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Summertime is over, and quality of life changes are coming.
How are your thoughts on Paradox finest creation?
Share a meme, kek a little, post stellaris related greentexts.
Stellaris thread.

>https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-262-ringworlds-reliquaries-relics-and-more.1539348/
>>
>>1170757
XBOX CHAD HERE
THIS GAME IS KINDA BORING
>>
>>1170757
ive got this game on xbox, its good in every way except the AI is fucking retarded even on hardest difficulty. it makes civ AI look like its running through tesla-tier AI.
>>
>>1170905
BASED

HALO WARS IS THE ONLY GOOD STRATEGY GAME
>>
>>1170757
wasn't fornax the name of a mass effect porn parody anthology?
>>
>>1171018
it's also a nebula or something in real life apparently
>>
All of those quality of life updates...
Will they finally automatize the starbase buildings? Or just let us have a template?
>>
>>1170757
>>1171071
Did they run out of sci-fi writers to name updates after?
>>
>>1170757
I've had a lot of fun with it. I wish they would add some more exploration events and archeology events with the updates though. Would also like them to do something about the horrific late game slowness. I wonder if there's any way to fix it other than completely redoing the game.
>>
>>1171018
It's an in-universe porn mag, not surprising if it got used for a fan project.
>>
>open L-Cluster
>0 nanites
epic
>>
>>1171548
>Site discovered
>Engage science vessel
>fast forward 15 years
>375 unity
Archeology DLC is worth 8$
>>
>>1171314
It can't be fixed. Parafaggots are shit engineers. Among the worst in reality. If you knew anything about the engine you would kys so you wouldn't have to live in a world with it
>>
Relic is a failure mechanic because out of the something 50 available relics you realistically only get like 2 per game, and their randomness means most of the time the 2 relics you get for that entire playthrough don't really provide anything useful for your empire.
>>
>>1172211
I've seen relic changes, their new effects seems pretty excessive now.
Like spawning better fleet every time, or gradually converting up to 20K minerals into 10K alloys, or having +50% socio research.
Idk dude. With that much power, all we need is to just have some way to trade them relics, and steal them (espionage) and we are home
>>
>>1171548
>open L-cluster
>space AIDS pours out
god dammit
>>
What's a fun species/gov archetype to play? I have the more ethics mod but I'm not sure what to do with it.
>>
>>1172282
topkek
>>
>>1172282
Bruv when I want to hang out with kids 4chan is the last place I'd go to. Granted there are lots of kids here but they're all autistic shitgoblins and not cute at all.
>>
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>>1172907
Playing an (un)friendly merchant man who vassalizes everyone around him and forces them to build shitty McDonald's franchises all over their planets is pretty neat.
>>
>>1172944
I'm definitely going to. I tried merchant before but couldn't get into it.
>>
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Can someone brief me on how the hell pop works in 3.4?
I've read the wiki article and figured that population gets highest growth rate on owned planet that is populated below half it's maximum population.
When in game, pops just spawn sooo fucking slow. It takes several years to get a single hombre that's gonna be a clerk anyway.
How do I fix this? I haven't meddled with pop cap in galaxy settings yet, but it seems that on default about 600 pops they just stop breeding more.
Only two times I've been able to counter this were when i build several dozens of empty habitat stations that acted as a off planet brothels (I'm guessing tax evasion reasons the shore houses were moved to orbits) producing bastards in astonishing rate of one per 28 month total.
Second time was when I vasaalised every single sector that I owned except core of course thus effectively making my empire population size 327 pops.
Then suddenly all those idiots started breeding like crazy.
What the fuck is this crazy system? I can't even man a single Ringworld for shrouds sake. This thing is supposed to be able to sustain more than a thousand pops at all times. How do I even get number so big? It's 2400 and I'm at 789pops.
>>
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>>1173337
pop creation costs just grow exponentially higher over the game
As long as you make sure that your planets all have the planet cap boost there's not much more than you can do
>>
just use this guide about pop
https://www.youtube.com/watch?v=dT2S_2qgvLI

the problem i had is my main planet had unemplayed guy i wanted to migrate but he just didnt do it, any reason why
>>
>>1173415
Just manually resettle your pops
>>
>>1173434
it costs resources
>>
>>1173415
Most probably reason is that this hombre had resettlement policy locked to forbidden
Might also been the case with no available jobs for him on any planet, again check policies and species rights.
Was his luggage icon yellow or red?
>>
>>1173337
Paracocks couldn't figure out how to optimize pops, added an arbitrary limit to them, broke everything. Late game still lags like hell. Well done, paradogs.
>>
Leaders costing unity was a retarded change in retrospect
>>
>Create 20+ alien races to use mostly as NPCs
>Use each civic once, with minimal duplicates
>Make sure each empire has unique ethics i.e. no two races can both be egalitarian, pacifist and xenophile or militaristic, spiritualist and authoritarian etc.
>Make sure to use each origin available at least once
>Make sure to have at least one of each AI personality
>Only one fanatic of each type
>Each race must have a different government type i.e. only one Illuminated Aurocracy, Moral Democracy etc.
This is the objectively correct way to play the game and consumes at least half of my playtime with Stellaris. For a golden moment a few updates ago I managed to achieve it in perfect harmony but at some point something will always throw the balance out of whack.
>>
new dlc announcment today
species pack ofc, comes with the next patch in 3 weeks
>>
>>1175067
It got leaked already
Called Toxoids
>https://webcache.googleusercontent.com/search?q=cache%3ADwXcmK66u7cJ%3Ahttps%3A%2F%2Fstellaris.paradoxwikis.com%2FStellaris_Wiki&cd=1&hl=en&ct=clnk&gl=dk
>https://www.youtube.com/watch?v=voDMl86jK7k
>>
how would you fix combat in Stellaris?
>>
>>1175183
>Space combat
Give ship classes distinct roles. Corvettes harass other fleets, taking down vulnerable targets. Destroys take down fighters, missiles and corvettes. Cruisers are the bulk of the fleet. Battleships are back rank damage dealers.
>Ground
Divide the invasion screen into rows. Attacker starts on the right, when last row is captured battle is over. Divide ground units inti several types: Indantry, armour, anti-armor squads, artillery. Armor is good against infantry, infantry is good against anti-armor, anti armor is good against armor. Artillery can attack from a row behind but has low health. Give tech tree for them, with different varieties with different boosts. Make ground combat matter more, especially on fortress worlds. Block jump drives, fire into orbit, etc. Give later primitives more of them, so taking them is somewhat challenging.
And for the love of god, give us some better visuals
If it were up to me I'd go more in depth, like ground unit designer, manpower, logistics, etc. but what I presented shouldn't be too hard to implement
>>
>>1172907
Fanatic purifier Humans.
>>
How's the performance?
Still shit and unplayable late game?
>>
>>1175163
oooooh so toxic worlds are gonna be a thing now. nice
>>
I played the base game a few years ago, seemed pretty dull honestly, do the DLCs improve upon it?
>>
is this best paracuck game?
>>
>>1175163
>>1176085
These are all the species portraits. At this point we should know what the next origins will be considering that the origins added by Paradox are basically 1 from the cutting room floor and one new and unique one.
>>
>
>>
>>1177059
Which one is a robot?
>>
>>1177132
Robots are in the Machine category because portraits.
>>
>>1177059
Bleh.

