Ravielsk
Magister
- Joined
- Feb 20, 2021
- Messages
- 1,742
Wait but these are just features from Lustful Void.Upcoming DLC is promising
Wait but these are just features from Lustful Void.Upcoming DLC is promising
And on the more serious side of things, Peacekeeping Interventionists sound like fun.
i swear i already had had it for years, in one of my mods.And on the more serious side of things, Peacekeeping Interventionists sound like fun.
There should be a "they have [insert strategic resource]" casus belli.And on the more serious side of things, Peacekeeping Interventionists sound like fun.
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The Motes must flow!There should be a "they have [insert strategic resource]" casus belli.And on the more serious side of things, Peacekeeping Interventionists sound like fun.
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almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
They literally introduced a distinct horde mechanic just like in their historical games. Now imagine they did that for the Byzantines and the English and so forth. Because as many customization options as there are, the difference societies just don't feel interesting.I keep trying to like it, but it is constantly degenerating into tedious micromanagement. The whole vibe feels like if in Victoria 2, you had to have separate units to build railroads and you always had to do it manually. There is also no unified screen for buildings on different planets, so you are constantly switching between planets to keep upgrading things. The pop management is silly as well - why can't you just have a single screen with all pops where you can drag and drop them, and it's instead this weird thing with drop-down menues. I'm also playing on small maps, it must be pure nightmare on large maps. Besides, the alien factions feel generic and poorly distinguishable from one another.
I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
How many times have they bamboozled you into buying the same game?I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
I don't think they're the same game at all. If Stellaris was just Victoria 2 in space, I'd have been quite happy.How many times have they bamboozled you into buying the same game?I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
Answer the questionI don't think they're the same game at all. If Stellaris was just Victoria 2 in space, I'd have been quite happy.How many times have they bamboozled you into buying the same game?I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
OK, probably 0. EU3 and EU4 were pretty similar, so maybe 1, but EU3 was in a bargain bin so it was under $1.Answer the questionI don't think they're the same game at all. If Stellaris was just Victoria 2 in space, I'd have been quite happy.How many times have they bamboozled you into buying the same game?I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
Damn they scammed you good.OK, probably 0. EU3 and EU4 were pretty similar, so maybe 1, but EU3 was in a bargain bin so it was under $1.Answer the questionI don't think they're the same game at all. If Stellaris was just Victoria 2 in space, I'd have been quite happy.How many times have they bamboozled you into buying the same game?I didn't say that; I love Victoria 2 and think it is on point with the balance of micro and micro. Stellaris, on the other hand, goes hard on utterly unnecessary micromanagement that is purely a function of its bad interface missing obvious screens.almost like all their games are the same mechanically and they keep tricking people into paying money for UI themesThe whole vibe feels like if in Victoria 2
thats a good way of putting it. even better 'its as if victoria 2 and everything you do is manually upgrading ports'.The whole vibe feels like if in Victoria 2, you had to have separate units to build railroads and you always had to do it manually.
It's better, but it also depends a lot on what you consider late game. I consider it 100 years in, which is when a competent player or high difficulty AIs tend to have the tech tree close to finished and start making huge flees and megastructures. Other people consider it 250 years in, which is when the end game crisis will spawn by default settings.Out of curiosity is the late game performance still god-awful or did they finally clean that up? The other day I realized it's been 6 years since I played the game last so I was feeling the itch to check out all the patches and DLC, but if it still slows to a crawl I may not bother. That's one of the nice things about CK3 but I assume updating the older games to the newer engine would probably break a ton of shit.
Been so long since I played last I couldn't tell you, but I'm glad to hear it's better now at least. Sounds like a good reason to give it another spin here in a bit.It's better, but it also depends a lot on what you consider late game. I consider it 100 years in, which is when a competent player or high difficulty AIs tend to have the tech tree close to finished and start making huge flees and megastructures. Other people consider it 250 years in, which is when the end game crisis will spawn by default settings.Out of curiosity is the late game performance still god-awful or did they finally clean that up? The other day I realized it's been 6 years since I played the game last so I was feeling the itch to check out all the patches and DLC, but if it still slows to a crawl I may not bother. That's one of the nice things about CK3 but I assume updating the older games to the newer engine would probably break a ton of shit.
