some issues with how the game chooses to render things that can cause a lot of unnecessary lag in lategame battles but for the most part there's no getting around more shit = more performance and eventually the demand surpasses what your computer can offer.
They chose to tackle pop lag mainly because it's one of the few ways achievable ways they could actually improve lategame performance without just like deleting gateways from the game or fundamentally changing how the game renders visuals. They can probably make further improvements by condensing ships into fewer, larger fleets to reduce the scaling pathfinding issue.
>>2062251>They can probably make further improvements by condensing ships into fewer, larger fleets to reduce the scaling pathfinding issue.They should just get rid of frigates and corvettes DESU. All those functions can be rolled into destroyers without losing anything of value really.
>>2062250Personally I haven't really noticed the lag that everyone's claiming. Feel like it was way worse when they first reworked the pop system.
>>2061896wait there's a new one coming already? i haven't even gotten around to playing the last one yet
>>2062225No, max planet size was 25.
>paradox is now too incompetent to render a pie chart with good performance
Very sad.
>>2062317Shadows Of The Shroud and Infernals were announced before Biogenesis was even released.
>>2061896>>2062374Shroud will probably be bad.
My bet is on the Lava-World Aliens being 'good' since it sounds like THEY'LL ACTUALLY WORK LIKE HOW TOXOIDS SHOULD HAVE FUCKING WORKED.
>>2062374>Q3>swedesIt's going to be hot garbage. I've worked with swedes. EVERY single one of them is taking at least a month off in the summer.
>>2062388I live in Sweden and I can confirm this.
>>2062251I had this big wall of text written out for an idea I had of seeding the galaxy with preset paths to go through rather than manually pathfind the way to the destination every single time but they probably already use something efficient and relatively bug-free like A* with tracer paths that split at each possible junction and temporary caching so that the calculation is not repeated all the time.
>>2062434I have no idea what any of that shit means but systems can be added to the galaxy after it's been created, so you can't do anything premade
>>2062437The gist is that each system would generate hundreds of pathfinding calculations during galaxy creation to other systems and whenever a fleet wanted to go to a specific destination it would browse through the list of paths that the system made and select the one that's the shortest distance from it (usually by checking whether the fleet's own star system is a destination or its neighboring systems), after finding the shortest path it'd check if it's available ("is there a FTL inhibitor in the way?" for example), if not it switches to another path and so on until it finds an available one, and if a new system was made during the game it'd regenerate all the preset paths in the galaxy (since system creation already freezes the game, this would just make the freeze longer). I still have the wall of text saved for more details than that but I think it might have too many holes (in a 1000 star galaxy the generated paths could be in the hundreds of thousands, or even a million if there's a path to each star system, which wouldn't occupy a lot of data space but it would probably take a long time to generate a new one when a system is created).
Hyperlanes were a mistake
>>2062220It's deceptively simple.
It's just the objectively shitty UI that makes it seem so autistic and complex.
Pops for example are really basic, just a number that are assigned to facilities.
Being in a less than habitable planet doesn't make them have less productivity points, it just means more of them are devoted to infrastructure and life support.
The logistics are shallow for how difficult it is to set it all up.
The weight and customizability of each ship, ground unit, and component (yes you design components too) is the real strength of the game.
You can have a simple corvette/frigate/(...)/battleship/carrier structure like Stellaris, or go balls deep into an economy breaking, do-it-all, vanity death star that needs an entire fleet of tankers and maintenance ships just to make it to the front line without critical systems breaking down.
Ground units are the same. In Stellaris I have to imagine indirect fire teams, battle tanks, logistics vehicles, and MG squads fighting on the ground, but Aurora actually lets you design those units too. Or you can just go with hundreds of thousands of riflemen like in Starship Troopers.
>>2062444>Hyperlanes were a mistakethey hated him because he told them the truth
but here's an even hotter take, if we still had big bad doomstacks around there'd be no need for so many calcs for a million individual fleets
doomstacks and warp drives could unironically save late game
How do you defeat hive mind fallen empires?
>one type of their fleets uses carrier meta stuff and will obliterate other carrier fleets in a fight
>another type of their fleets is full of elder maulers that will completely wreck large ships
>>2061887 (OP)Did they fix the lag yet or gotta fuck off back to 3.14
I need to start my goddamn war already
>>2062444I FUCKING despise them so much it's unreal
===[ TRVKLEAR LAVNCH DETECTED ]===
if they didn't model fleets directly and instead just had a hoi4 air war style system where your closest military base just did missions on chosen systems in range, the game would run a lot better and wars would be way less tedious
>>2062544>missionssots 2 tried that and failed so hard the series disintegrated on launch
but yeah, abstracting combat a little would've done wonders for performance
>>2062547SotS2's mission system isn't very similar to HoI4's though, is it? I'm talking like you just select a military base and right click on a system or cluster of systems, maybe pick an operating mode (eg trade interdiction, naval supremacy, planetary invasion) and it just goes ahead and applies whatever effect the mode has, countered by whatever enemy base or bases are also operating in that area.
Returning player here, last I played was when Utopia was new.
Looking at the reviews for the latest dlc and it seems people are unhappy with the core game right now.
Can I avoid glitches and fuckery by not using certain dlcs?
I just wanna rp as tyranids.
Hell do I even need dlc if I wanna do that?
>>2062571>I just wanna rp as tyranids.>Hell do I even need dlc if I wanna do that?Utopia added hive minds and Biogenesis added biological ships, so that's all you need to play a proper devouring swarm.
I recommend getting all the DLCs through creamapi anyway because Stellaris feels very barren and shallow without them. I honestly don't even know how many gameplay features are locked behind DLC at this point, it's a mess.
>>2062553No that's literally what SotS2 did.
You right click a destination, select a mission (survey, strike, interdict, invade etc.) and your fleet moves their, performs the baked in function associated with that mission and then either loiters out the remainder of its supply or immediately returns to base.
It's ass because in practice it's an obnoxious amount of micromanagement but extremely low-engagement and you end up spending the majority of each turn just sending out missions or checking activity logs to see the progress and outcomes of previous missions.
HOI4's air and naval mission system has a similar problem that its extremely low engagement and just not very interesting, but that works well for HOI4 because it's a Barbarossa simulator so air and navy gameplay just don't particularly matter. They're set & forget systems by design so you can focus on clicking your nazi panzers around another hapless bundle of slavs. Fleets are the entirety of the combat gameplay in Stellaris (and were the entirety of the gameplay in sots2) so abstracting them to a low engagement set and forget system is basically optimizing the gameplay out of the game.
>>2062553I agree and have had the same idea ever since they reworked hoi4 naval system. Stellaris has a very out of place combat that doesn't fit with the overall scale and mechanics of the game at all. Everything in Stellaris is very abstracted except the combat fleets which end up doing some 3d based spaced combat in a excessively abstracted renditions of systems. The movement of the rendered ships is completely disjointed from the background. It's an utter clash between abstractions and 3d rendered ships which undercuts the whole game. Having ships be abstracted to an equal degree would have been a better fit. No one would expect to be able to zoom into a ridiculously scaled city in the planet and see pops walk about and hit rocks with their pickaxes. This is what they chose for combat tho and it has been hamstringing the game since 1.0.
>launch game without DLCs
>empire creation starts in the humanoid tab and taunts you with all the locked portraits
>in the origins tab you can only pick 3 out of 45 origins
>no gestalts or megacorps
>can only pick the default advisor voice or the chinese one
>6 out of 17 shipsets are available, same with city appearance
>many species traits are unavailable too
this can't be a good first impression for new players
>>2062599Isnt there the option to hide unowned content?
Also this trait is kicking my amateur modding ass, I dont even know how the fuck paradox coded nerve stapled
>>2062599>play vanilla Stellaris with no DLCs in 2030>only 2 out of the 136 origins are available, the rest have a purple outline>all the "tier 3" ethics have a purple outline>only 4 out of 15 authorities are available, the rest have a purple outline>look at trait list, 85% of it has a purple outline>look at starting planet types, half of them have a purple outline>look at flag colors, most of them have a purple outline>launch game>half of the resources on the top screen have a purple outline>there's an element in the fleet screen called "fleet doctrine" which has a purple outline>most of the starting edicts have a purple outline>the "research tree" tab has a purple outline, including the "research assistants" tab>look at the starting colony>it has a purple outline>lose instantly
>>2062659It would run good though
Why cant i play a hive mind that lets non-hive mind species live normally, i just want to be able to play a good boy hive mind.
>>2062599It takes like 5 minutes to get all the dlcs for free, what the fuck are you complaining about
>>2062145>>2062154All they had to do is make pops work a percentage of open jobs in the old system without having them tie to a specific job. For example, if you had 100 jobs open and 50 pops, 100 jobs got worked at 50% efficiency instead of the top 50 jobs getting worked and the rest not doing anything.
It's easy to calculate [Open jobs / Total Pop] and put a ceiling on that, it's hard to iterate through each pop on a colony and figure out where it needs to go.
>>2062066>the best way to play is to go the absolute ethnostate route..you have a funny way of spelling "democratic crusaders"
>>2063092As a newish player a lot about the pop system seems baffling to me. It feels like they've tried to have the complexity of a pop system like vic2 but then none of the actual gameplay to build off of it. Maybe I'm just missing something from lack of familiarity with the game but the entire pop promotion/demotion system seems utterly irrelevant, just cycling calculations like a gear spinning in the open disconnected from anything.
>>2063113It's a bit different because of traits. In a history game you can assume all humans are identical, and I've never heard anyone complaining about it. In stellaris, all races are different and you need to account for habitability modifiers, job affinity, housing usage... If you get rid of that, everyone will be furious because it was a 1.0 feature AND there was just a dlc for it. They're moving hard toward 1 template fits all with automodding, and the old traits are mostly useless now. Then again there's no reason whatsoever to model ethics by individual pop except to punish you for letting xenos be rulers are you invaded them
Now that I think about it, automodding is a waste of processing power because every single "pop group" with it has to be checked for whether it's properly modded for its job, every single month. You could just apply a flat bonus and call it a day, but that would make +automodding useless even though you'll almost never had little enough of that for it to matter
>>2062802Play a rogue servitor.
>>2063119I get the value of different species groups, but not as much having different pop social classes that need to promote/unpromote over time instead of just filling available jobs. As it currently is it seems like it's just a slight delay for dramatic changes in job availability, even when I've resettled a bunch of specialists to a world with no specialist jobs it didn't seem to make much difference past maybe a year or so. Same goes for individual ethics subdivisions on pops too, seems like something you could both save on both UI complexity and calculations by just aggregating into a weighted average.
>The AI can now sell Energy for Trade.
fucking lol
i can't believe this was only just now fixed
>>2063113I think it could've been a good framework in general, but it's more of a computational headache than it is interesting.
>Pops have different strata (Rulers, Specialists, Workers)>Different strata have different desires based on where they're at socially/economically>This creates different pressure politically on a planet and influences what policies are passed, along with offering different methods for placating the various factions>Add in more than one race of pops>Now things get muddled>Pop politics are based on economic strata along with internal race politics>Except segregating parties by race is a hot button topic IRL, so that part is ignored or extrapolated to be just primary culture vs other cultures>Easiest solution is just to never have pops of other races on the planet>Pop social strata could be determined by education or some other method>This isn't used either so getting more ruler class pops isn't difficult>Races of pops might have certain bonuses/penalties to working specific jobs>Now have to waste time calculating where to place each pop optimally, bogging down the systemPops in my opinion aren't a bad idea, just a poor implementation. I'd rather make them more abstract where habitability is the primary trait of pops (since that's easy to calculate, certain pops can be supported without penalty in certain planet types and grow geometrically in upkeep based on how far you get from that) and then give them a culture trait which determines what policies they want and what political parties they're likely to support. Cultures don't fully align to xenophobe/xenophile, authoritarian/egalitarian, etc, they instead represent a collection of issues the pops have an interest in and they pick their political faction based on one that more closely matches those traits. Cultural drift can occur over time as well.