I don't mind that they're ugly (that's obviously intentional), but the art style doesn't fit the game. Too much clutter and detail compared to the old portraits and the shading seems different as well.
>>
>>1176209
The DLCs add a ton of stuff to do, but if you don't like the core game I doubt the DLCs will change your mind.
>>
>>1177059
i hope they help out tomb worlds. make them cooler.
>>
>>1177131
I fucking hate redditors
>>
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>>1177059
>No raccoon portrait
Darn, that would have been too perfect. What a wasted opportunity.
>>
>>1172211
Mods exist
You can even war for relics, or steal them via espionage aka the only thing espionage is worth using
>>
>>1177030
Seems like it
CK3 could be one, but something got wrong, they spent 1,5 year on first shitty DLC
And now they are just selling the most popular community mod

EU4 is fun, but too old and repetitive at this point

Hoi4 is for nerds with tin of micro
>>
>>1177030
Yes and Paradox knows it. That's why Stellaris has 2 different teams working on it while CK3 is left to flounder.
>>
>>1177059
Finally I can be a toxic manlet.
>>
I was hoping for energy beings/encounter suits aliens so we could have Vorlon like portrait to match with Shadow portrait
Well half of new guys who could count as encounter suit
>>
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>>1177355
I just play these dudes and pretend there's someone controlling the robot from inside.
>>
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>not energy beings
lame
ships look nice though
>>
>>1177414
But we already have the Unbidden.
>>
>>1177059
Ew, these look like they were designed by Silfae. Are they still working alongside Paradox?
>>
>Stellaris devs take 5 years to realize that surveying & constructing starbases manually is fucking stupid.
>Can't even implement their automation correctly
>Continues to release its 16th? DLC
Gee, I could drop $200 on the game and all of their *current* DLCs, or I could drop $0 and play all of it including any future DLCs anyway. Guys help, I'm not sure which is the correct choice here.
>>
>>1177436
Drop 200 or wait for sale, so game would still get updates in future

Why are you asking stupid questions, anon?
>>
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>>1177537
No, I think I'll spend 200 on literally anything else and still play this bloated mess of a game for free when I have literally nothing better to do. And when the game gets abandoned, I'll go ahead and play any of the million other games for free as well.

Why do you love choking on ashkenazi cocks so much, anon?
>>
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What would you all like to see as the next species pack?
>>
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>>1177595
Energy/Elemental pack. Shipsets are cylindrical, like huge batteries.
Literally just uplifted animals and mythological beasts. Ships are fantasy-ish, each themed on an animal
Abstract aliens like sentient cubes, patterns and whatever the fuck that sphere thing was from Astartes. Ships could be weird shit or Borg-like.
Furfag pandering pack, because the fox-people are hands down the most popular species. Ships could be dragon dildos.

Or go back to doing story packs.
Or better patches.
>>
>>1177546
Because I want continuous support for games I like retard

And I don’t like modern AAA

Stop being poorfag, it’s pathetic
>>
>>1177595
Other that energy beings, I want something trully alien, what could not be easy classified as any animal. Something like Freespace Shivans
>>
>>1177595
Energy beings
>Eats energy instead of food and the pops are able to be moved instantly from planet to planet and take up barely any housing

Prehistorics
>https://youtu.be/6YsNRnZRgg8

Biomechanical
>Midpoint between organics and machines.
>>
>>1177595
More stolen mods please
>>
>>1177641
>Biomechanical
>>Midpoint between organics and machines.
It would be great if patch or DLC also introduced cyborg portraits for other races
>>
>>1175470
>space combat
Every single thing you typed is already in game, retard
>>1175183
Move ground combat to situations
>>
>>1177137
Thanks
>>
I Tapped out just before they removed bureaucrats.
Is it better now or does it still brutally punish players for daring to expand?
>>
>>1177652
Lol no, only bbs are viable
>>
>>1171105
That would be impossible.
They probably ran out of reddit tier sci-fi writers to name updates after.
>>1173656
>Late game still lags like hell.
Sounds like they should just ditch unique pops and just treat them as floats that contribute to the entire economy of a planet rather than individual jobs.
>>
>>1177655
It's similar, you need to spam bureaucrat building to have enough unity production and be able to use edicts
>>
>literal uh oh stinky DLC
Hahahahaha
>>
>>1177646
Please don't give them anymore ideas for racial DLC (9.99$) that change nothing and provide zero to none new ways to play the game.
Bet on me, that increasing planet Toxicity for extra resources is going to be death cult reverse written.
I've spend many hours in this game, had a shitload of fun moments but buying this crap... That's just wrong. You'd just further their creative stagnation. Paying for this kind of nonsense is gonna further fuel their greed.

[Spoiler] biomechanical species would be awesome though [/spoiler]
>>
>>1178390
I didn't say that cyber portraits for existing races should be DLC alone.
I said it should be part of Biomech DLCs or as free feature in patch related to that DLC
They stopped doing just cosmetic DLCs anyway
>>
I haven't played this in years but I remember enjoying it but giving it up because the combat was so fucking boring. It was a chore. Every time I had to go to war I would sigh, save the game, go make a cup of tea, come back and have to physically psyche myself up for the next hour of utter drudgery.
Have they fixed it?
>>
>>1178395
lol
lmao
>>
>>1170757
>Fornax
Uh-oh. I recognize that name.
>>
>>1172282
4Chan is an 18+ Website and anyone who's underage here should have long vacated my board.
It's another issue entirely that there are Zoomers here that have already become adults.
>>
>>1178855
So montu made a video summing up upcoming changes. In short
Fleets are rebalanced, ships actually obey their roles. Mixed fleets should be viable.
Ascension paths are special traditions now.
Cybernetic ascension path added, can be taken by hiveminds.
>>
https://m.youtube.com/watch?v=MMzRclGxHRM
Nigger
>>
>>1179546
Cybernetic was in game
Overall very good change route
>>
>>1179578
Yeah, but now it's separate from turning into robots. That's why I nevcer took it before, can't see any government short of literal 1984 Oceania doing it
>>
>>1177690
How much of the late game lag is caused by pops? If they did completely rework the system around non-individual pops would that open up very late game stuff?
>>
>>1179798
Probably a lot, but having thousands of corvettes all around a 1000 systems galaxy doesn't help either.
>>
>>1179577
>>1179546
https://steamcommunity.com/sharedfiles/filedetails/?id=2618545700
>
>>1177645
Lmao
>>
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https://youtu.be/q2aeh8BIQp8?t

>Feature stream
>Toxoids 3 namelist is just Finnish
>>
>>1180633
Truly, the most toxic monsters know to man.
>>
>>1180230
Paradox stealing from mods, news at eleven
>>1180633
We should get a name list for any languagethat's at least semi-relevant, prove me wrong
>>
>>1178395
The only improvement since 1.0 release is that now you don't have to chase endless small fleets around the map and the AI doesn't build 2 garrisons in every planet, everything else is the same.
>>
>>1177630
The shivans are awesome
>>
>>1180691
>>1177630
I feel Shivans would be more like an endgame crisis than a playable race.
>>
>>1179705
Honestly I thought they just allow us to take cross ascension paths, like bio-cybernetic or psi-bio. But this new change is also welcomed.
Due waiting for update (about 3months) y'all might wanna try out T3 ascension perks such as becoming pure energy beings, nano swarm and individuals hivemind
Obviously we do not know much about the changes upcoming, as they are to be edited in future probably, but from linked video it seems like change is more fundamental in nature, including gestalt and machines is also good.
Using only one ascension perk for unlocking desired tradition is also good way to go. Making them double take was a pain in the ass, since cross ascension was unavailable at the time.
>>
Also I can't wait for changing voidborn perk into a tradition tree.
>>
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We'll finally get the biopunk aesthetic in Stellaris which I''ve been waiting for six years now.
>>
> release toxoids DLC
> pay AP for terraforming the previously unhabitable toxic worlds
> release energetics DLC
> pay AP for terraforming the previously unhabitable shroud worlds
> release silicosis DLC
> pay AP for terraforming the previously unhabitable molten worlds
> release gasoids DLC
> pay AP for terraforming the previously unhabitable gas giants
> release freezeoids DLC
> pay AP for terraforming the previously unhabitable frozen worlds
Thank me later Johann. I want 10% cut on this.
>>
>>1181597
>release schizoids DLC
>>
>>1181655
>pay AP for terraforming the previously inhabitable globes into flat earths
>>
>>1181597
gas based aliens would be pretty cool tho
>>
how important is habitability to slaves?
>>
>>1180773
I was talking about visual thing, their shape. Not how they are in general
DLC about those could also add some some stuff like traits or original related to them being more alien. It could be simply zero g evolution (like it was suggested about Shivans)
>>
>>1181697
they suffer resource production bonuses like anyone else so habitability is important it can turn planets into overall netlosses
>>
>>1177595
warrior pack. all shit from predators and protoss to green martians and kroot. add new land armies types that can be adquired through tech or civics (warrior culture gives you warrior hordes and holy tribunal gives templars for instance). this new armies could have proc triggered abilities, balanced by a unit cap (only 1 per every 1 planet in your control and capped to 20 or something like that). new traits for generals and admirals
add the primitive and marauder empire origins
>>
im new to the game, just fought my first war, after winning i got 5 planets which for some reason have 2 unemployed rulers now, Why did it happen and what can i do to fix it.
>>
>>1181811
>Why did it happen
2 of your main species populations were unemployed and the game automatically relocated them to new planets
>what can i do to fix it
move them back through resettle, but youll have to wait until they change from ruler to a lower class
>>
>>1177259
Fuck off reddit
>>
>>1181820
i did have a lot of free jobs to avoid unemployment, i wouldnt mind if it was just 2 unemployed rulers but its 2 on every planet i conquered Oo.
>>
>>1177614
Lmao, you type like you're from r*ddit.