Stellaris Dev Diary #286 - Fear and Archaeotechs in First Contact
Hello everyone! I am PDS_Iggy, and I’m here to tell you all about Fear of the Dark!
- Thread starterPDS_Iggy
- Start dateToday at 09:00
This new narrative origin for First Contact focuses on a people divided. After a planet in your solar system blew up, fear and xenophobia spread to such a degree that a large portion of your population decided to flee your homeworld. Their goal? To hide from the rest of the galaxy.
Incoming Transmission:
You mean, “The sane individuals of our species took the only prudent action possible when being attacked by an alien force capable of destroying planets!
This split in your population is reflected in the effects of the origin. With a sizable section of your empire living on a neighboring world, your research alternatives and choices for leaders are reduced. Yet, even more inquisitive than a regular empire, you will have no difficulty discovering more anomalies as you explore the void.
No doubt you’ll return from your galavantings the next time we reach a breakthrough! Our scientific research is one of the few way we can even hope to delay you from dooming us all. Once you lead the aliens back to our home, it will all be over.
Additionally,Fear of the Dark starts with quite a unique system, one that will have you starting with binary planets - your ‘cousins’ are living just a rocket jump away. (a Sol start will have them placed on Mars).
It will be up to you to make the best of this situation. Your partner planet can be a powerful ally, yet they are also very skittish. Ensure that they don’t torpedo your entrance on the galactic stage.
Perhaps you will stop treating the alien threat so lightly when our upcoming study of ‘the Divider’ is finished. Just you wait. We won’t be hunted.
Whatever happens, remember that you are one people and you are stronger together. Oh, and your partner planet has cloaked ships.
Now off to MrCosmogone and his wondrous archaeo-technologies for this patch's custodian update!
Did you ever think, as you pass by an old laser cannon in a glass case, that not everything belongs in a museum? That perhaps, the Irassian tractor beam could be used for your cause instead of gathering dust?
Well, so do I. And if you own Ancient Relics, I have good news!
Excavated dig sites will now sometimes generate minor artifact deposits that can be exploited by orbital stations, or by colonizing the planet.
There could always be more trinkets to find!
Your income in minor artifacts can then be put to good use with the new archaeo-technologies that will unlock buildings, starbase modules and ship components, all costing minor artifacts to build.
There are several ways to acquire these archaeo-technologies. Completing the Secrets of the [PRECURSOR] special projects will now give you a research option to unlock some unique archaeo-components:
The power of a precursor in the palm of your hand.
Several of our dig sites can now grant you access to one of the new technologies. This is a very reliable way of acquiring them.
Get to work, Oxygal, I want this research on my desk by the end of the week!
All these new technologies are found in the society field, in an all new “Archaeostudies” category which is all about fitting ancient tech into your machines and weapons. Discovering these archaeo-technologies by yourself is a long and hard process, but luckily, you can be assisted by dedicated researchers who share your interest in ancient things.
They largely just make old things go boom.
Should you decide to pick the Remnants origin that starts you on a relic world, you will now start the game with the Faculty of Archaeostudies unlocked and replacing your starting research lab.
And if this still does not quench your thirst for specialization in archaeo-technologies, if you still want to dig deeper, we even have a new ascension perk for you!
For all you history lovers!
With increased minor artifact generation, the scale of the existing economy needed to be increased, but we also took this opportunity to now display artifacts in the topbar alongside the other strategic resources.
Bigger numbers mean better game, right?
And while you still can’t buy them on the market, you can trade them to other empires!
It belongs in MY museum!
I don’t really have the space here to show you ALL the things, but here, have a tease.
Archaeotitan go brrrrrrrr
Oh and one last thing before we wrap things up. I might have made a Devolving Beam for colossi, to return those pesky humans from the UNE back to their origins:
Return to Monke!
They’ll make good pets.
it is on point with the balance of micro and micro.