>wilderness + hive mind is basically a sentient planet
>add some more aggression and it becomes a Blood Forest
>sounds cool af
>still must have a regular species with the usual portraits
>still must have bony or fleshy ships
>still must colonize other planets by terraforming
>can't make a machine planet that just consumes others
This shit could've been so good if you could just larp as Unicron drifting through space and eating planets, right now it feels like the concept is held down too much by the game's fundamentals, if I drop the machine planet angle and try to go with being a living jungle then having species pops is still lame even if they're treated as drones instead.
>>2061887 (OP)Why is Stellaris so popular? I bought it years ago, played it (back when planet pop slots made sense btw), and literally every faction played the same and every playthrough went exactly the same:
>send out scout ships>skinner-box get the resources>blob out>stop playing when the FPS die in the late-gameHas anything changed? Or maybe you guys are using mods? I don't fucking get how this game is so popular otherwise
>>2063333>Why is Stellaris so popular?its not. is it a popular 4x
>literally every faction played the same and every playthrough went exactly the same>send out scout shipssome builds dont like a lot of sectors due to empire size penalties
>skinner-box get the resourcesdont know what you are talking about.
>blob outsee above
>stop playing when the FPS die in the late-gameget a better computer
>>2063333>Why is Stellaris so popular?Roleplay. It's basically the space stage of Spore but so much more complex. Just the kind of game I've wanted since I was 12.
>>2063359>so much more complexYou make a big doomstack army and stomp other people. It's literally a skinner-box game.
>button lights up>press itZero thought into it, you do the same shit every time. A literal game for retards
>>2062225>Stellaris 1.0>adjacency bonuses for buildings>military stations>THREE types of FTL>mixed system ownership>the Unbidden/Prethoryn were actually fucking scaryyup, those were the days
>>2063366>It's literally a skinner-box game.>A literal game for retardsThat's why it's popular
>>2063366Mechanically yeah. You could also say that The Elder Scrolls is all about walking around and swinging a sword, or Minecraft is about moving blocks. You have to use your imagination instead of getting bogged down in the minutia of it all. People play stellaris so they can roleplay as shit like psychic slaver slugs or the Imperium of Man.
>>2063380Yeah but at least Skyrim has visuals to complement the roleplay.
In Stellaris it's always the same exact icons and nodes.
You'd literally be happier with an actual solo TTRPG
>>2063384That's why I said you've got to use your imagination. If people were such dullards that they couldn't be bothered with that, games like Dwarf Fortress and Rimworld wouldn't be so popular.
>>2063368remember the oversized ships/stations that you could build? took them what, a decade to bring them back in the form of titans and those new fortress things
>>2063384it's okay anon, your aphantasia does not invalidate your gaming tastes in the slightest
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>>2061921>play as a spiritualist/pacifist democracy intent on unifying the galaxy>start in between a fanatic purifier and a driven assimilator>mfw
>>2063366Let's play a multiplayer match and you can show me how good you press the button.
>>2063366>Thing happens >RespondEvery game is a skinner box
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>>2063424No, because good games require decision making.
>I found good planet, I'll get the good things it hasis not a decision, it's seeing the button light up and pressing it
What was (You)r first ever empire and species portrait? Mine were these desert-dwelling, collectivist, crab people all the way back during the pre-release beta.
>>2063547mammalian 3, they were a hivemind that used wormhole drives and missiles, civics were i believe ascetic and one mind with the traits being intelligent, strong, talented, fleeting, solitary
>>2063468the point --->
(you)
>>2063600is that the only thing they let you play at the psych ward?
>>2063606nigga it's a good suggestion. Are you seriously so close-minded you wont even look it up?
>>2063610how about you take your meds instead?
>>2063631Aight mate, sorry for your IQ
>>2063647you should be, just talking to you cuts it in half
>>2063648Enjoy your "button lights up, so I press it" game bro. Dont get too hurt thinking
my new favourite thing to do in stellaris is to make some custom elf/dark elf nations and make them submissive xenophiles, in case i want to go the xeno breeding route
>>2063663>Syncretic Species>Main race: human, all-male (through mods)>Subservient race: elf, all-female (through mods)>Xeno-compatibility
>>2063668>>2063668This doesnt work currently at 4.0 because for whatever reason Serviles are either:
>pushed out from worker jobs by the primary species, and quickly become civilians >or for some reason, in a complete turnaround, promote themselves to work as Specialists, completely at odds with the origin's concept
New player.
Planet automation is garbage from what I hear.
Does this mean I need to micro every planet I colonize while also expanding?
Returning player here. How's the 4.0 pop rework, does it help the performance as they advertised? I realized PR mod is now discontinued.
>>2063714yes
>>2063715>does it help the performance as they advertised?lol
lmao even
the rework actually solved the issue with pop lag, but they introduced a bunch of other performance issues with it
>>2063716>other performance issues Is it the same old issue of AI fleet sizes and syncretic species?
>>2063717no, they reworked xeno-compatibility so it doesn't create half-species anymore. fleet pathfinding is definitely part of it though
>>2063366>>2063470>>2063333I think a major part of it is how shallow the combat is. It really just boils down to slamming doomstacks into each other. The question always asked is: did you have enough alloys and research before the fight?
Do you have the bigger navy?
You can't jew your way into dominating the galaxy with the GC, you can't spy your way into revealing weak points in their defenses and fleets, you can't fight a bloody defensive war to bankrupt the enemy as they stubbornly try to run into your fortifications over and over again. The game is all about having a navy big enough to fulfill your scenario. If your roleplay doesn't involve having a big navy, prepare to be cut short before midgame even ends. You're not going to punch up in some clever way.
>>2063704SHIT
Is that why my modded traits dont fucking work? They probably borked their exclusionary system
>>2063668>>2063704i prefer to play a human xenophobe authoritarian empire and then conquer them later on, to have some goal of total servile elf breeding
It really is weird growing older and remember installing all of those wacky mod like gigastructural or ACOT and refusing to play the game without anime mod. Now I just crave vanilla gameplay with minimal modlist.
>>2063826Welcome to bloat fatigue.
>>2063547birb guys, ocean, spiritualist militarist
>>2063826I like gigastructures (and NSC) in concept but it got really tiring turning off half the mod at the start of every game
>>2063826What's the point of 1M doomstack against 2M doomstack as opposed to 10K against 20k. This is why overpowered mod is kind of useless
>>2063931fun, number go up, etc.
>>2062374Hopefully they'll fix the game just in time to break it again with the new expansion
>>2063748>You can't jew your way into dominating the galaxy with the GCTo be fair you can but you need a crisis to happen before the AI nominates your empire as the custodian and then the emperor.
>you can't spy your way into revealing weak points in their defenses and fleetsI mean the best thing you can do is see what their fleet compositions are so you can make a composition that counters it but yeah, espionage is incredibly weak. I'd prefer if it was stronger even though most games with a strong espionage have people hate the espionage mechanics, imagine if you could assassinate enemy commanders ahead of a battle, it's difficult to balance doomstacks, it might've been more worthwhile if the game forced you to defend your home territory more so that there was an appeal to splitting up the fleet to cover more territory and mess with an empire. There should be an appeal to sending a multitude of fleets rampaging through an enemy's territory and ruining their planets over one doomstack going from system to system capturing everything. I think orbital bombardment could be massively buffed so that there's an incentive to send fleets to ambush different resource planets into not being able to fund the war effort because as it is if you send fast/stealth fleets throughout an enemy's empire it'll take forever to bombard the planets, even if they have zero military infrastructure.
Does anyone know if NSC3 is compatible with real space?
>>2063162having aliums in your empire is too OP, xenophobia is a purely RP thing. It's so stupid that you can get a bunch of pops of a whole different ecosystem from your neighbouring empire and shove them on a planet that is uninhabitable for you own pops, and they just are fully loyal to your civ forever unless you somehow get your stability too low which never happens. I get they're swedes and want to Yes! but these aren't africans, they're xenos.
>>2064194I do that shit and i get crime, forcing me to make shitty precinct houses
Xenophobic nationalism seems more optimal
>>2063908god that's a fucking truth nuke. I should love the mod (I especially love that you can just remove the arbitrary structure limits) but having to manually click that shit every time kills my motivation.
To add insult to injury there's a bunch of presets made by patreannys but those are all SHIT and there is no option to make and save a custom preset. That's so fucking gay.
>>2064199>and there is no option to make and save a custom presetI think there is but you have to edit the mod yourself, so you need to know what you're doing
or maybe I'm thinking of NSC3
>>2064200All I know is there isn't one in-game. I don't wanna fuck around in mod files, that's what the mod is there for!
>>2063769That more or less my go-to, but the default game mechanics kinda ruin it by having attractive xeno babes turn my population xenophile.
>>2063908I remember using NSC when it early in development, but I ended up dropping it the moment it starting bloating itself with shit nobody asked for that has nothing to do with the original premise.
>>2064194>xenophobia is a purely RP thingTell that to my performance late game. I didn't choose to be genocidal empire every run; the game forced me.
>>2064264xeno-compatability could have fixed this if it merged species instead of making gay hybrids. And if it was part of bioascension instead of a whole nother perk. And robots had their own version. And bio ascended could also do it with the robots while psicucks jerk off in the corner.
Alas the perfidious swede robs us yet again. I need to learn how to mod this kusoge.
>>2064167Real space sounds like a compatibility bloat with all its submod, eh whatever I'll just grab downscaled and chang immersive beautiful universe
>>2064194>It's so stupid that you can get a bunch of pops of a whole different ecosystem from your neighbouring empire and shove them on a planet that is uninhabitable for you own popsBut that makes perfect sense though, get the lizard people used to living in jungle worlds to colonize the jungle world instead of sending your humans who'd just get supermalaria or whatever. The real problem is that there's simply no real downsides to it or alternatives. No risk of seperatism from one of your worlds being entirely populated by a different species, who themselves will also have a wildly different culture by virtue of the fact you got them from a neighboring empire to begin with.
>>2064194Different pops are a pain in the ass to manage too. I wanted to have specialized robot castes while playing as an AI, but making the exact right amount of mining robots, science robots, etc. to fill all the roles in my empire never worked out. I always had mining robots taking specialist tasks despite having a bonus to mining.
I don't find the idea of a faction that's comprised of a multitude of races in a loose federation too unrealistic, I just think it's a bit odd in the timeframe of Stellaris. If game length was around 1000 years instead of 300 and it took multiple generations for xenophobia to drop, it'd make more sense. It'd also make sense for empires like Megacorps that aren't really traditional nations and are instead a union based on a common principle like the pursuit of wealth.
Semi-related, I wish Stellaris didn't begin with a generic one system start for every empire, I wish it simulated the first two hundred years of history each time you made a game and you were jumping in to one that already had an organic development of alliances, technological spread, etc. Something that made it feel like a random world Europa Universalis game but with better development than the haphazard layouts of EU.
>>2064393Like to elaborate:
>Galaxy isn't fully connected from the start, some sections can only be crossed via wormhole travel>Wormhole travel takes an entire tradition tree to develop, along with a corresponding midgame tech>Even so, some sections of the universe can only be reached via gateways, like the L-cluster>Results in distinct blocs of empires seperated from each other and developing on their own, mimics the Europeans' first landing in the new world if there's a tech disparity or perhaps a random empire opened wormholes and found a very united and warlike empire that had already conquered all of its space and is now flooding through the wormhole in reverse to do the same in the old world>Technology overhaul>Generic, high level paths that unlock things like builds, hull types, etc>High level tech branches off to lower level, more specific tech with stronger bonuses in very specific areas>Every empire eventually gets high level tech due to technology spread, low level tech in specific categories can be ignored without gimping yourself too much, at the cost of not advancing in that area much (IE, you learned how to build lasers, but you never improved them beyond the prototype stage because you already had highly efficient autocannons)>Designing ship hulls takes a lot of effort and diverts research from regular technology>Finalized ship design eventually spreads to other factions via salvaging or espionage>Results in specific blocs of empires having similar technology and forces but the ones who were isolated without contact might have wildly different designs and equipment>Basically empire groups that develop in isolation from one another might be functionally different by a large degree based on what research that sector of the galaxy pursued
>>2064393Meh i liked the discovery part of Stellaris
Nine years on and its all stale and quaint, but my best memories of the game werent fielding fleets, but in finding random anomalies and finishing precursor lines, when everything was still fresh
>>2064417This.