Who

Double

Spaces

Like

This?
>>
>>1181831
Sounds like it was an empire with different ethics from yours, that provided certain extra ruler jobs.
>>
>>1181730
damn, so conquering someone with a different habitability and spreading them through my empire is actually worse than making a slave planet?
>>
>>1181847
Slave planet is OP
If you got a 20 spaces planet with 10 possible mining district and you're just planning to run slaves on it you can just use the bug to build 10 cities and 10 mining districts and make it a mega slave concentration camp that has like 200 available slaves housing.
>>
>>1181846
This one is right
>>1181820
None of this is right

Most probably they had a civic that provides extra ruler jobs (exalted priesthood or nobles for example). Since you've conquered them, this civic no longer apply for that planet hence leaders become unemployed.
Depending on your policies and ethics, it's also possible those two pops can no longer work these jobs because the law holds them (maybe foreigners have only residence status and cannot work ruler for example).
You have to just wait some time until they move to lower stratum and find a job automatically.
If those jobs are still available, your pops will work in them no time.
>>
>>1170757
>checcking toxiod pack
>can combine alloy rushing with tomb world start using it to slowly terraform worlds I have low habitability on into more tomb worlds
>will let me practically scorch the earth and make conquering my lands not worthwhile because my planets are shite for everyone but me
>especially when spiritualists (my main enemy) will have a hissy fit for owning them in the first place
>>
>>1182067
Now if you could only Worm event in same way as it was before
>>
>>1178390
the species packs have been unironicallyost complete featyre wise and leqst buggy, and most worth it for the orice. Humanoids dlc gave us some best voices, one of best origins in the meta, and the best civic in the meta. Aquatics gave us the best trait in the game. All the ship models have been sick. Wasnt too into necroids but models were great, and meta wise they are pretty good as well.

Game's problem is that there is too much gamey mechanics you must do to excel, and without these annoyingly gamey things the game is shallow as fuck. Shit like hiding 200 fleet power of ships in your constuctiin queue to not pay uokeep, running planets at bare minimum of sustainability, and just always pushing science. Though noscience build is viaboe in single player and can be fun, noscience itself is gamey.
>>
all right hear me out
>noxious
>subterranean origin
>barbaric despoilers

>abduct aliens and watch your people torture them in the hellpit caverns
>>
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>>1182682
sure
download the lab rats species mod too while you're at it
>>
>>1174728
Good idea anon will try this
>>
>>1182543
Jesus fucking Christ, dude. Take some spelling course.
>>
>>1182797
Necrats mod would fit better
>>
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Brits gotta change their civics now
>>
anyone have more info on the knights of the toxic god origin?
>>
>>1183533
pretty sure that's what they're showcasing on next weeks tuesday dev diary
>>
>>1182897
phoneposting friend
>>
>>1182797
How about the Agarthan reptillians instead?
>>
Taking the AP exclusively so I can turn Venus into a Tropical World and retroactively make all those science fiction writers correct. Suck it weed space man.
>>
should i buy stellaris on sale on humble bundle, and some dlc?
my system specs:
Processor Intel(R) Pentium(R) CPU 4417U @ 2.30GHz 2.30 GHz
Installed RAM 8.00 GB (7.88 GB usable)
System type 64-bit operating system, x64-based processor
windows 10, looking at linux distros to switch to (how is it on linux)
will stellaris fry my laptop?
>>
>>1185413
>should i buy stellaris
no
>>
>>1185413
I've played it on worse potatoes, including one with intel i3 and less than 4gb ram. You should be fine, just don't generate huge galaxies, with thousands of habitable worlds and maximum pop growth.
>>
>>1185413
>Buyig dlcs
Just use creamapi. I get not wanting to pirate the main game but there is no reason to pay for dlcs
>>1184684
In my first proper playthrough back in 2.7 I terraformed entire sol using gastructure
Mercury was a shipyard, venus gaia, earth had rings, mars was continental, jupiter was a habitable gas giant and Uranus was an orchard.
>>
>>1185413
If you're too lazy to do anything else.
>my system specs:
The recommended specs on the steam page may be modest but you're not getting to the endgame without a modern processor with how pops currently work and how poorly optimised it is. You might just have to play on small/tiny galaxies.
>>
>>1185459
>Orchard
Don't you talk'bout my momma like that!
>>1185413
Just make sure overall population stays under few thousands, and no galactic union is formed as it adds shitton of calculation
>>
>>1170757
I want to play Stellaris again, but I also want to mod the shit out of it. Searching for mods that...
>Add some sort of pre-earlygame sub-FTL gameplay
>Add various realism mechanics like trade convoys
>Add more government and ethics traits
>Add more random events
>Add more dynamic to the functioning of your empire to expand upon the abysmal "political" system that exists currently
If they are compatible all the better. Otherwise I'll just mix and match what I want more.
>>
>>1182543
>Species pack are least buggy
True. Since you cannot bug when not expanding on game mechanics.
>problem is too many mechanics at once
True. This one is fucking bipolar. Either you pause for minutes midfight for flavor text, or wait for anything to happen durning your game forced 10 year truce.
>game has retarded Meta
Yeah. We all seen redditors losing their mind when seemingly good ship rework (basically rock paper scissors) made muh neutron launchers destroyers obsolete. Dedicating such great volume of hours to just paint the map and fill the excellent spreadsheet again and again in the same way... Seems kinda funny to me.
>>1182682
>Resilient very strong lithoids
>Reanimators
Play these in MP if you hate your enemies more than you hate yourself
>>1185413
Nope
>>
Fucked up that only megacorps can make zombie pops.
>>
At this moment minor artifacts are next to useless. We got:
>force ongoing ethic + unity/influence
>500 energy
>research boost/FE building
>precursor or L-Gate
>military or peacefull applications
That's not that much compared to other aspects of the game. I mean not even the depth which is shallow as always, but the lack of options that would alter the gameplay, or change any mechanic.
If you don't really get my rant - see ascension paths as a reference what it means to have Gameplay opportunity that makes a difference in mechanics of the game, namely introducing new ones.

>then what is your proposition for making it system better?
Well glad you asked. It's just two different design choices:
>minor artifacts are infinite just like any other resource, but extremely scarce like zro, dark matter, nanites.
>since we now have infinite possible amount of artifacts, but not big amounts at a time, we need new, bigger better ways to utilize this, and bigger goal to be made by the artifacts.
It's important so this system doesn't end up being just another "click once per 10 year period when received pop-up". Need to focus on that, so it ends up as one of the paths you can take to success. Probably supporting one rather that something equivalent to tech rushing or mass unity madness.
>How to make infinite artifacts and not break the game?
Archeology sites passively produce 1-5 minor artifacts every 10 years, once it has been mined down, and its story has ended. It could be an pop-up event to inform the player, or just make them produce 0.1 per month. Also FE planets should lore wise be rigged with tons of artifacts - yes, we all know they forgot how to use them, but it doesnt change the fact - this tech is right there, and its usable. In a way, I'd treat FE planets as a passive archeology sites described above.
You could make an enclave that sells artifacts, or gain other empires artifacts when conquering their homeplanet, or capital.
>cont.
>>
>Cont.
>We need more ways to spend artifacts in a way that actualy inflences the game
Lets see what is avaiable... little bit of money, research boost with a chance of FE building is good, Precursor or L gate is just speeding things out. Also military/peacefull applications is just repeatables without tech for a period of time.
So how can we make it stand out more?
I'd say good way would be focusing the minor artifacts around FE tech.
a) After discoverign dark matter, and possesing certain knowledge of physics (high tier, say zero poing energy manipulation) - player obrtains an artifact decision - rediscover dark matter engines (unlockable via special project, so to not fuck up the scripting) that uses 50 minor artifacts for a 10% chance of discovering dark matter tech. Every use makes chance higher, say 1% up to 50%.
b) The accidental producing of FE buildings should be moved into its own decision. Should have high cost, say 50, or even 100 minor artifacts. BUT change those structures, so they would need minor artifacts for upkeep. Player can decide if they wanna hoard minor artifacts like a crazy person, or use them for massive and randomised resource bonus.
>>
>>1185825
>Add some sort of pre-earlygame sub-FTL gameplay
New era mod, but it isn't particularly compatible
>Add various realism mechanics like trade convoys
Interstellar incorporated is the only one I can think off
>Add more government and ethics traits
Ethics and civics, pic whichever version you want. I prefer the bug branch
>Add more random events
There is like half a million of them
>Add more dynamic to the functioning of your empire to expand upon the abysmal "political" system that exists currently
Closest I can think offare dynamic political events and moderates and radicals
Problem with mods is that I spend shitton of time fine-tuning teh playset, and by the time it works a new update came out and I am burned out on stellaris
Modded minecraft spoiled me
>>
>>1185413
If you stick to the small/medium galaxy sizes and don't increase how long the games last then you shoud be able to finish campaigns. Most of the time you might not want to anyway, endgame is pretty tedious.
>>
whats the best site to find stellaris workshop mods? i usually use skymods but this particular mod isnt there
https://steamcommunity.com/sharedfiles/filedetails/?id=2811773755
>>
>>1187577
You mean like:

https://steamworkshopdownloader.io/
>>
>>1187794
this stopped working some time ago, afaik you can only download old mods uploaded before valve threatened to sue them
>>
Knights of the Toxic God looks pretty cool. A special Habitat, 2 buildings, a new policy set, and some jobs, in addition to some kind of questline.
>>
>>1188223
now all it just needs is a synergy for alloy production to pay for all that upkeep
>>
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Is there a mod or something to disable proton launchers and kinetic artillery? I'm tired of me and the AI just making battleship spam fleets and ramming them together in battles that last half a second.
>>
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since knights of the toxic god is "nurgle" origin, what would be khorne origin?
>must be genocidal
>purged pops grant more things
>can invade planets without needign to destroy starbases (the stronger the starbase, you get more penalties for doing it)
>armies heal while battling
>can't use orbital bombardment
>>
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>>1188223
i wanna take a look at the code and see if i can do mod 40k knight houses, with mechas and shit
>>
>>1189067
>must be genocidal
Based
>purged pops grant more things
Double the normal profit
>can invade planets without needign to destroy starbases (the stronger the starbase, you get more penalties for doing it)
Better would be if they could only invade and not bombard anyone.
>>
>>1189576
>and not bombard anyone
awesome
and also add that if your soldiers don't war (except in early game) they start prodcuing negative unity (in small ammounts)
and then make their armies god like
should it be allowed for any non hippie empire (rogue servitor, pacifist, xenophile) but it turns them into genocidal? So i can play genocidal empires without fanantic purifiers?
>>
Fornax patch notes are out
https://steamcommunity.com/app/281990/allnews/
Quick summary
Easier difficulty setting added.
GA Ai buffed
Culture workers re-added, consume cg, produce unity, governing ethics attraction plus an effect depending on ethics
Lithoids get some plantoid traits
A few more anomalies and dig sites
Relix rebalanced
Can spam galatron purchase
Some fixes to ai, it'll probably remain retarded through
Some optimization improvements
gay shit like achievemnts and mouse 4 and 5 uses
>>
>>1189658
>lose unity
Easier to implement would be just have them use unity for upkeep instead of energy
> no fanatic purifiers
If said Khorne berserkers would be a origin then it would require being FP already. If it would be a civic it should also require FP or at least FM ethos.
>>
>>1189067
>must be genocidal
Not necesarily but should take territory like one. And maybe a unique purge option if you want that turns purged pops into armies you can kill for unity
>purged pops grant more things
As above
>can invade planets without needign to destroy starbases (the stronger the starbase, you get more penalties for doing it)
Agreed
>armies heal while battling
Agreed
>can't use orbital bombardment
You should be able to do orbital bombardment but only one type. Said type uses your fleet as ammo so you are basically deorbiting your fleet. Because it isn't orbital bombardment but ramming a city from orbit
>>
What the fuck is this new origin? Even the forum paradrones are bewildered at how oddly specific it is. Is it a reference to some British sci-fi novel or some shit? At least with necrophage people eventually figured out that it was a Mass Effect Andromeda reference (of all fucking things), here I have no clue where to even start.
>it's Nurgle
If you think anything and everything to do with toxicity/poison/disease is Nurgle then maybe
>>
>>1190550
Drones be dronin
>>1190407
>can invade planets without needign to destroy starbases (the stronger the starbase, you get more penalties for doing it)
Not wise to code such bullshit.
>basically deorbiting your fleet
Retarded. Is Khorne suicidal or something?
>>
>>1190550
Paradox wanted to have another story based origin instead of a mechanics based one.

>Nurgle
Don't tell me people are this fucking retarded. Youtube secondaries have been a mistake because it spawned a fuckload of lorelets.

>>1190604
Khorne doesn't care where the blood comes from, only that it flows. Besides I doubt his warriors would appreciate being away from combat.
>>
> civilisation is able to build vessels capable of FTL
> at some point they figure out antigravity
> deploy planet killers capable of sustaining energy in such volume it either literally coats entire planet in almost impenetrable shield, or cracks its into chunks.
> extremely oriented on masterfully craft empires are able to vault entire stars in energy siphoning sarcophagus, turn black hole gravitational pull against itself, and manufacture absolutely gigantic ring worlds capable of housing literal hundreds of billions of inhabitants.
> most advanced empires can yield dark matter as a weapons, siphon energies from paralel realities, and produce any food or welfare one could imagine on subatomic level.
Nobody can terraform gas giants.
>>
>>1190550
The same thing happened in overlord:
> fiefdom
Good for MP since all your friends are gonna be vassals under the same empire. Bugged as fuck early but fixed 2 months after.
> slingshot
Is only there so dudes would play QC. Retarded and useless origin. There's a reason we ain't got no guaranteed Megastructure origins.
> subterranean
This was cut from lithoids...
> teachers
Guaranteed RNG origin for metacucks. poorly explores whole vassal-overlord relationship
> progenitor
Interesting take on vassalage of hiveminds. Good plan mediocre execution.