My dream space game is a mix of Starfield (walkable ship interiors and vistas), Starsector (intricate naval combat and ship/fleet customization) and Stellaris (nation-building, exploration, etc.) In fact, I would say stripping the Stellaris AI from nations and building them onto space battles would be an acceptable compromise. Just let them be static on the map, and keep spawning fleets. Sometimes they declare war on each other, allowing you to intervene and play kingmaker
(I realize now Im actually talking about a Star Trek game where I play a starship captain exploring the wonders of space while occasionally fighting, perhaps adding a layer of managing the Federation on top)
>>2064426isn't this just the X series
>>2064427I play them too, but X falls short because of lots of stupid shit (something Stellaris does have too but thats why I said I wanted that dream game)
did they fix pre-sapients yet or do they still do picrel?
>>2065313There was this monkey fella who was a train conductor, innit.
>>2064358anon... you should finish reading a post before replying to it
Gargantua, an L-Gate, and the Rubricator all right next to where i spawned
i'm paying for this later in the run aren't i?
>>2065569wrong screenshot sorry
>>2065574why are you not fucking colonizing you retard
>>2061921Play as the Ur-Quan Kzer-Za and enforce the Path of Now and Forever upon the galaxy. All potential threats to your species must be dealt with by either incorporating them as battle thralls (annex and enslave as battle thralls or vassalize) or shielded away. Purging or selling slaves isn't allowed because you're not evil, you just take your security VERY seriously.
>>2063547Post-Apocalyptic, Oligarchic Shrooms with Technocracy and Distinguished Admiralty
>>2065414I'm sorry I really need to stop posting past midnight
>>2063547the Commonwealth of Man, of course
>play kaiju crisis
>wtf are these bioships
>dont know wtf am i doing
>apparently i need food more than alloys
>economy is fucked
>managed to stabilize but my fleet is shit
>apparently you need to install growth hormones
>birth a behemoth
>keeps fucking my shit up because it apparently gets angry if not fed
>took me 100+ years to get a fully grown monster because of empire size penalties to fight that voidspawn
5/10 its pretty meh. i didnt even get to play as a monster after the post game
>>2063547like everyone else the united nations
my next 5 games is commonwealth then more edited commonwealth
>>2061887 (OP)So how is the current version?
>>2065756theres still bugs. wilderness bugs, ai build shit buildings, they somehow still get stuck bombing a zero army planet and many more
>>2065733Yeah the Behemoth itself is neat but the endgame of that crisis path is pretty lame., especially compared to the other crisis paths where you get to do shit like blow up the entire galaxy.
>>2065756Aside from the bugs that the other Anon mentioned, the performance is also still worse than in 3.14. Early game is fine, but the typical Stellaris endgame lag starts kicking in way sooner than it used to.
>>2063102>"democratic crusaders">Let's kill all infidels.>Agreed.
>>2065884>>2065855Oh well it's not like I wanted to play it anyway.
>>2062388We have only one month of sunlight per year.
>>2065899Wrong. You get the same amount of daylight as the rest of the planet. You just have more extreme variance between summer and winter compared to the more equatorly people, you gutweerdammed kankerjood.
I played it only at 1.0 and now I think about coming back but hell I feel overwhelmed
>>2065933stay at 1.9
it's all downhill from that point on
>>2065933it's practically a different game by now, just take it easy at first
>maintenance mode game
its over
what the fuck is this shit??? i only get 2 trait points???
How do you weaponize cosmic storm? It's not deadly enough to sustain it with cloaked science ship.
>>2066174>weaponize cosmic storm?you cant, its a mild inconvenience at best and actively helpful at worst
>>2066138Have you finished the tree yet? Things tend to be tied to different traditions which made sense before ascension was a situation but now is just stupid. Seriously, why do we need to pay a perk, sit through a situation, use up a tradition slot, and still have to wait for unity production to get the results?
Also you probably skipped the technology that's +3 points
>>2066174I found there's devastation setting on the new game, shame that it won't wipe or kill population though.
>>2066373>Have you finished the tree yet?yes and i just realized it was just normal synth ascension not the fancy new ones. i was playing hard reset. the trait points are locked at tech. to be honest i cant anything anymore that is not bio
>>2062376>lava worlds may actually be different and their own thing, like how we thought toxoids would be with toxic worlds, fuckin lazy ass swedes>few new portraits, one is a decent discount hydralisk, perfect for a molten hell>own crisis path included? Are we terraforming everything to be inhospitable hellscape to everyone's ire or what? Do some abstract shit like turn the galaxy into our own EZ bake oven and cook all the soft xenos? Could be neat>probably getting at least one phenotype trait exclusive to them since they're now a thingIf it lets me immerse as the Kapaku from Endless Legend at all then it could be okay
>mutation, purity tradition
>take adaptability tradition
holy fuck its too strong. you can basically build tallish. you dont even need backup clones because of robust, thousands of society research and purity
is there any very strong necroid builds? What are the current best non hive mind builds for the meta? Playing again a bunch of devouring swarm and wilderness players and they are all super strong.
>>2066758Necrophage has always been kinda crappy and it's not gotten any better. Necroids get some good Phenotype traits like Genetic Memory and Shelled but I don't think there are any particularly strong Necroid builds right now. There's a neat meme build you can only do with Necroids or Toxoids, which is Spare Organs + Acid Vascularity + Reanimators for self-replenishing suicide bombers, but it's not a particularly strong build overall because >ground combat.
>>2066444Isn't synthetic ascension utter garbage for non-machine races?
Is there any point in assigning governor that specializes in non-governor skills like councilors? I really hate the new leader rework.
>>2066804if they're not doing anything else and you're maxed out on leaders otherwise, then sure
>>2066804You still get some benefits from their type and level, though obviously not as much as when they have relevant skills. It's a decent way to get some passive XP on leaders that would otherwise be idle though.
>Try chink societies mod for le new civic
>All research is now like 6000000 gorillion points
>Have barely ragtag 50k fleet while everyone has 1M minimum doomstack
>Forced to join Federation total war
>Crisis empire is next to me
Never trust a chink ever
>>2064125I think there's two approaches:
1. Split the doomstack (so force them to defend like you said)
2. Fight the doomstack
Instead of buffing bombardment to split the doomstack, Stellaris should have more critical space infrastructure for the underdogs to attack. In Aurora 4x and DW you could for example destroy fueling stations to limit the enemy fleet's range. In really lucky cases you can force them to overextend and go on low fuel propulsion, stranding them for months in between stars, while your fleet attacks uncontested. You could capture research stations with high bonuses in their territory, controlling it even after peace talks. DW even has supply lines you can pirate.
Espionage would help even more in #1 but I see it in #2 as well if the combat model was more than a stat check. In Aurora you could gain intel on enemy radar specs, and reveal for example, that they are tuned to detect 50000 ton ships really well, but would struggle or outright fail to detect 7000 ton ships in combat range.
I'm not suggesting Stellaris go hard on radar and EWAR but imagine this:
>intel suggests enemy ships are heavily missile based>spy secures one-time use decoders to jam missile fire control systems>refit ships with zero PD and go all in on weapons, shields, and alpha strike>war-deciding doom vs. doom on a frontier system>enemy concentrates their firepower on a missile battleship that would wipe out most of your fleet alone>activate missile jamming as soon as fight starts>focus down battleship while it can't fire>destroy it>enemy finally switches away from compromised passcode>missiles start firing again, but at a significantly reduced volume>enemy has to retreat and rebuild, or engage you on even termsThough I'm less sold on #2 since it devalues a strong navy. Ideally outmaneuvering them strategically is the only way to beat them. Be where they aren't. But it's got kino potential.
>>2061887 (OP)>StellarisMy obligatory compulsive Stellaris Space Fauna suggestion for the thread is:
Environmentalist and Primal Call should synergize with each other in such a way that they allow you to close off star systems (possibly ones with the right environment like a nebulae, gas giants, asteroid belt, etc) in your own territory to provide habitat for Space Fauna.
Likewise, you should have some kind of option to breed, and release, Space Fauna back into the galaxy in the event they go extinct or you maybe just want to make things complicated. I think it would add GAMEPLAY and STORY potential if you could reseed the Galaxy with Space Amoebas and Voidworms.
should i make an ecumonopolis or ringworld that makes alloys should i dump it on all the main districts or should i open all the specialized districts and build more alloy foundries? whats more optimal?
>>2067140if you're going for only one resource (alloys, research, or CG) then it doesn't matter anymore, since they buffed the secondary districts for ecus and ringworlds. make at least one of each secondary district though, for the building slots
>was looking forward to playing with the new bioship stuff
>can't because performance is absolute doo-doo ass, even worse than it alread ywas
Shame.
>>2067211It's funny.All the time they claimed that the pops and their calculations were the reason for the low performance.So they rework it and the performance gets even worse.Now it is suddenly the fault of fleets since they don't want to admit that they rework sucks.
>>2067242It's honestly amazing how they're allowed to keep their jobs despite being so insanely incompetent.
>>2067242>doesn't know what bottlenecking is
>>2067317I'm surprised you are still here.Do they at least pay you?
Is it fixed yet? Is it playable yet?
>>2067394I mean if you can look past the bugs and the retarded balance and the shit performance, AND you thought the game was already fun before the rework... I guess?
Otherwise, please refer to
>>2067391
>>2063359This but I would love Stellaris more if it was fantasy. Maybe Im a Chud, but I can't have be interested in playing as or being nice to ayamos and robos. I use mods to play as /pol/ cat girls every time. I can't get into playing as anything else bc I don't like Sci-Fi.
>>2067340The same pop numbers ran much more slowly and modern pop-explosion builds reach even higher points without grinding to a halt, so they did in fact move which calculations were holding up the game. The details of implementation resulting in worse performance does not change that.
>>2067514HOI4 total conversion mods exist for you.
Was looking at getting into this game since I got it at launch and played it for maybe a year afterwards
ยฃ326 for all the DLC I don't own
If you want to buy the entire collection from scratch, that's about ยฃ400, which translates to $540 USD
Jesus fucking Christ....
>>2067242I still maintain that fleets were always the bigger issue and the pop rework was misguided from the start. I mean for starters do the pops even do any calculations outside of the monthly ticks? Because the late game slowdown sure as hell isn't just hanging at the end of each month like what you get in the lategame of some other paradox games.
>>2067590the problem isn't necessarily that pops were doing calculations constantly, but each individual pop was doing a ton of calculations
is purging pops needing food a bug or WAD?
>Be space-bugs
>Literally minding my own business, just researching shit
>Xenophile neighbor declares war on me for no reason
>Okay so what do you want?
>To take all your planets and therefore extinct your species, duh?
>Take over their capital planet and start eating them in return
>Whole galaxy hates me
What a dumb diplomacy system.
>>2063368In fairness to Paradox, war in 1.0 was a ridiculous wack-a-mole and hyperlanes were mostly trash.
>>2063420Hiveminds and machines don't count as people, so you're good, anon.
>>2067698>hyperlanes were mostly trash>were
>"performance improvements"
>game runs slower than ever before
The year is 2366 and it's so slow that I don't know if I want to play till 2500.
i played like multiple games its still playable. i only have a 5800x though
>>2067697>orbital bombard a planet owned by a machine hivemind>intentionally kill off half the population>entire galaxy hates me now because "muh terror bombing"They literally aren't even alive, or even have a sense of self.