So all and all we got 2 origins that explore the theme of said DLC, including one origin that tries to lore itself.
Basically what >>1190615 said.
Origins tend to mix mechanics with lore, but this time they went full retard and made an origin very focused on story. It has been done before.
I'm just waiting for origins to be split into different types. Maybe they'll introduce a religion compass to maybe catalogue it little better. The amount of civics, traits and origins is getting out of hand.
>>1190615
Khorne would work good just with unity penalty durning peacetime and buff durning war. I'm almost certain it has already been moded.
>>
How much would players want a rock-paper-scissors units when it comes to army building?
>>
>>1190663
Kys eladrin
>>
>>1190663
Same volume as space battles I guess.
Please don't be one of retards that want to go with fucking tanks, infantry artillery and airborne.
We already have generals with traits, this is much simpler and allows for exactly same diversification of armies.
Anyway, how would you make system better?
>>
>>1190667

I miss 4e.........
>>
>>1190676

You know Im not quite sure. Even the Crusader Kings II battles seemed more fun to watch.
>>
>>1190676
Yeah right, such a great amount of choice most people don't even bother with putting a general
>>
haven't played in forever, is admiral exp still gimped, to the point you can conquer 75% of the galaxy with your single admiral who won every single battle ending at.... 2 stars?
>>
>>1190657
The thing is the story doesn't even make sense. One of the paradrones dared to ask why would a toxic being devastating half your planet necessarily result in a knightly order forming around worshipping it. And yeah, why wouldn't a knightly order hunt it instead as the greatest threat to life in the galaxy? If you wanted to add knights so badly why are they tied to toxoids to begin with? So you could sell them? On the Shoulders of Giants isn't a great origin by any means, but it gives you a little variety but more importantly choice, same with Clone Army. Here you are presented with a convoluted scenario that has already played out and you just have to deal with the consequences without being able to alter anything.
>>
>>1190766
A mod that adds the knighthood mechanic will be done within a week
I am just guessing but it might have something to do with the questing mechanic
>>
>>1181683
underrated
>>
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>>1189067
>>1190104
>>1190604
>>1190615
>>1190657
now that we discussed khorne, how about Tzeentch? I think his origin would be made for multiplayer since he is a god of trickery, lies, knowledge, magic, and change, he likes making complex schemes so what tools would be good for schemes. And he could in turn reduce your attacking millitary might, sicne he doesn't want to attack mindlesly but to carefully orchestrate things. Those things aren't really good against ai, no matter how good the ai is.
>>
>>1191592
Already moded in gigastructural engineering
>>1191403
It's situation mechanic. We are still waiting for content for those, as it was introduced in Overlord.
>>
I've tried to come up with a tradition for tall empires. Something that has not yet been proposed and as close as possible resembling ways of the fallen empires without really stepping in any of their ethics. I dont have a name for it yet, so feel free to name it. Its focused to help planets with more than 10 pops on them.

Opener: Equal opportunities
>The success of prosperity is not limited, and anyone deserves to live in wealth... If they can earn it
Every single district provides +1 housing

Left branch top: perfectionism
>Civilization as great as ours cannot be satisfied by menial means of work. Whatever an employee shall do, they shall do it to the best of their capabilities
Capital buildings provide +5 specialist production

Left branch bottom: organic work
>Our perfect ways are not to be restricted for upper echelon of society. Everyone must give their all
Capital buildings provide +5% workers production

Right branch top: wise elites Our highest strata reflect the best our society has to offer, a shining example of our right Capital buildings provide +1 ruler class job: sage
Sage uses no upkeep to produce +5 stability on planet

Right branch bottom left: fortification
>Fanatical and elite warriors protect those who guide our will, and most deserve it
Capital buildings provide +4 naval capacity, and +2 guardsmen jobs
Guardsmen uses no upkeep to produce defence army and +4 amenities

Right branch bottom right: guardsmen
>Lifes of many are naturally steered by chosen few. We must trust our rulers for they act only to better ourselves Governing ethic attraction +50%

Ending: trust of masses
>Citizen act as they are told not because they are forced but because they believe in the cause
+5% citizen pops happiness

What are your thoughts?
>>
>>1191955
Teachers of the shroud
>>1192092
I meant the situations might be related to the plot
>>
>>1177614
I don't whether you're retarded, a paradox shill or both. The problem with buying shit like this is that it encourages paradox to continue launching shittier products expecting their cash to come in. Giving paradox money for a crappy product is like giving a dog a treat for biting somebody, it won't prevent them from doing it again as long as they're being rewarded for it.
>>
>>1190676
Ground Combat basically boils down to delaying the Enemy with army spam & FTL-inhibitors via Fortresses until your planet is bombed out of existence. Would be cool if it could be more attritional for Ships via anti-Orbital weapons some mods add.

Alternative idea is allowing armies to be garrisoned at starbases, meaning that once defeated in space combat you have to either invade as you would a planet, bypass entirely and risk it repairing, or give a button to fleets to just destroy defeated starbases. For maximum cancer allow the Stationing of Stations and some Megastructures.

Finally allow Holdings to be garrisoned, with any garrisoned armies fighting for control of the host planet in the event of war, this can be useful as soft-pressure to keep Corporate Interests/Vassals in line.
>>
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Just played through my first solo match after playing with a few friends the first couple times. What are the best/necessary dlcs? Google says Utopia, anything else?
>>
> Added the Ranger Lodge building for the Environmentalist civic granting you unity for each natural blocker left on the planet.
does this work with the blockers generated by knights of the toxic god?
>>
>>1190663
Never have I ever met 4X good at planetary invasions. Either its a chore (vide Stellaris, more about it below) or just too engaging mechanic, that drags you away from the main course of the game.
Seems like this dichotomy is the real problem that plagues the genre - its just hard to balance which way you want it to go.
Best iteration I can remember would be Master of Orion CtS;
>Building ground armies literally eat your population
>Need to dispose of planetary shields before invading
>Ground forces mostly kills ground forces, but also kills civilians (future slaves) and destroys buildings (less profit from such planet) planetary invasion is ONLY way to gain planet in conquest.
>Planetary bombardment kills mostly ground forces, but also civilians and buildings (same as above) but cannot capture planet. You either rekt it into oblivion or kill as much military personnel is needed for the planet to be able to be invaded.
So all things considered - MoO used the rock paper scissors logic in design choices, not as ingame units.
You do need to choose whether you wanna baptise planet with bombs, then colonise it when its just another dead rock, or maybe put more effort and invest into ground forces, whom will need upkeep, and you'll lose population to produce them (pops in MoO are just as much valuable as those of Stellaris, so its a good comparison).
>cont
>>
>cont
Now lets compare it to Stellaris actual state:
>Building armies uses infinite and mostly basic resources, armies have extremely little upkeep compared to vessels. There is a cap of how many armies one can have at a time, but its extremely high.
>Shields acts as speed bumps for already unbelieveably slow bombarding, and does not prevent invasion
>Ground forces have generals with traits that nudge the upkeep, devastation and morale.
>Planetary bombardment have stances (policies) that change the way it would work, from bombarding planet into tomb world, up to kidnaping slaves. More non discriminative bombardment kills civilians and demolishes structures.
>Certain wargoals make invasions obsolete (although its late game) since planets are gained by starbase ownership in Total War, and claims use entire systems, not planet as a claim, so its possible to gain a planet via only political influence (see AI rebelion)
In comparison - Stellaris seems to have rock-paper-scissors incorporated into their units - different armies can excell in enemies morale dampering, excessive damage (with collateral), etc. But it always ends up in same formula:
>Produce armies en masse
>land armies
>wait X ears
>Win (if more armies)
>Lose (if less armies)
Doesn't look like much of a choice do it? Every "strategy" you could employ in Stellaris is just a way to speed up/ slow down the process above. Massing armies does not give much edge aganist fortress worlds due to combat width (thats a good part for me), generals adds % bonus to limitless armies, same goes with all of +5% techs. Endgame armies (psionics, xenomorphs, warforms) are very strong, but all of this is still just a way to s p e e d u p t h e p r o c e s s.
PS: Both games also emply colossus (deathball in MoO) that almost instantly destroys inhabited celstial bodies. But thats not the point of the question. That would be more like rock-paper-scissors-cannon.
Additionaly refer to >>1193154 as they made some good points.
>cont
>>
>>1193397
The AI one (Synthetic Dawn) and Apocalypse. Species packs are optional, Federations improves diplomacy but it's pretty meh. Archeology one is pretty good.
>>
>cont
So IMO what should be done, Johan, is that you, the devs should ask yourself a question: which path you'd want to follow.
>Make ground combat less of a chore
You've done some good steps in that direction - we have automatic invasion. Yet invasions are still a chore - needed to even progress wars.
>Make a system that rewards using ground armies, but also rewards going the other way
Similar to above, there are already different stances (abduction, armageddon, normal) that gives the player branching paths durning invasion planning. The problem still stands as invasions being boring.