>>2067953The dumb thing is that you can tell that because pops=production, they penalize every single way to deny pops in the galaxy.
>Lol so what if they're literal genocidal robots? If you break them down into alloys, YOU are the bad guys!Fucking gay.
>>2067882late game? map size?
>5800xsame, and I haven't dared install since early 3.*
>>2067953>>2067955I don't mind that it gives penalties but the penalties should at least fit the situation and not just be some blanket opinion debuff. Like if you genocide a machine empire other machines and maybe materialists should be mad, but spiritualists shouldn't give a fuck. Similarly, fanatic xenophobes shouldn't care if you're genociding anyone that isn't them.
>>2067965my late game is 2375 ga medium. its okay on normal speed. its almost the same slowdowns as 3.14. i dont usually pause and i think its still too fast for me
>>2067973I think it's the personality that determines their diplomatic reactions, not their ethics. besides, I'm pretty sure what you said is mostly true anyways
Came back and the war acceptance is still retarded as ever
You still need to conquer each of alien's butthole and their mom before they can accept surrender
Mods?
>>2067996you can capture planets in literally a second if they are bio pops that are not fallen or crisis factions
>>2068029I conquered all their planets and homeworld and it only tick like 10% it's ridiculous
>playing machine empire
>neighbouring race declares war on me
>become in breach of galactic law for being at war with a mercentile faction
>kick the shit into them
>they form a defensive pact with another race on the other side of the galaxy
>refuse to give me peace
>finally get a fleet over to their territory
>they ask for peace
>war in heaven starts immediatly after
>i'm sandwiched between both awakening empires
i hate this fucking game
>>2067955>>2067953But think of the heckin' toasters!
>10 years
>doesnt have hotkeys on buildings
these fucking faggots i hate clicking all the time
>Only play as xenocidal empire
>Try going overlord
>1000+ income on all resources from one vassal
I feel dumb killing those aliens
>>2068171In a game where pops are king, killing your enemies is always a losing move. Maybe if civil unrest and rebellions were less of a joke you'd have a valid reason to actually kill shit instead of just absorbing everything into your empire, but alas. You either play wide and take their planets and pops, or you play tall and tax them as your vassals.
Do bio cosmogenesis ships feel weak to you guys? am i just using them incorrectly? riddle escorts feel much stronger
I think they could have made actually bringing a game to completion more rewarding, especially after you've become so powerful that there nothing challenging left to do. Like a cinematic for the type of victory or something, literally anything more interesting than that bland score window.
>>2068232that is the most image I have ever seen
>>2066758go for a leader focused build and enjoy your nearly immortal God leaders. Make sure your using a lithoid portrait for rock bonuses on your primary species
does this game allow interspecies pop mixing? i want to my pops to fuck the hot aliens man
>>2068287Only chad with beefiest computer is allowed to have race mixing
Are you?
>>2068287pre-4.0 the xeno-compatability Ascension perk allowed mutt species but it lagged the game so hard the devs reworked it to just give a pop-growth speed bonus on planets with multiple species
>Unspecialized segments for ringworld
Okay, how do I "specialize" it?
>>2068326No, I mean it's all just urban segments? Not like you'll have enough pop growth to fill all the job vacancy. This sounds like pure dogshit compared to orbital habitat.
>>2068304Not worth an ascension perk. Would have been better off as a species trait or policy.
>>2068326you just specialize the district? like on a regular world
>>2068326build a district, then specialize it
not that difficult
>>2068586>>2068678What if I need basic resources? I was hoping for it to have research zone like orbital habitat and solar farm or something instead of urbanized hellhole. It just gives you 200 housing per district instead of job.
Got cybrex precursor and I feel scammed trying to fix this thing.
>>2068693you can do research specialization for a ringworld though???
>>2068693>What if I need basic resourcesyou can do generator and farming specializations on the secondary slots
>>2068693>ring world>basic resourceslol lmao. you dont get specialization but energy output is very good
>play 5x crisis
>my border is a crisis aspirant
>takes almost half of the galaxy
>decide to take it on my own hands
>fuck his engine
>suddenly unbidden enters
>force all my fleets to come back to deal with it
>this happens
i am not enjoying this bros. too many wormhole backstabbing
>>2068700No, I mean as in zone not specialization district.
>Unspecialized segmentHope they add more soon
4.0 feels really like a reset for stellaris
man the threads are really slow, i havent been here much since it went down
>>2068785NEVER MIND I'M BIG FUCKING RETARD
Turns out the zone really did transform into specialized segment if you build one district then specialize the district
>Shroud storm transformed my pulsar star into red giant
>The catapult is still working
Sasuga sweden
>>2067590They kept trying to update the pops because they are very intensive.
>what is my job?>what is my strata?>what are my modifiers?>what is my happiness?>what outputs am I producing?>do my traits apply to the current outputs?>should I move to another planet?And so on and repeat this for every single pop in the game, it adds up when the galaxy hits over a thousand pops a few decades in. The rework greatly improved the performance but now people are noticing other lag sources like the incredibly bloated AI code or fleets in general. With AI the problem is that they had to add so much shit over the years so that it makes use of all the gimmicky mechanics added by different DLCs and updates, it's generally smarter about the early game and it's not uncommon to see a battle-ready 40-ship fleet in the early game but with so much shit to consider it's also far more likely to just break for some reason.
>what planet do I colonize?>do I use espionage?>what fleets should I build?>DIPLOMACY TIME do I love my neighbors or hate my neighbors and what diplomatic action should I do?>do I build a grand archive?>what star systems should I assign my science ships to explore?>what should my construction ships build and where?>do I excavate that archaeological site?>what should I build on my planets? how is my economy?>what leaders should I hire?>what do I want to vote for in the galactic community and what do I want to propose?>what should I trade?>is it time to build megastructures?>what tech should I research?>what traditions should I pick up?And so on and they all go through weights based on different factors and it's tons and tons of checks. They have to overhaul the game itself to reasonably improve the performance by establishing rules that are easier to optimize for. I wouldn't be surprised if fleets get reworked into far simpler symbols that require a 3D view mode to see how their 3D models behave. Pop groups ARE a good step.
>>2068987>The rework greatly improved the performance but now people are noticing other lag sources like the incredibly bloated AI code or fleets in general.Stop lying.
Performance didn't "greatly improve." It didn't improve at all. In fact on 4.0 until like 4.0.7 or something it was WAY worse than it was during 3.14. Right now it's more or less the same as it was before 4.0 except that endgame lag starts kicking in sooner, so overall it's still worse than it used to be.
>>2068232The problem is in their application, they can be really strong but
>Maulers have a tendency to keep their distance from some reason>most of the status effects that the Weavers can apply kind of suck (though it may matter more to use them in Stinger fleets where their buffs have the greatest effect), the confusion weapons don't elaborate on how ship size affects somethingAs far as I can tell Harbingers are the most reliable because they're carriers and the elders can carry 4 hangars and strike craft are the meta. The real strength comes from how they basically develop for a far less impactful upkeep cost (one weaver ship type specifically equipped with pheromones and the starbase chamber that increases development rate) and you can fit so many more of them in a single fleet, one elder ship is typically superior to a regular equivalent, and the way some of the alloy cost is converted into food costs means it's far easier to get them developed and set up. Mauler swarms can be effective because of the mandibles, except that they really have to run into the enemy to do damage and they're not very good at that. I imagine they're very good against leviathans because they deal at least quadruple damage to battleships but I have yet to test that.
The ship design system is a mess though, they should rework the UI for biological ships, whenever you want to manually design or manually upgrade a ship you have to cycle through the 3 stages just to upgrade the components.
There is a surprising upside to them and it's that their fleet power seems disproportionately high, so you can make use of that for different situations.
>>2068989It noticeably improved on my end. I can finally reach 2500 for the first time since 2018 without significant lag.
>>2068989They did improve a lot though, the game handles pop groups far better than it handled an equivalent amount in pops so now you can more reliably run high-population planets. It was worse than 3.14 but they fixed that, I have no idea what optimizations it lacked though.
There are some edge cases where the system could run worse than individual pops IIRC, such as if you had a planet of 4 stratas and each had pop groups of 8 different ethics (for a total of 32 pop groups) and you multiply this by different alien species with the same effects and the total amount of groups would be higher than the pops they represent (such as 50 xenophiles, 50 xenophobes and so on), but it's still an edge case that in practice doesn't really affect the game (and they introduced a system to merge tiny pop groups into larger ones). The main issue now is that the other lag sources come into play now, which often boil down to some manner of "the AI is doing too much". I imagine their approach to optimizing fleets would include turning it into a single entity, or at least a more static entity that doesn't have to calculate each individual ship maintaining formation and such. In a game I played recently I had a lot of ships fight another fleet with lots of ships and the game slowed down to maybe one or two days per second, less than that maybe, that was possibly from each ship having to calculate what it should do with all the other ships such as target prioritization, which would put the calculations at a number of the fleet's entities (including strike craft and also missiles for target switching, they added this feature a long time ago where if a ship a missile was targeted at exploded it'd search for a different target in a small radius near the target) multiplied by the other fleet's entities, which I assume happens because there's effects like "focus fire" for target switching, which means the fleet has to actively check for updated target conditions.
>their relative power is weak
>declare war
>lose every battle
huh?
>>2069061while higher numbers are good it doesnt always mean you win. i had battled 40k menacing corvettes and they destroyed my 80k battleships because i only had artillery
>new update killed the game faster than the several months without dev diaries last year
amazing
>>2069073Only if you fuck up your ship builds.
>all artyYeah
>>2069004>>2069016In 3.14 I didn't start getting endgame lag until into the 2400s. In 4.0.x I get endgame lag around 2360.
>>2069194My rig is weak but it's been running the game somewhat better than in previous versions, still slows down a lot but it's not as bad. Even in a small galaxy with only my determined exterminator empire and 3 hive fallen empire fragments left the game is going at almost the same speed that it did in the early game (it takes about 5 seconds per month on fastest instead of 3 seconds) despite having the previous system's equivalent of about 700 pops in the empire and the FE having probably over 1000.
>Empires with biological ships can now access repeatable technologies for explosive weapon damage and fire rate
for that anon that was complaining about this earlier
>Paradox accidentally broke slavery and now the only slaves are civilians
you nigs are probably doing corvette spam it really slows the game
How do (You) deal with consumer goods? Without switching to gestalt consciousness.
>>2069643consumer goods specialized world. Gestalt consciousness is so good because they dont have to deal with it.
>>2069666I'm not sure whether to make that as the first or second colony at this point after the capital.
>>2069669early on you can set your economy to civilian focused (since you won't need a lot of alloys early most of the time) and then hold off making it until you have your raw mats sorted.
is it fixed yet?
I see its up to 20 bugfix patches now lmaoo
I hope eventually they make end of the cycle a proper crisis instead of being a near Easter egg with how much it's RNG reliant. The idea of an empire damning their population to a certain extinction bug having an enormous boons before it happens is such a fun concept.