Its not about seeming depth (generals, stances, % bonuses, specialist armies) since it all always boild down to "send more troops". Seriously. Make up your mind and decide weather its gonna be a fire and forget system, or the one that would require scheming and subterfuge.

Some ideas:
>starve the planet
Especially good on ecumenopoli alloy foundries, or science ringworlds. Vessels form a blocade, nothing comes out, nothing comes in. Planet is cut out from outside resources. If it does not produce food (ecumenopoli can't even) inhabitants produce excessive war exhaustion due to protesting and starvation. If prolonged enough infighting starts that slowly kills the remaining pops.
>Espionege option: Rebel/secession
Basically follow hard, long and difficult path to seed the mistrust, sleeper agents, rig elections, or bribe/wet politicians to get a desired planet on your side. Opposing player needs to make counterespionage move to even stop you. And they are going to need a lot of unity, or influence to even slow you down. If succeded the planet gains independence, or joins other player.

>>1193397
Apocalipse seems neat. Utopia is a game changer (in terms of mechanics) and is pretty much required for most good mods. Synth Dawn if you're into robots. Species pack are garbage, and a waste of money. For big game politics Federations & Nemesis duo.
>>
>>1171071
>>1171018

There is a Fornax constellation irl ('furnace' in Latin). Quite a fitting name for a Mass Effect porn mag.
>>
What is the best origin if you want to go full trade value megacorp?
>>
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>No Overtuned trait for extra trade value
darn
>>
>>1194111
ring world
>>
>>1194111
Speaking of Megacorps can someone explain why Paradox hasn't added a late-game society repeatable tech that increases trade value? Mega-Corps/Trade Value heavy empires fall off heavily late game because of this.
>>
Will there be a sale for the expansions when toxoids comes out tomorrow?

Want to buy the rest of the expansions I don't have but it's like $100 (fuck that lol)

Would pirate but last time I pirated I got malware and I don't know how to use steam mods with a pirated copy.
>>
>>1194697
Looks like a lot of it is 50 percent off
>>
>>1194453
same reason why there isnt one for science, trade is dependent on the pops you have
>>
>>1194149
Population growth and habitability should get you there.
-2) -10% habitability
-2) -15% amenities
1) +20% habitability
1) +15% amenities or minerals
2) +30% population growth, -10% housing

You can double the overtuned traits with damn the consequences without doubling the age malus.

If you play lithoids and go for robust leaders, you should be manageable. Settle every planet, outbreed the organics, and corner their markets.

Trade also go buffed a bit with the unity bump to 0.2 per trade.
>>
>>1193397
Creamapi
>>
What are the meta builds nowadays? I'm gonna get into an MP game and I want it to be so thoroughly unfun for everyone else Stellaris is never suggested as a gamenight game again.
>>
>>1195186
Just be yourself. People will not want to play more with you, problem solved
>>
>>1195186
cringe
>>
>>1195279
>>1195291
>>>/reddit/
>>
>>1170914
WHAT ABOUT OUTPOST KALOKI X?
>>
Damnit, they fucked with the old human hair, now they're bald.
>>
>>1194697
Every single racial dlc is on sale about month later.
Try g2a if you'd miss those.
>>
>>1195178
>>1194149
Yeah, trade megacorp is still the strongest
Why would anyone buff meta?
>>
>>1195186
Montu plays, Strat, make meta guides, ASpec to the lesser extent
>>
>>1173337
Just steal them from other empires with nihilistic acquisition
>>
>>1195540
Only way to actually gain alot from War in Heaven if you join federation
>>
Toxoid #13 is my favorite
>>
>>1170757
Is the Toxoids dlc worth it?
>>
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thicc bunda
>>
>>1195869
BUNDA SO THICC IT BECAME A NEUTRON STAR
>>
3.5 released
>underpaid intern was assigned to modify the code for terraforming (since new AP detox)
>task was to include toxic planets as terraforming candidates (which is rng based)
>he deleted old variable
>provided variable for all celestial bodies
Its possible to roll terraforming candidate on a fucking neutron star.
>>
>>1196471
New traits and overtuned make it possible to reach -110% housing
>the more the merrier
Cave dwellers with relentless capitalists + postapo origin. Use lithoids.
>80% base habitability on every single planet including tomb worlds uninhabitable for almost everyone
>70% is habitability for fucking exact same biome as original planet for almost everyone else
>one can terraform all habitable planets in tomb worlds, habit them at 80%
>infinite mining districts
>eat minerals
>almost impossible to invade (does not even need a trait)
>planet is useless for anyone anyway (besides enslaving your population)
Jesus, I love this fucking game.
You will probably take me for a shill, but this levels of absurdlic bullshittiery just remind me so much of 90s gaming.
Those strategy games where almost every faction had a build so OP they buffed almost everything else just to counter this.
Vide Homm series I-III.
God dayum.
>>
>>1196477
You don't understand how Cave Dwellers work, they don't stack with anything. They only give minimum habitability, it raises the floor not the ceiling. You either get the 50% or your normal habitability, whichever is higher. Not to mention you're planning on stacking traits from two different origins which is impossible.
>>
>>1196485
Well fuck me in the ass and call me a pussy, I'm in fact retarded.
>>
>>1196471
ok i had noticed that,but thought it was some mod fuckery
>>
> have to build another habitat and upgrade it 2 times to be able to research advanced habitats from void dweller ascension perk to be able to upgrade knights habitat
>>
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Know what, I'm just gonna play a nice chill game by myself as the only civilization so I can just fuck around with whatever mechanics aren't species-dependent.

>Spawn with one default scientist being genius and the other two maniacal
>Alpha Centauri has an extra Continental world on top of the assured Continental one, and an extra Desert one.
>Tyanki Moby Dick and its guaranteed world three jumps away.
>Random system with extra Continental four jumps away
>Some new 2k hostile space critter guarding a new Gaia world 5 jumps away
>Three archeology sites just next door
>Nearby system with 11 mineral and 7 energy
>L-Gate 6 jumps away
>Rubicator chain anomaly couple jumps away
>Curator Enclave close by

Motherfucker, this is probably the best fucking roll I've ever gotten and it's on a game where I'm not competing against anybody. Any time I play normally I spawn with jack shit sandwiched between a marauder enclave, the xenophobic FE and a total war empire.
>>
I love my new Anime trait!