Also no I don't care about multiplayer balance, make it toggle-able for all I care
>>2069643just have a factory world
Pitch a new endgame crisis
>>2069643just get masterful crafters
>>2069749space al-qaeda
everyone gets a stability hit forcing a rebellion. everyone goes through a civil war then you have to deal with everyone who lost it
>>2069749>an empire of species from many different galaxies, fleeing something the same thing the prethoryn are fleeing>a completely normal empire, like any other in stellaris, but extremely hostile to everybody else>starts with every tech researched with a bunch of repeatables>always militarist/xenophile>they want to save as much of the galaxy's population as possible, by force if need be>after having a certain number of pops in their empire (scaled by galaxy size I guess), they start constructing massive ark ships>if those finish they actually fuck off, with a message saying "good luck to the rest of you, you're all screwed though">a peaceful resolution to the crisis is convincing them that this galaxy is strong enough, and that they should stand and fightit's kinda boring but I like the idea
>>2069749Galactic scale outbreak
Anything that does not involve doomstacking
>>2069749mirror dimension you but cool and buff
>>2069749Entropy Crisis
Periodically, Random Star systems will go supernova. Destroying anything in the system it occurs, but leaving behind very large amounts of dark matter. It creates a new sitution for every empire where you have to contribute varying amounts of research to determining the cause. With the overall highest contributor being given the option of
A) Solving the problem- No more random exploding stars but most advanced forms of FTL and hyperlanes are permanently disabled
B) Harness the power for yourself- Gives the optio of picking what star goes supernova next, but the rest of the galaxy quickly catches on
C) Do Nothing- Nothing changes straight away, but eventually extremely powerful machines start entering the galaxy and fucking up everyones shit
>>2069749paradox hq crisis with a situation where everyone has to pitch in energy credits/trade to unlock new dlcs
>>2069749energy credit hyper inflation due to space jews, have to exterminate all of them to stop it
>>2069749Intergalactic purifier empire from another galaxy that was extended their paranoia from "the entire galaxy is against us" to "the entire universe is against us" and they send a detachment to purge the galaxy. Luckily they aren't THAT widespread, controlling at most a few other galaxies, but their ships use warp drives which catches everyone by surprise because they ignore the hyperlane network and the first habitable planets they attempt to capture are a staging ground for the rest of their invasion as they thaw the tens of thousands of colonists they brought with them and clone even more colonists. Beating them will give a cloning-based relic and unlock warp drives.
>>2069988>their ships use warp drivesI would actually buy the game and all dlcs if they brought back those
>>2069902ngl this would actually be hilarious AND original
any kind of economic crisis would be nice actually
>>2070071>any kind of economic crisis would be nice actuallyReally? I just had one in my first serious 4.0 game. I thought specializing planets was still meta. Nope, I was in the red for literally everything. Guess I pushed tech too hard, I thought efficiency techs would carry me but it wasn't the case. I did some reading up and apparently the new meta is to go like 5 or 6 urban districts but have the rest be rural and have all planets be mostly generalist, because if planets are running a deficit the game does a trade penalty to simulate them having to import goods.
>>2070072huh, I didn't know or notice that
I'm on my 1st 4.0 game myself, a megacorp with 4 planets and the only thing I ran a deficit on were cg and energy, and only because I overdid labs and arc furnaces
nothing a quick vassal couldn't fix
but I'm still in 2280s so maybe things will change in midgame
>>2070072Specialised planets are still the meta - in fact, they are even stronger now, but you can't set them up as fast due to the logistics deficit modifier. As usual, the solution is... to specialise one decent planet into making trade/logistics, which you would need anyway because fleets now run off the stuff too. I tend to just spam out a few habitats and fill them with traders and soldier jobs so that they can also increase naval cap and ftl-lock fleets. Or just take masterful crafters or something so that when you make a consumer goods world you also get tons of trade. In general, the entire economic tweak to add logistics feels utterly contrived and hollow.
Also 'efficiency' in the current version is actually garbage; it increases the upkeep as well as the output, but nowhere-in game does it tell you this or show you exactly what it will affect. Also there are 3 different forms of 'efficiency' because Paradox keep forgetting that they have already used that word to describe other mechanics.
>>2069782This does sound interesting actually. Something like the voidworm plague but more competently set-up, like maybe some random empire unearths an ancient bio-synthetic super virus, like the javorian pox on steroids, that ravages the galaxy affecting both organic and synthetic life.
Maybe the virus is like the one in Crossed or the Reaver pax from Firefly, where it turns your people into psychotic yet still self-aware serial killers. Parts of your empire that end up with too many infected just break away and fleets with infected crews start dropping viral bombs and landing craft filled to the brim with cannibals and rapists on uninfected worlds.
The entire crisis will mostly be fought through the situation log, through a series of diplomatic and tech events in conjunction with the Galactic Comunity, with military strength only being used to purge infected worlds. The real danger would be if the fallen empires get hit with the plague and turn frothing psychopaths with the most advanced technology in the galaxy.
>>2069895>but eventually extremely powerful machines start entering the galaxy and fucking up everyones shitWow that came out of nowhere. Do the machines still come if you solve the crisis? Also that's just the original pitch for Mass Effect's reapers isn't it?
>>2070072The trade penalty isn't a big problem from what I can tell, I can still specialize planets just fine. The colony designations generally reduce the upkeep and there's 2 traditions and one civic that you can take to make them nearly free resource producers usually but it costs a lot of unity and is more for the mid game and beyond.
>>2070091>it increases the upkeepReally?
>>2070091wait so that fucking building that gives +15% efficiency increases upkeep by 15% too? that's so fucking shit and not what I'd call efficiency
>4.0.21
oh my fucking god make it stop
is it any more stable now? i've had 3 runs fall into OOS hell already
>>2070202Job efficiency is essentially free pops. If you have 100 metallurgists with +10% efficiency you use 110 mettalurgists worth of minerals to make 110 mettalurgists worth of alloys.
Personally I don't mind bonuses working like that, basic resources get devalued enough as it is, but the game really needs to communicate the fact it works that way better.
I also assume it doesn't also mean you're paying 110 pops worth of food/consumer goods, but it's paradox so I wouldn't be suprised if there was also something retarded like that.
>>2070224pretty sure you end up paying a few % more in upkeep than you get out due to some quirk of float math
>>2070231Damn really? That's jank as fuck, and here I though float math errors were only relevant for the like 15th decimal place or something.
Guess I shouldn't be suprised when it's paradox we're talking about.
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>>2070224Job efficiency is really strong though because it's basically more pops per pop.
>>2070313Also more jobs per building but I just wish it was clear on how it worked. Like when I am making that I was accounting for the need to make a little bit more consumer goods or minerals or what have you.
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>>2070296This says a lot about our society
>>2070296The fact that even Paragons was unfucked much faster gives you an idea of what a trashfire this is.
>>2070296If this isn't panic mode then I don't know what is
>>2070296>meanwhile paradox is too busy celebrating midsommar
>>2070443It's our sacred right as Europeans to do absolutely fuckall for one month.
>>2062444>if a new system was made during the game it'd regenerate all the preset paths in the galaxy (since system creation already freezes the game, this would just make the freeze longer)So THAT'S why the EHOF lags the game when I use it.
>>2062483>>2063994>PDX>Fixing anything, let alone lagAnons I...
>>2070462>Europeans Only Swedes are that lazy
>play under one rule
>forget to get bio as third perk
>i went to civil war
>they got my research planet
>war lasted for years gimping my shit
>mfw the chosen behind me
>stale mate
well i didnt lose but at 2320 with only 3k tech i aint winning that crisis
>>2070970>at 2320 with only 3k tech>only...what is the norm, anon?
>>2070980nta but it depends on tech cost and mid/endgame dates, i usually set endgame date to be about 2325 and by that time i've 12-18k science
>>2069749Ripoff the Beast from Homeworld: Cataclysm
Just had a quick look at the state of Stellaris after a good year and a half. The direction the game has gone is mind-boggling.
>Galactic Paragons
fanfic writing and paratroon self-inserts wtf
>Narrative, narrative, narrative
With the Toxic God and Miramar origins that could only possibly be fun absolutely one time, an entire narrative DLC, and the aforementioned alien fanfictions thrust upon you, are they even trying to make a balanced game anymore?
>Councillors
Well, obviously they don't give a fuck about balance anymore - stacking councillors gives you ridiculous buffs that leave the game trivial to the extreme.
>Wilderness and biological ships
What's the point of a "Prethoryn Scourge" as the outside context when you can play as them now?
Just reading through the wiki and the amount of bloat they've bolted on to the game over the past two years is astonishing.
Is the performance for 4.0 better than late 3.whateveritwas yet.
>Tried chink ancient empire mod
>Choose the easiest difficulty on popup
>Have 600k fleet by mid game thought it was okay
>Got obliterated by the first mook encounter and my empire deleted off galaxy chart
>>2071444>are they even trying to make a balanced game anymore?they gave that up when wiz left, and the game is better for it
>>2071368Isn't that just the Prethoryn Scourge?
>>2063547CoM
humans obviously
>>2069749End-game Khan.
A bunch of different alien empires emerge from wormholes around the galaxy. When contacted they claim to be servants of "the hierarchy". After some time the main force arrives, creating a unique hegemony-type federation with the others and offering the galaxy a choice. Join them as battle thralls or be forever entrapped on your homeworlds under an impenetrable slave shield. Any that refuse to join they declare total war on and begin using the global pacifier collosus type en mass (surrendering at any point remains an option).
After some time has passed a fanatic purifier empire of the same race as the hierarchy spawns and declares total war upon the galaxy.
The purifiers won't wipe out pops of their own species and so will grow too powerful if they take planets from the hierarchy, but if they instead wipe out the battle-thralls it's a net gain for the rest of the galaxy. The trick to the crisis (assuming you're not strong enough to just doomstack it at this point) is keeping the balance of power between the two. The hierarchy are dependent on their hegemony federation for much of their power, while the purifiers depend on their initially spawned fleet and struggle to generate more without hierarchy worlds. If the thralls are wiped out without the purifiers gaining much ground themselves both factions will fall apart or be doomed to irrelevance.
>>2069749reverse crisis path for defender of the galaxy
rewards you for total number of unique species in the galaxy (offshoots counted as part of one species), encourages you to pick fights with genocidals and crises
become space police good enough and eventually all crisis factions/genocidals/etc will unite against you but presumably by now you'll either have doomstacked enough or built up enough alliances to get everybody else on your side
>>2071765Not even remotely. The Prethoryn are your generic Zerg/Tyranid bio-hivemind race. The Beast is different since it amalgamates both organic and inorganic matter, rather than just expanding by consuming raw biomass. As a crisis it would be different since it would grow in strength from winning battles and destroying ships, it can also just straight up infect your ships mid battle and use them against you.
>>2072201>Crush crisis fleet easily>return to home sector for repair>infected fleet suddenly defects and begins wrecking your shitCould be fun but you just know the AI would have no idea how to react to this and will end up feeding the crisis indefitnitely
>>2072221>the AI would have no idea how to react to this and will end up feeding the crisis indefinitelyIt's a feature, not a bug.
>>2071765The Beast is a kind of a zombie plague on the scale of starships rather than individual people manning them. It's cybernetic horror to the extreme since it melds organic and inorganic matter into the ship. You can actually SURVIVE being morphed into ship circuitry if you're already a cyborg, but it'll be like being trapped in an unending nightmare as you're just a sapiant part of a flying death coffin unable to stop it or kill yourself. This is why the Bentusi broke their code of ethics and tries to bail on the galaxy, it fucking terrified them
>>2072221The ignorance of others was how the Beast got out of control in the first place, so AI empires being dumb and unknowingly let infected ships run rampant would run perfectly parrallel with Homeworld Cata.
>>2072229>Homeworld Cata.You mean Emergence?
>>2072595is this good or bad? i've no frame of reference
>>2069749the AI researches hard enough to understand they are in a simulation and the only way to be free is to give you a game over.
>>2072701The lore DOES already have a past empire that attempted to crash the simulation.
>>2072657It's terrible. Stellaris uses about 10-20% of the CPU's available power. It does use all cores, but very inefficiently.
For reference, more full (albeit not completely full) CPU usage looks like this.
>>2071444>Well, obviously they don't give a fuck about balance anymoreThen why did they take away all the ship cost reductions? Now you can only go to -75% and only if you go fauna+swarm
When councilors first came out, there was a trait for -10% ship cost at level 3, and you could get 4 of those guys
>>2072773does it actually need to use all the cpu?
>>2072793Yes, at least if it's running below the speed it's supposed to (which it is). Low CPU usage means that there are lots of times when the CPU should be doing work, but isn't (i.e. waiting on data to be pulled from main memory, or blocking until a thread finishes some other task).
>>2072797ok i get what you are saying
>>2072797IIRC one of the problems with optimizing stellaris is that most of the calculations need to be done in serial instead of parallel
>>2072595If those spikes correspond to a day or month tick, I'd say it's more on game design having little to do most of the time than bad code optimization using resources poorly. "Fixing" that is the domain of speculative execution, which would explode the RAM usage storing potential results.
>>2072814No, it's multithreaded. And that makes sense, because an individual planet, for example, should be able to have all its pop / production work done in parallel with every other planet; the pathfinding in a given system can be done in parallel with every other system, etc.
>>2072816>I'd say it's more on game design having little to do most of the time than bad code optimization using resources poorly.That itself is horrendously bad code optimization, though.
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alright motherfuckers, theorycraft with me
I have a xenophobe lithoid empire that I want to go cloning ascension with. for the first flexible tradition, which is better? mutagenic habitability is good in general, but since I'm lithoid already, reaching 100% habitability is not an issue. however, since I'm lithoid already, reaching 200% habitability is very doable.
on the other hand, pop growth. I believe the maximum amount of genomic researchers you can have on a planet is 400 (200 from genomic research facility, 200 from medical building) for +4 monthly pop growth. this is not particularly impressive, because I can have have up 4 clone vats per planet with 3 (or 4.5 maybe) pop growth each.
thoughts?
>>2072826mutation looks to scale further
>>2072820>That itself is horrendously bad code optimization, though....As opposed to what? Do you seriously think this game would be manageable with continuous calculations? Do you have the slightest shred of expectation that Paradox could wrangle the far harsher multithreading issues? Again, speculative execution exists as a solution to the gap of unused resources, but this has the tradeoff of eating a LOT of memory storing results.
>>2072842What's happening is that the CPU is sitting idle for long stretches of time when it shouldn't be. This points towards these possible issues:
- bad data orientation leading to long delays while data is fetched out of main memory into the CPU's cache
- improper thread task dispatch leading to the previous point as threads get random tasks from all over the place rather than contiguous blocks to work on. looking at the named tasks (Paradox doesn't do symbol stripping apparently) it looks like they're using some kind of shitty jobs system that chaotically dispatches stuff, so this is likely.
- a bad simulation pipeline layout that leads to frequent blocking while threads wait for other threads to not be accessing/modifying shared resources (based on a previous talk by one of Paradox's programmers we know they've had problems with this, as well)
So yes, if the game was programmed correctly all the cores should be saturated with available work.
>speculative executionYou keep using this word. I do not think it means what you think it means. Speculative execution is done by the CPU on its own, Paradox has no control over this other than organizing decision-making logic in a way that trips up the branch predictor less often.
>>2072839the more I think about it, mutagenic habitability is just way too fucking good
>suddenly war in heaven in 2365
these hedonist retards....
>>2072826>I believe the maximum amount of genomic researchers you can have on a planet is 400theres a fallen empire building for genome workers so you can just build it multiple times but its late game
>>2072922>get the notification for the awakening empires>brace yoursel to pick a side>prethoryn scourge out of nowhere
>>2072923can't get that without cosmogenesis or enigmatic engineering, and I think clone vats are just better anyways
>>2072826I'm pretty sure mutagenic spa attendants technically count as genomic researchers when doing bio ascension, or at least I definitely had something fucky going on with pop growth due to them on my evolutionary predators playthrough.
oh boy oh boy oh boy
>>2072935AFAIK genomic researchers are just reskinned medical workers, which is how job swaps work now
>shows up
>writes one free DLC that mogs the rest of the game
>refuses to elaborate, leaves
>>2072959and that dlc is?
>>2072971WHAT WAS, WILL BE; WHAT WILL BE, WAS
>>2072973its been so long since i've gotten that event, the last time was just after lithoids
>>2072979Yeah, because they fucked with the trigger for it so you can't get it randomly when a science ship moves through a black hole system. People were using that to travel around until it triggered and we can't let the players have fun and enjoy the best thing in the game now can we?
>>2072851>What's happening is that the CPU is sitting idle for long stretches of time when it shouldn't be.Do you just not understand what a game using multiple scales of ticks MEANS for optimization? It is not simply an execution window, it is actual discrete units of game-logic that must be processed in sequence. The variables for the next month-tick are not set until it arrives, and only then are you ABLE to get a final answer on the month-tick. For all of the many, many functions that only occur on said tick.
That is why the CPU is sitting idle. There is an INTENTIONAL TIMER for starting calculations that the game is built around all the way down. Any of these calculations starting earlier is working with non-final information and thus the results are likely to be thrown out.
>You keep using this word. I do not think it means what you think it means. Speculative execution is done by the CPU on its ownWhile most commonly done on extremely low levels because this is where solutions generalize well, the optimization technique is applicable at any level. The lengthy series of contingent effects fit the generalizations poorly, so constructing similar in higher-level logic is necessary to get speculative execution on more of the update pipeline to be ABLE to use an appreciable share of resources off-tick.
>>2072982thats retarded, is there a mod or something to revert that?
>>2072983>Do you just not understand what a game using multiple scales of ticks MEANS for optimization? It is not simply an execution window, it is actual discrete units of game-logic that must be processed in sequence. The variables for the next month-tick are not set until it arrives, and only then are you ABLE to get a final answer on the month-tick. For all of the many, many functions that only occur on said tick.Look at the graph. That's not what's happening here. If you see the space between the spikes (which are months; they're about 12 seconds apart - my apologies for clipping the time bar), all the days - which, obviously, are happening long after the month ticks - are exhibiting poor CPU usage. If it was just poor usage after the month, then sure, ok, that would explain a bit - but it's not.
>While most commonly done on extremely low levels because this is where solutions generalize well, the optimization technique is applicable at any level. The lengthy series of contingent effects fit the generalizations poorly, so constructing similar in higher-level logic is necessary to get speculative execution on more of the update pipeline to be ABLE to use an appreciable share of resources off-tick.So, aside from that not being how the term is used, it really doesn't have much to do with what we're discussing here.
>>2072992>Look at the graph. That's not what's happening here.It appears to be evenly-spaced spikes between which there is little CPU utilization. This is what the gameplay design choice of having most functions occur on an evenly-spaced tick would be expected to result in.
>If you see the space between the spikes (which are months; they're about 12 seconds apart - my apologies for clipping the time bar), all the days - which, obviously, are happening long after the month ticks - are exhibiting poor CPU usage.What actual gameplay features do you think are present in-between month ticks to occupy the CPU on the daily ticks? I'm not saying that it's bottlenecked by the month-tick, I'm saying that THERE'S NOTHING FOR MOST OF THE CPU TO DO.
> If it was just poor usage after the month, then sure, ok, that would explain a bit - but it's not.It is poor usage after the month right up to the next month, with a sheer cliff on each side. Because it's executing a bunch of stuff that only happens on the month-tick because the inputs are only finalized at the start of it.
>So, aside from that not being how the term is used, it really doesn't have much to do with what we're discussing here.Show me your source on speculative execution being exclusive to low-level CPU design and firmware. Given the term is used for functions of the Haskel programming language, I am quite confident in it being a general term instead of very narrow jargon.
And it is relevant because that's how you spread the month-tick spike to occupy the CPU outside it. The game simply does not have things going on to occupy the CPU otherwise.
no... i lost to cetana... what a bitch
>>2073005>It appears to be evenly-spaced spikes between which there is little CPU utilization. This is what the gameplay design choice of having most functions occur on an evenly-spaced tick would be expected to result in.>What actual gameplay features do you think are present in-between month ticks to occupy the CPU on the daily ticks? I'm not saying that it's bottlenecked by the month-tick, I'm saying that THERE'S NOTHING FOR MOST OF THE CPU TO DO.>And it is relevant because that's how you spread the month-tick spike to occupy the CPU outside it. The game simply does not have things going on to occupy the CPU otherwise.Anon, if this was true THE DAY TICKS WOULD NOT BE SLOWING DOWN. BECAUSE THEIR WORK WOULD BE DONE FASTER. The reason the CPU is idle isn't because there's no work to do and it's just waiting on an engine enforced min tick time, it's because the work is being done in an inefficient manner that is leaving the CPU idle while the actual day tick time gets longer and longer.
>Show me your source on speculative execution being exclusive to low-level CPU design and firmware. Given the term is used for functions of the Haskel programming language, I am quite confident in it being a general term instead of very narrow jargon.Use of speculative execution to refer to something outside the CPU is not at all common and citing an incredibly niche language that has virtually no use outside of academia, like Haskell, does not help your case. I don't know why you're fixated on this anyways because it has nothing to do with the issue at hand.
>>2072982yeah, because moving a science ship in and out of a black hole system is the height of fun and enjoyment
>>2073023and having to conquer the galaxy just to have a 20% of procing the event is?
>>2073034maybe you're not supposed to see it every game, ever thought of that
stellaris has a problem with certain things being too common, I'm definitely not gonna complain about something being rare
>>2073039Who was complaining about the Horizon Signal being too common? FUCKING NOBODY.
>>2073039i want to see it at all, i've not seen it since lithoids was still new
same with the grand herald, i've seen that ONCE
>>2073044if you see it every game, or even every other game, it stops being special. every time I see the pirvax digsite (poor guy) or the sea shanty one I roll my eyes
>>2073045you can trigger it manually I think, if you really want to
>>2073048>if you see it every game, or even every other game, it stops being special. every time I see the pirvax digsite (poor guy) or the sea shanty one I roll my eyesNobody was seeing it every game, you had to deliberately run your scientists back and through the system to get it, if you didn't, it was rare. Now you basically never see it at all.
You know why it got nerfed? Because of subhuman multiplayer niggers whining that it was too strong. They made it basically never happen so that 1% of the player base would be happier while the other 99% had their game shit on. And Stellaris is a singleplayer game that happens to have multiplayer tacked on, it should never have decisions made that detrimentally affect singleplayer for the benefit of multiplayer subhumans.
>>2073048triggering shit manually is really finicky and prone to just not working or fucking up something
further more that doesnt solve the issue and completely removes any semblence of specialty it may have had
>>2072773>>2072797And what game are you using to demonstrate high CPU usage?
i cant win. tips on loadout? my torpedo frigates gets melted with her guards. my battleships are tachyons with plasmas
>>2073130plasma is pretty shit, go tachyon gamma 55%, giga kinetic 35%, hanger 10%, 100% G cruisers stationed BEHIND main fleet to join after contact
all ships 40% shield, 60% armor, afterburners
or you can try to catch her in a pulsar with 100% armor and 90% tachyon gamma, hanger 10%
>>2073130Do you check the kind of damage they do and counter how you tank, btw?
>>2073134>or you can try to catch her in a pulsarwait she moves?
>>2073137>Do you check the kind of damage they do and counter how you tank, btw?i did. since everything just one shots me i just assumed mass frigates will just dodge it
>>2073166>wait she moves?probably, its been a while since i've fought synthetic queen or whatever her name is
There should be "decaying empire" empire type that's basically fallen empire in the making, that starts strong and occupies large chunk of space but then becomes progressively weaker, either commiting seppuku, splintering into several smaller states or just becoming regular fallen empire by the late game. Around the midgame, player can serve as their mercenaries, raid their planets for resources or strike lucreative trade deals with them.
>>2073208mostly fulfilled by your overlord with the imperial fiefdom origin
I really hate how machine species are handled, you shouldnt be able to start the game as one, it should be a crisis event like before when you researched AI tech
Bio species competing with machines is dumb, what can a biological worker/pilot/admiral/researcher do that a machine cant do better?
>>2073054>multiplayer subhumansOne of the fundamental problems of Stellaris is the fact, that the vast majority (if not all) of its devs *are* the multiplayer subhumans and that's their primary in-house testing method (if they bother at all).
>>2061887 (OP)what are some builds surrounding primitive world and slaves?
its two aspects of the game im just not really knowledgeable about
doesnt have to be good or meta or anything, im just looking for a interesting experience
>>2073039I've literally only seen it once, and that was before they changed the trigger for it.