I'm spreading anime girls across the galaxy now!
>>
>>1192336
national socialism / 10
>>
>use random species so I can roleplay properly instead of min-maxing
>get traits from DLC I don't have
Who's handling the coding for this game nowadays? I can't keep on blaming Wiz forever.
>>
>>1195186
gae
>>
>>1197490
You can just make roleplay build
>>
StarNet update, when? The vanilla AI is still retarded.
>>
>>1171105
They stopped because asking permission from authors or estates was inconvenient.
>>
>>1181597
>gasoids DLC
>those idiot gas giant people actually can be turned into pops in your empire

Let me stop you there.
>>
>>1197657
The russians bombed his house so he has to update every two weeks now instead of every two days.
>>
>>1177595
rrats
>>
bought the xpac, still not good. War just feels like a slow slugfest. Its bizarre, eu4 war feels more dynamic and faster. Hell even CK2 wars (which are generally settled in 1-2 battles) are more satisfying than slowly waiting. Criminal syndicates are still incredibly unfun to play against, so forget about playign without mods, unless you want turds on the other side of the galaxy shitting up all your planets.
>>
>>1196485
Does it stack with that new trait from Toxoids that also gives +minimum habitability? That'd get you to 80.
>>
>>1177059
Don't they usually add a machine type with this DLC? what's the machine/toxoid portrait?
>>
>>1198669
https://stellaris.paradoxwikis.com/Species
>>
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>>1198697
This sucks
>>
>>1198946
Unlike other robots, Toxoid robots can wear pants.
>>
>>1170757
New to the game, just started a few days ago, but im liking it.
How good is the multiplayer mode? Are there any "must have" mods?
>>
>>1198962
I also wanna ask about good mods since searching the workshop is a slog.
>>
>>1199160
I recomend the first playthrough unmodded. With that being said
Ethics and Civics. Pick whichever version you prefer. I like Bug Branch
Gigastructural engineering. Not everyone's cup of tea, but I enjoy it. Also really custumizable
Planetary diversity
Ecology mod (not sure if it's updated)
Shipset, portraits and flag mods to taste
Also pretty minor on ebiut I really enjoy AA's 6th district
>>
>>1197161
I need to do an overtuned pleasure seekers run, where I take a second species and make them into ultimate sex slaves.
>>
>>1199160
>>1198962
If you are adamant in using any mods for your first playthrough, use mods that do not break Checksum. Those are the ones that overall do not affect gameplay and, if you're interested in that sort ofd thing, do not disable Achievements.
You can get at least the hang of the vanilla game in your first playthrough.

Later on you can use more game-changing mods, and even disable entirely the checksum check, so you can earn Achievements with gameplay0-changing mods.
>>
>>1199440
criminal syndicates is the dumbest fucking thing i've ever seen in a game.
>>
>>1199498
just build more precinct offices
>>
>>1190766
Because to believe (and actually KNOW that is true) in actual Star God of Chemical Weapons is fucking cool and awesome than to believe in some boring 1 gorillion y.o. fairy tales about infantile skydude or in modern fairytales about narcissistic and paedophiliac helldude.
>>
>>1199581
>just dedicate 30% of the planets population to countering some shit that an empire can spam on you from the other side of the galaxy bro!

No I think I’ll just play a good game
>>
>>1199634
> 4 people is 30% of your planets population
>>
I like building a fleet, and shooting stuff.
>>
PROVE THYSELF.
The rules are simple:
>set midgame start to 2225, and endgame start to 2250
>set win year to 3000
>set crisis strength to 25x, and crisis type to all
>tech cost stays at 1x
>no cheats
Any other galaxy options are left to you.
You don't have to necessarily win again the crises, simply survive.
What will you do to survive the oncoming storm?
>>
>>1200992
This is entirely possible if you cheese the game, but only if you cheese the game.
>>
Less lag when?
>>
>>1200992
Jesus fucking Christ, how?
I can't even come up with Build broken enough (after death cult exploit was patched) to even try this.
My only hole would be seting FE to The max which is 5 and playing at 1000 galaxy in hope of this providing more time to defend.
>>
>>1200992
Might be doable if crisis scaled with player tech, not come out with OP 150k fleets.
>>
>>1200992
Are custom empires allowed?
Make a bunch of pacifist materialists and rush them either with driven assimilator, necrophage catalitics, scion or something along those lines
>>
Was the curator team the single best idea Paradox had in years?
>>
>>1202199
Custodian. And yes.
>>
>>1202199
Yes, it's a shame they're not doing the same for their other games. EU4 is probably at the end of its dev cycle anyways, but half of HoI4's DLC are subpar.
>>
>>1200992
>Max envoy build
>Spam "crisis beacon" operation

Nothing personal
>>
>>1177595
It seems the next DLC might be a Psionic/Energy being focused one. Pic.related was located in the GFX files.
Considering it has a completely different color to any other set of traits, the energy beings are getting a storypack akin to synthetic dawn with a unique set of traits.
>>
>>1203635
The Knights of The Toxic Thingamajig seems like an obvious template to follow for a psychic order of not-Jedi.
>>
>>1196912
>0 AIs
>Max prim civs
>Fun
>>
>>1185459
no reason not to pirate the main game ether, it's on gog
>>
>>1185459
Doesn't the client scan of illegitimated dlc?
>>
>>1204855
Nope. Steam has no countermeasure for it whatsoever. You can play online, get achievements, whatever you want.
>>
>>1196912
>this is probably the best fucking roll I've ever got
Not having map seeds was a mistake.
>>
>>1204718
I don't think it has much to do with the knights. The trait has the name " trait_notofthisworld" Aka " Not of This World" and uses the style of traits that signify new archetypes like Lithoid and Mechanical did. And the color suggests that they are going to have a completely unique set of traits compared to both Biological, Lithoid, Robots and Machines.
>>
What do you need to pump into your vassals to allow them to turn into Bulwarks? I'm trying to get the one of each type achievement, but I have no idea how to get this fucking rock empire to take that role.
>>
>>1205628
just change your contract
if they're protectorates you need to pump their tech level
>>
Will they ever expand and improve upon planetary combat?
>>
>>1205854
hope not
it's already annoying enough when you have to put zero thoughts into I can't imagine how much worse it would get if you had to actually pay attention to it
>>
>>1171874
>he doesn't sell the artifacts to boost his economy
Read the events until you feel bored, then download mods for more sites.
>>
>>1205854
eventually. right now it is "out of scope"
>>
>>1177414
They look like the Amarr.
>>
>>1177414
>not energy beings
They don't even have true silicate life that can colonize molten worlds.
>>
daily reminder that the optimal way to play stellaris is to spend 90% of the time staring at the slave auction page and buying as soon as a slave appears because planets don't fill up anymore and buying slaves from the AI is the only way to grow your planets. these stupid fucks have had years to fix population management and they still can't do it. they need some kind of planet management screen that lets you set what species you want on the planet and then a button that automatically moves them, but no let's make it so that you have to individually resettle one pop at a time when you have thousands of them in your empire.

>>1177690
>>1179798
>>1180059
>Sounds like they should just ditch unique pops and just treat them as floats that contribute to the entire economy of a planet rather than individual jobs.
Individually wrapped pops and ships add nothing to the game when there are thousands of them. Everything should just be floats. It's not even good game design system to have 10,000 pops (which is what it used to be like before they """fixed""" population growth) because how the fuck are you going to manage 10,000 of something, ESPECIALLY by pushing one at a time. The interface is not designed to manage an empire with more than a few hundred pops and a few hundred fleet supply. Star Ruler 2 is a million times better than this shit game and it was made by like 3 guys.
>>
>enemy has an extra fleets worth of ships over me and overwhelming tech advantage
>get really lucky and out maneuver and outplay him
>win only one system but I gout 4 major battles which all left debris so I got a 40% research on a bunch of advanced weapons technology, which should go a long way in helping me become a relevant power in the region instead of a punching bag