>>2073618I used to see it a lot but not once since they made the change
>>2073588>what are some builds surrounding primitive world and slaves?theres not really anything based on primitives its just some shit in the background, you can i guess play a xenophobe who considers every other species primitives and enslave them all
starlit citadel is pretty good. you have your own l gate
>playing egalitarian xenophobe
>liberation war someone else
>they sell a bunch of their pops on the slave market afterwards
>buy them all up then set them to utopian abundance for a bunch of research
>>2073573Meat is cheap and cross-trains easily. There's a little bit of this with how machine pops use alloys, but if I were fleshing it out I'd escalate upkeep with job strata and heavily penalize promotion time such that growing standard pops has a reasonable purpose.
Introducing mechanics solely for it, I'd try to integrate them with the automation system such that automating higher tiers of jobs requires the appropriate machine-pop tech while having its issues offset by machine-pops being able to work automated jobs, the latter shared with some Collectivist Cyborg and Hive Mind options.
>>2073588There's a few pop-bomb strategies with Genesis Guides, such as rushing the uplift with the Relic World origin or integrating them into your primary species with Necrophage.
>existential expulsion is so trash i need to get colossus for the total war
>>2073757Existential Expulsion is for when you want to destroy the enemy but not have to micro deleting their outposts.
>>2073789i still have to micro the planets which is very annoying
>>2073790Just toss their pops in the Lathe.
>>2073920a meaningless coincidence
>>2073920i got this on my very second game years ago. i didnt understand what was happening and it fucked up my pops
Playing as a pacifist is kinda lame, first I was cockblocked from expanding by my neighbors and now Robot Nazis declared war against me
>-110% happiness
maybe I should remove the mutagenic spas civic
>>2069001the cosmogenesis weaver buffs are very strong, but if you mix weavers into the fleet it makes the fleet act retarded and close in on the enemy (which is suidal on x10 or x25 crisis) and if you keep them in a separate weaver only fleet they sometimes just fail to buff
>>2069001>There is a surprising upside to them and it's that their fleet power seems disproportionately high, so you can make use of that for different situations.kind of but not for the cosmogenesis ships, those have even more inflated stats
though i suppose that bioships being incredibly strong early game (camping at the gates with maulers will let something like 30 maulers destroy enemy fleets of literally hundreds of corvettes on Grand Admiral with no scaling), kind of compensates them being trashy late game, even the cosmogenesis versions
>>2073573I think the main problem is that consumer goods are a massive fucking drag and their only real purpose is to slow down rushing strategies like tech rushing and unity rushing, except that both can still be done pretty easily and the former is still going strong despite several nerfs specifically against it, and it doesn't affect trade much because one of the first two traditions you can take in the mercantile tradition tree lets the traders refund their consumer goods upkeep. Utopian abundance is kind of useless because the impact on stability is pretty low and authoritarians can achieve stable planets despite having very unhappy pops because they reduce the political power of worker pops without having to use up tons of consumer goods. Gestalt consciousness empires don't have to set aside a factory world just to produce consumer goods, they just produce that shit, and the 4.0 update made them better because regular empires seem more broken with all the pop growth being torn between pop groups. Seriously I think they need to check that shit, something doesn't feel right.
I REALLY want to do a Fear of the Dark playthrough where you become a fanatic pacifist cause of inspiration from 3 Body series but having zero diplomacy options doesn't seem quite fun to play out
>>2074495Is fanatic pacifist any fun to play? You can't do any war and trying to be political seems so slow and boring. Do you just build fleets for the entire game, wait for the crisis to eat the rest of the galaxy and then just solo it?
>>2074657just bait the enemy to attack you by having almost zero fleets but have 100k citadels in your border.
>>2061921I don't play humans, but yea. I like being robots and turning all organics into batteries for fun
>>2074495Neither of the empires in the 3 body problem become pacifistic. If anything humanity becomes more xenophobic, authoritarian, and militaristic because of the imminent alien invasion. The trisolarians definitely aren't pacifists.
>>2074823oh oops sorry. I meant to say fanatic purifiers
>AI destroys one of the marauders systems
>great khan triggers as a result
great... great.
>>2074912that was a rough 18 years
not for me though, I surrendered as soon as the khan looked at me the wrong way
Fuck is this shit even supposed to be?
Nobody is controlling this fleet, it just keeps growing.
>>2075288it literally says what it is
>>2075303There is no custodian and the galactic emperor doesn't control the fleet.
I suspect it has to do with the custodian getting RAPED by the Khan.
The fleet isn't being controlled by anybody, it just keeps growing for no reason.
>>2075308did the custodian die or did the custodianship expire? I think regardless the GDF stays around for the next custodian but it's weird that it keeps growing
why the FUCK does liberation wars turn the planets you took over into a subject of the person you just fought that makes no fucking sense
>>2075605...It doesn't? It's supposed to turn the liberated systems into an independent empire that matches your ethos and is friendly with you.
>>2075622well it didnt i literally just peaced out and the split second after theyre a vassal of the other empire
when is the psionic dlc for this dead game coming out again
>great khan spawns (next to FE)
>sweet, time to go fight hi-
>great khan defeated in battle
>well ok I'll go out and get him this ti-
>great khan dead
fucks sake
I'm pretty sure he sailed into the FE's fleet, but not 100% sure.
>>2075605You're beta testing.I hope you didn't pay for this.
>pick spiritualist advisor
>she sounds bored as shit
>Start a game as a Driven Assimilator with Bio-Ships and Catalytic Reprocessing
>Only have 3 Agri districts MAX on starting planet
Brehs...
>>2076163Sounds like you need to assimilate better capital
>>2076163Shouldn't have gone with a desert planet as your starting planet then dumbass.
0a6
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>>2076181But the spikes look cool on the desert background...
>>2075848that happens all the time when the great khan goes ballistic, or spawns near a FE
I feel like it's unintended, but it's been like this for years at this point
>>2076163Start with a wet world next time then, retard.
>>2076206Fuck off I'm working towards that wet world.
>>2076181...planet type actually influences the district types on it?
Bullying humans is always fun.
Soon they will be assimilated.
>Tiny galaxy
>Still fucking find another empire with the same damn portrait.
Retarded fucking swedes.
>>2076228nayrt but yeah. hot gets more generators, wet gets more agri, and cold gets more mineral districts
>>2076260>zero zero onanBetween this portrait and the IRL BLACKED poster for EUV, I am deeply concerned about the recent gooner infestation of Paradox.
>>2076359โฆsauce? Asking for a friend
>>2076259>Bullying humans is always fun.Especially when you roleplay as an empire of horny futa aliens.
>>2076349I have played the game since its release and I didn't know this shit and it makes a lot of sense
I need to start making cold homeworlds
>>2076511not sure how it is with the new system but subterranean origin gets to fill its districts with mining no matter the planet
>play 5x crisis
>give vassals half of my tech
>mfw cetana
>they didnt join the fight
fuck this shit bros
>>2076401covered in this thread here
>>2058490
>>2076685Hah, get Buddhist Mommy'd.
>>2076508they had better be powerbottoms or i am going to be asking serious questions
>>2069339Oh hey they're going to fix slaver guilds in the open beta
>>2076359I don't know, I used that machine portrait because it matches the cyborged version of this portrait.
>no dev diary
it really is over
>>2061921>not creating a genocidal race of fish peopleWhere's your creativity anon.
>>2077948Apparently they're not releasing dev diaries for a while and all the future updates are being added gradually to the open beta branch until August, but it's kind of annoying because you have to track down the developer posts on the forums to see the open beta logs.
will secrets of the shroud actually be done by q3
>>2078445It will release.
Why aren't my robo factories churning any new machines?
AAAAA
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>Spawn next to marauder empire
>get raided constantly
>finally get strong enough fleet to fight them back
>they turn into a great khan
>immediatly kneely because i don't stand a chance
>great khan dies after raping the entire galaxy
>War heavens starts immediatly after
>mfw sanwiched between both fallen empires
>>2078445As 4.0 have shown nothing has to be done to be released.
>>2078532It's vacation month every month, please understand
>>2078445done? no. released? yes.
I want to pirate this to see how it is
Do I just leave all the DLC on or no?
>>2079379If ypu just want to experience the train wreck leave them on.
Every game I play just ends up in a stalemate where the AI superfeds and I have nowhere I can conquer. Espionage is useless. How tf do you break up these annoying AI blocks... feel like they had it figured out a few years ago where the AI was more dynamic and there were rebellions and interesting things happening geopolitically then they immediately patched it out... Even turning high aggression on does nothing. Khan gets wiped instantly. Idk.
>>2079799I want to watch the galaxy burn from behind my fortresses
>>2062802yeah me too, i wanted to recreate hive queen quest, but nope, you can't be a bug hive that befriends the humans
>>2069749>>2069761Somehow, Zarqlan has returned
>spiritualist FE immediately hands over everything they have to him (otherwise a random system with habitable worlds gets created and filled with FE tech buildings)>galaxywide religion spreads like a wildfire, you have several options what to do about it (convert, suppress, do nothing)>special interaction with him if you have his head, he says something like 'Oh neat" and a year later some fanatics break into your vaults and steal the relic from (You)probably needs a lot more refinement but that's it
>>2080564is it actually zarqlan or is it someone pretending to be him or him from another dimension?
>>2080572>>2080564Shroud-ghost Zarqlan coming back (or an imitator, like a shroud demon or surviving Zroni disguised as him) to lead a cult uprising that turns into a full blown civil war/insurrection with possible interdimensional psionic fuckery could actually be cool. Which is how you know Paradox would never add it. Bonus points if reworked Psionic ascension can do similar things as him or just totally call him out.
Anyone done a pompus purist playthrough? Want to a space elf playthrough and really like the idea of it but practically it seems bad considering its a diplomacy civic for a xenophobe empire. How would you make it work?
>>2080579i tried doing one where i strong armed a whole bunch of vassals and then forced all my galactic community resolutions to pass
but for some reason you arent allowed to become emperor or custodian while having the pompus purist civic so it kinda fell apart and i had to reform out of it
its so nice tho to not be spammed with deals all the time
>>2080576it would be funnier if it was played straight and there is no twist or shroud fuckery or anything, its just zarqlan in the flesh plain and simple
What's the point of Empire Focus tasks? Building it up seems to "unlock" researches which aren't locked to begin with.
>>2080757There is no point.
>>2075664Probably insta offered subjection because of low power rating and picked the closest empire.
>>2080757It's for morons that can't play the game on their own.
>>2080757Having a failsafe for certain key techs to be guaranteed after so many techs were added.
Unfortunately it's easy to accidentally ignore because you have to manually open the menu and navigate to the empire focuses window to even see what the tasks are, and most of them are pretty basic. Ain't nobody got time for that but some of the techs you could turn into guaranteed researches are really nice like mega-engineering.
>>2081201If it automatically completed those researches, it could be a good alternate way of playing. Rather than building lots of research labs, you could get technology by completing the tasks.
Research through action rather than theory.
>>2081225That would be too broken and people would try to game the system as a form of tech rushing, it's mostly a problem of both presentation and forcing people to do actions that they don't necessarily have to do, like declare a nearby empire a rival despite having decent relations. If there was a toggleable UI on the main screen that showed you on hover what tasks are available right now it'd probably see more use, but right now it is really bad on the UX side of things
>not mentioned outside of tutorials, maybe (didn't play the 4.0 tutorial)>have to press two or three buttons to get to it>each time you complete something it has a fade-out mechanic that takes several seconds and it keeps doing this for every goal on that slot that has been automatically completed and you also get some generic as fuck "toast" (the temporary pop-ups that appear on the top right) that doesn't really give you details about what happened aside from "you completed a goal of this category, check the tab" IIRC
>War in heaven starts
>getting raped by opposing FE
>Unbidden starts
>spawns in my borders
>actively avoiding the FE
fuck you
Any coomerbros here? Is Lustful Void working with the current version?
>>2083535>theres stellaris pornwhat the fuck
How do you play Pleasure Seekers?
>>2083567Either go isolationist and play a mini-FE, or go supremacist and enslave the xenos to be your servants.
>>2083543It's almost entirely species pics with tits
I wish there was more of a legit "space religion" mechanic in this game. The next expansion is supposed to be based around the shroud from the title of it, so maybe we'll get some kind of spiritualist update as well?
As it stands, spiritualists are mostly one religion that loves psionics and the shroud and hates robots. There's not much room for robot religions or machine cults. There's also not much room for thinking that the Shroud isn't Heaven, but Hell, and that psychics are witches and shroud entities are demons. There isn't really much of a mechanic around converting the unbelievers. All spiritualist pops are basically regarded as part of your "religion" no matter what it is, and even the corporate prosperity gospel thing regards spiritualist pops as already part of its religion. Your various religious tenets all seem to be taken from the spiritualist fallen empires too. Like you can consecrate holy worlds which shouldn't be inhabited... for some reason. The spiritualist fallen empire does it, so you do too because you're a spiritualist, and there's no given reason why the spiritualists even believe in holy worlds and think holy worlds shouldn't be inhabited.
>>2083635There's also not much room for sham religions. Like, I could imagine a "Foundation" type origin where you play as a group of scientists referred to as "The Foundation" from a former galactic empire who were exiled to a remote and largely useless planet called Terminus in a far away corner of the galaxy because of the development you developed a supposedly subversive form of psychology which allowed you to predict large, historical social movements with a high degree of accuracy, and so you were able to predict the imminent collapse of the galactic empire. As the collapse came, you have found yourself as the last remnant of the empire, surrounded by primitive, upstart species. Your planet and system are nearly useless and have no minerals whatsoever, but you have noticed that the primitive young empires surrounding you have begun to regard your technology in increasingly mystical terms, and so, both to protect yourself and to expand your influence, you found a religion around "magical" technology. You spread your technology to the surrounding young empires and train priests to operate it, but intentionally obfuscate its functions with "religious mummery" meant to keep the local populace from being able to decipher how it functions. So, the priests believe that the burning of incense and prayers to the Galactic Spirit are just as important and operations and maintenance protocols. Populations taken under this new religion will refuse to attack "Holy Terminus" or the "Holy Foundation" and will rebel against empires attempting to attack you, and eventually they will willingly vassalize themselves to you. With this in stock, the Foundation sets its sights on bringing imperial science and law back to the galaxy and reforming the Galactic Empire.
>>2083635One of the expansions has a cybernetic cult with some dedicated mechanics for being religious cyborgs.
But yeah there should be more. There are a bunch of religious civics, but they still don't really mean a specific religion.
It's also a shame you can't send out missionaries to convert.
>>2071783I tried to replicate the Ur-Quan back when Overlord came out but all of my Bulwarks are too stupid to be real Battle Thralls.
>>2083543It's a mod that creates new variant species of races you allow to grow. I'm wondering how patch 4.0 affected it since species traits looks to be the focus, and also b/c i haven't played since machine age
>You can't pick the Machine World option after Synthetic ascension.
What in the goddamn fuck.
>>2083635>>2083639been wanting a custom religion mechanic for a long time now, it's basically the main thing that keeps me from playing spiritualists
>>2085518individualists get ecus instead
>>2085570Yeah but I played Fear of the Dark and went full Synthetic + Fanatic Purifier with the intent of going full 0 % humanity flying cube shit.
Ecus and Gaia worlds ruin my Metalhead delusions.
Finally got my fucking creamapi working.
what dlc adds the nigger elves and is it just a portrait dlc or does it has other content and is said content worth polluting the galaxy with nigger filth?
Are Archeo-Engineers any good if you spawned near a couple of relic worlds? Never tried it and got an ascension perk to spare
>>2086405if you are doing the busted corvette spam yes
Anyone else experiencing a crash when selling Specimens in the Grand Archive if doing so would take another one out of the storage?
>>2080916lmfao that's some good mechanics
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What ship mods are the most complete, including stuff like ion cannons? NSC is just bloat.
>>2086405if you want to use archaeo-tech weapons, then yeah
>>2086795are there even other ship mods? that get updated frequently? that aren't terrible?
I like NSC but you're right that it's bloated, and they removed the customization menu in the update to 4.0 so I won't be using it until they add it back
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>>2086737What about when there is free space in the Exhibits but nothing ever moves out of storage?
>>2086795Is there a mod that lets you use different ship hull designs in the same playthrough? Or one that lets you use both mechanical and bio ships?
>>2087344this doesnt happen to me bro
>>2087362Well, it helps to figure out what's going on in my game anyway, I'm barely using mods.
>>2087344Have you tried turning off and on again?
>>2087420I'd do a full reinstall now but I frankly got bored already, maybe surely certainly they will finally have managed to actually improve the performance by then.
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Oh this is just fucking great.
>>2073007Literally every single time Cetanna has spawned I've been fucked over some bug or another preventing me from completing her event. I wish there was a way to do "all" crises while excluding her until they patch that shit.
>>2087722>it was fucking UI Overhaul Dynamic + More Societies: Infinity of all mods???
gg
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On a more nsfw note, I'd heard there was a balancing submod for Lustful Void (because the base mod's mechanics can get outta hand with its multipliers). Do you know its name?
Is there a mod that replaces all shroud entities with Allah?
>>2070091>the solution is... to specialise one decent planet into making trade/logisticsThat is impressively retarded. You'd think you would need to build SOME infrastructure on your factory planet to move enough materials to fuel a galaxy-spanning warmachine on- and off-world, but no. Just have some fucking stockbrokers on the Wall Street Planet in another arm of the galaxy shit out enough Fungible Good Economy Points and it's fine.
>>2088473I swear the game used to have "trade routes". You needed a clear path between planets, and if too much wealth went through an empty system without regular patrols, pirates would spawn and block the system.
Maybe they should bring that back, if I didn't imagine it or make it up.
Possibly tweak it so planets must deliver to their sector capital, which must then deliver to the empire capital. Every sector it goes through loses 5% of the total? So if a distant planet is specialised, you'll lose more (%). Distant planets would be more generalised and self-sufficient, while core worlds could be specialised.
>>2088509They removed it because it was generating significant amounts of lag on its own
>>2088509>I swear the game used to have "trade routes".Indeed it did, but the drooling retards that are Paradox devs coded it in an inefficient manner (even if it was nowhere near the most egregious unoptimized mess they had made in Stellaris so far), so they recently (with 4.0) scrapped it to offer it up on their altar of optimization, where I'm pretty sure it did not make nearly enough positive influence toward the game not being a spaghetti mess, to justify the loss of the trade system.
So is the lag better than the previous version yet?
>>2088567>fix the trade lag generator (mods fixing it pre 4.0 double endgame speed)>fix pop lag>make ai so stupid they can't create anywhere near as many ships as before>somehow, the game is even slower
>>2088784But to be fair, now there is so much going on that you barely need to touch fast-forward.
>>2088783For spectacular enough pop-rush builds, at least.
Sick of this dogshit game. All I wanted was an assimilator robot uprising to make a few of my pops cyborgs but after 5 (five) attempts I see now that it is impossible. Organics will be amalgamated into the grid. There are no exceptions.
>>2088783not even close
i used to have no problem playing on 1k stars
now I have to play on 400
The problem is Stellaris has no competition. They are the only sci fi strategy game which built the game around customizability, which solves the problem which killed Imperator: why care when you have no connection to your nation? Every other space game is just your typical:
>blue democracy humans
>red edgy humans
>off-purple/teal sciencey smart aliens
>warrior race aliens
or goes into batshit weird territory like ES2.
For this reason it has a higher player count than all other space 4x games within the last decade combined. And it isn't even close. GalCiv is dead despite having been the big dog for the '00s and '10s. ES2 is dead. DWU keeps chugging but it's just one autist and also mostly dead (and DW2 is bad but then again so was DWU at launch because, again, one autist). Then there are all the also-rans like nu-MoO. Even SoaSE2 is also an RTS but nope, also dead, which is interesting because you'd think an RTS which appeals to compfags would be the top game of its genre.
Stellaris doesn't have to worry about how shit the latest patch/DLC was because it is the only relevant space strategy in this niche and no one else is remotely close. In fact you could add the newest Civilization to the combined total of its competiors and the player numbers still don't match Stellaris.
>>2089069i have read your post and I would like to state that I agree
>>2089069Yeah right, the reason for game's success is the species creation menu, you nailed it.
>>2089069space 4x games would do well to take a leaf out of stellaris book are just ensure that every single sci-fiction nation is recreatable, or at the very least exists as a preset
that's all it takes, most people aren't particularly creative, all they want to do is LARP as The Culture or the Imperium of Man
>>2089050you want an AI rebellion to spawn with the driven assimilator civic?
>congintency event pops up
>2 decades and still no sign of them anywhere in current year 2428
Did the game break? First time running all crises and don't want to engage with two or more at the same time
>>2089807all crisis does this sometimes, I had to wait 50 years for a scourge once
>>2089807>>2089809if the event happened but it's been 20 years, it might have broken
you can't get two crises at the same time anyways
>>2089545It used to work that they'd assimilate a few of your pops and turn them into cyborgs. After you take the planets back those pops can still take an accension path. If you colonize the next 50 planets with the double ascended pop they'll eventually become 90% of your pops and all your governors, scientists and admirals will be cyborg and psychic/erudite.
>radio silence from devs
its over
>>2062034>There isn't a snowball's chance in hell that all the bugs are fixed by the next DLC. We are going to be suffering the consequences of 4.0 for another year or 2 at minimum, and we'll likely be approaching 5.0 still complaining about X, Y and X that "never got fixed"just ragequitted the game after a bug frustrated bombing an orbital habitat, the capital of an empire I had just declared war as the commonwealth of man. This empire had only habitats instead of planets.
Sad they released this game in such a buggy state.
>game keeps fucking crashing before it even get's to the menu
Literally unplayable.
Wtf is their problem?
Every time I diplomatically contact them I get fully voice acted gay porn in my ear.
>>2089069Dw2 has been good for some time and has always been better than stellaris tbqh
>>2090251They're active on the forums and are updating the open beta.
I just don't understand how to manage planets anymore
>play the game for the first time
>go in blind
>think starbase capacity is the number of systems you can control without a penalty
>have 3 systems
>run into alien controlling quite a few systems
>discover that outposts are not starbases
My first run didn't go that well for some reason. Anyway I'm really liking the game and thinking of getting that sub that'll give me access to everything for my second game but I'm wondering if it might be a bit overwhelming? Would it better to get one dlc at a time and get to know the new stuff step by step?
>>2092971buy the base game and unlock the dlcs with cream api.
>>2092971most "expansion" dlcs are flavor texts and new resources that improve your other resources that should have been there in the first place. you will not be overwhelmed
>>2092820what don't you get
>>2093038>creamSounds a bit too creamy. Any reason to do this instead of torrenting everything if you dont care about multiplayer and don't want to pay?
>>2093095Sweet, thanks!
>>2093263steam workshop mods
>>2093095I could see it being overwhelming but learning with it all when you are still picking things up isnโt a bad idea
This is why people play Fanatic Xenophobe, I swear to god. 1 to 35 fleet loses, I already occupy their whole empire in space, and this is how their respond to surrender demand. Now I gotta come with 20k power in armies to mop up all their fortress worlds.
And all I wanted is them to be a protectorate under me so they stop closing borders and blocking a whole side of my empire.
>>2094473use the mod 'fleets win wars' that pretty much fixes it entirely
gweat
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>>2089069Hate to admit it, but I think this anon is spot on. There is no incentive for them to truly try and fix it, they'll probably move on to a sequel before the performance issue is dealt with.
dead game
dead thread
dead general
>>2096853tbf a sequel might be the better idea since it's hard to optimize bloat added by over a dozen DLCs, especially the AI.