pretty neat desu, I love the feature of being able to salvage enemy ships after battles for technology
>>
>>1206464
your game is dead bro
>>
You're saying you wouldn't spend a minimal amount of alloys to 50% defend yourself better vs Kinetic weapons?
>>
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>Decide to try a playthrough now that some new shit is out.
>Forget to check my settings before I play, just blind ironman.
>In 2250 the nearby Marauders go full Khan.
>Have to become Satrapy because I ain't ready.
>2270 an empire opens the X-Gates.
>There are 3 gates scattered in my empire.
>It's the grey tempest.
>Last thing I saw were 3 grey tempest fleets sieging my capital.
>go try a new game.
>Crisis starts are set to lowest years possible.
Don't know what I was expecting.
I managed to deal with the Khan but the Grey Goo just fucked my shit up.
>>
>>1206464
The individual pops exist so stellaris can have traits. Unfortunately, teh trade-off isn't worth it
>Band aid fix
Reduce planet number, remove auto pop reasignment, let you drag and drop pops into jobs, add low-pop playstyles. Change factoon mehcanic, have them calculate that x% of pops will join them, or maybe x% of strata. Increase planetary size and uncap growth to compensate. You reduced total pop number and made each pop less preformance intensive. The easier solution.
>Actual solution
Pops are asigned strata instead of jobs. Pops are assigned into one of the five (purged, slave, worker, specialist, ruler). The basic formula is (Theoretical max output of all jobs)*(amount of available jobs)/(amount of pops). Trait bonuses, happiness, planetary modifiers, under and overstaffing, etc. are applied, but the main thing plays like that.
>>
>>1208192
the fucking AI opened an L-gate?
lmao?
I can go for 200 years and the AI never will.
>>
>>1200992
>clone army origin
>purifiers civic
>admiralty civic
bish bosh
>>
>>1208450
I got a message in 2260 that an empire is close to opening the L-Gates.
Then 10 years later Grey Goo fucking my shit up.
>>
>>1208450
Stop playing on journalist difficuilty
>>
>>1209327
I play on Commodore. Which is pretty low I guess.
>>1209321
Weird. AI is always dumbfuck retarded in my games, never does -anything-.
>>
>>1170905
Lol wtf are you doing on this board if you are on xbox
>>
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Too autistic to meet people
Too retarded to be succesfull
Perfect for playing stellaris
>>
>>1209851
Damn, I should make a transit map for my network too.
>>
No matter how I play, I gravitate toward peaceful empire, being nice to others, even though my faction is autocratic and militarist, can't help it.
>>
tfw that mod you like hasn't been updated for 4 years
>>
Guys, how do I make humans with different portraits be recognized as same species as normal humans ?
I want to have 2 human empires, one that is pure and one that was corrupted by an old god into fish/fungoid people
I tried to repurpose the event that makes a subspecies of your main one if you have low habitability and researched genetic manipulation and have it fire at game start once for the fishy people
The event fires but nothing happens, only thing that worked is manually changing the portrait of a clone army origin human empire in the empire files to a fishy portrait, but the ai always goes for fertile clones and it makes them look human again
>>
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>>1210548
>Guys, how do I make humans with different portraits be recognized as same species as normal humans?

You can't
Because of the fact that for a subspecies with different portraits are only avilable with genetic ascention and only within species class.

If you want to do it via event you should look at the horizon signal event that changes your species portrait. I'm not sure if it still does because I've didn't play that event chain in a long time. If that is the case revert version and pray that paradox didn't change effects during that period.
>>
>>1210559
genetic ascension does change the name and portrait to what you want as long as it's within the same genus like humanoid but it comes too late to fit my rp
i want it at game start
the worm does change the portrait bot only to one specific one
the argument in the event is
wipe_pop_ethos = yes
make_intelligent = yes --- this one is the portrait
make_unleashed_messenger = yes
pop_change_ethic = ethic_pacifist

So far i was able to make a hive minded human empire with a blorg overmind leader and the clones that change back to humans because of ai choosing fertility by changing portrait="fun12" in user_empire_designs.txt
this one worked in multiplayer too
I played as a wannabe zerg empire with a prethoryn portrait and leader room for an overmind

i'll keep messing with Self Modification pop event
thanks anyway
>>
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I tried for over 4 hours to make that damn event work...I'll check the thread later to see if any anon is more knowledgeable in how to do/modify pop events properly
Here is how you make the clone thing and screenshot that it works though. I'll go sleep.
>>
Have you guys been going for the galatron now that it's possible?

Is it worth it?
>>
>>1210571
>>1210613
Get notepad++ or VScode because just using notepad is like doing it blindfolded with no arms.
I have been modding this game for a while now and events are still atleast 50% magic to me because scoping is unintuitive bullshit. Thankfully I don't have to deal with events most of the time, but I'm not making story mods.
>>
>>1200992
>>1200992
Doable Crisis AI is still possible to exploit bugs with either ftl inhibitors via Fortresses, or constantly Jump Driving ships to make it indecisive. But I’m not sure if you meant “how can I bug out the buggy crisis AI” as cheating or not.

Otherwise I’d probably go overturned and spam habitats endlessly as influence allows while filling up chokes with Fortress Habitats hosting +200% Damage Reanimated Armies to delay as I tech up enough to defeat the crisis. Hell I might try this in SP just to see if it works, though playing on huge would make this more feasible as-well as RNG if the crisis spawns nearby or not.
>>
>>1200992
Other thing you can do is is screw with the pop ceiling and logistic growth settings to maximize growth, also lower hyperlane density.
>>
https://www.reddit.com/r/Stellaris/comments/xwznol/stellaris_dev_diary_270_traditional_results_of/

Read for yourself, as its quite long one.
And its a good change.
>>
>>1210773
You're going to link the reddit instead of just the forum post?
>>
>>1210776
Link it yourself moron, if you are t h a t considerate
>>
Other idea for Species Pack
Aliens, classics aliens, Ayy LMAO kind like greys, little green men, could include some cryptids like Flatwoods monster or aliens War of The Worlds
Features could be inspired by UFO mythos and Alien Invasion stories. Like origin where start with primitive civilization in your system, preset empire would Martians starting with XX century Earth
>>
>>1210773
Did all the Imperator 2.0 people get moved over to Stellaris while the Imperator 1.0 people got assigned to CK3?
>>
>>1210773
>reddit
I'm not clicking that
>>
>>1210773
>>1210776
>>1211227
Here you lazy fucks https://steamcommunity.com/games/281990/announcements/detail/3323118112708480700
>>
>>1211263
>Telepaths previously provided a planet-wide +5% Resources from Pops modifier, this has been replaced with a +5% Resources from Psionic Pops so that non-Psionic pops in your empire no longer have their performance improved by the presence of Telepaths. However, this modifier increases to +10% when the Breach the Shroud tradition is taken, meaning that the two Telepath jobs from a Psi-Corp building will provide +20% to the resource output of the planet if all pops working are Psionic. So although a Psionic empire may have fewer pops than the other Ascension Paths, those pops should be more efficient.

huge nerf to my playstyle, psionic slavers... typically less 10% of the empire's population is citizens of the founder species. Basically install them as telepaths and rulers, keep on invading other planets. Combination of worker/slaves bonuses to production, telepath bonuses, and low use of amenities/housing breaks the game before the midgame "crisis" even fires. Later make a thrall world to tailor a psionic battle thrall species to serve as cops/telepaths so I can drive the free population down to like 5%
>>
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>>1210571
>>1210613

>make_intelligent = yes --- this one is the portrait
Don't know how I missed this.
Anyway. This is a scripted effect. It is a shorthand so that you don't have clutter the stuff inside one file.
The true extended effect should be somwhere in "scripted_effects".
For the portrait ID you will probably need to find the mod folder. At the end you will need to put the event as triggered_only. Then go to scripted_triggers and put it on_game_start so it isn't a MTTH event and doesn't slow down the game.
>>
>>1209361
>I play on Commodore. Which is pretty low I guess.
Playing on Grand Admiral really isn't difficult at all, and I prefer my games easy and chill these days. Give it a try.
>>
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>>1210613
I DID IT !!!
Don't ask me how though...even if i wanted i couldn't go step by step on how i did it
I just know that it works ! It fucking works !
>>
>>1209851
What is this? Looks cool but can't read it properly
>>
>>1194697
I bought all the dlc's for a fraction of the price, check the site 'allkeyshop'
Might want to be cautious of the sites you give your credit card, or just use paypal and a fake mail
>>
>>1211948
It's an idealized track map like the ones public transit systems use. It's for this guy's hyper relay lanes.
>>
>>1211815
I don't like playing games where the AI simply cheats out the wazoo.
Countering cheating AI isn't fun; its tedious.



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