Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Stellaris - Paradox new sci-fi grand strategy game

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,219
Location
Azores Islands
Why would you care about a few human portraits and the digital soundtrack?

EUIV was the same deal; the D1DLC is all about vanity aesthetics. Mods will blanket the game almost immediately, and give you all the human (and alien) portraits you could ever want.
Doesn't matter, paradox is fucking pathetic with their sprite dlc packs and ever smaller dlc expansion packs.

They are a nickle and dime publisher that unfortunately makes some pretty good games now and again.
 

Volrath

Arcane
Patron
Joined
May 21, 2007
Messages
4,299
Why would you care about a few human portraits and the digital soundtrack?

EUIV was the same deal; the D1DLC is all about vanity aesthetics. Mods will blanket the game almost immediately, and give you all the human (and alien) portraits you could ever want.
Doesn't matter, paradox is fucking pathetic with their sprite dlc packs and ever smaller dlc expansion packs.

They are a nickle and dime publisher that unfortunately makes some pretty good games now and again.
What?
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Purging! YES!
Hi folks!

It has been a very busy week for yours truly, with a load of press demos and, of course, the grand Paradox press conference in San Francisco. Meanwhile, the rest of the team has been hard at work finishing up the revised start-up screens, but that’s not what I’m going to talk about today… Instead, through the confused haze of my jet lag, I thought I’d say a few words about how to manage your population in Stellaris! As you might recall from the dev diary on Policies and Edicts, your initial choice of Empire ethos will heavily affect what you can and cannot do and what your initial population will tend to frown upon. Three of the more interesting Policies concern Migration, Slavery and Purges.

index.php


Let’s begin with Migration. There are two ways in which Pops can move between planets; spontaneous migration or resettlement. If you are playing a Fanatic Individualist empire, you must allow at least your founding species Pops to move freely as they like (there is an option to disallow alien Pops from migrating - not popular with Xenophiles.) Pops who are allowed to migrate will tend to move to planets they like better than the one they currently live on. This is not just a matter of the Planet Class, but also things like whether the planet has Slaves (which Decadent Pops like), if there are alien Pops on the planet (which Xenophobes dislike and Xenophiles like), and whether the planet lies within a Sector or the core worlds (dissidents and aliens tend to move to Sectors to live with like-minded individuals.) If another Empire is granting you migration access, your Pops will also consider migrating to their planets.

Now, unless you are playing an Individualist Empire, you can also enact a Policy to allow the forcible resettlement of Pops. This will allow you to simply move Pops between planets; at a hefty cost, of course. There is one more way to control migration; fanatic Xenophobes can enact planetary Edicts to strongly discourage xeno immigration. In the same way, fanatic Xenophiles can strongly encourage it...

index.php


So that’s basically how migration works. Next, we have Slavery. Like the migration Policies, you have three options; allow it for all Pops, xenos only, or not at all. Fanatic Individualists cannot play with Slavery unless the founding species has the Decadent trait, and only Xenophobes can limit Slavery to aliens. Why use slaves? Well, reprehensible as it is, enslaved Pops are harder workers (but poorer scientists.) Of course, slaves can - and will - join Slave Factions, although Collectivist slaves are more accepting of their lot, for the Greater Good.

Finally, let’s talk Purges, which is simply a way of getting rid of troublesome Pops… permanently. Naturally, this is something that both your own population and other Empires tend to react to rather emphatically.

That’ll have to do for now. Next week, we’re aiming for a more cheerful dev diary about sound and music!
 
Self-Ejected

CptMace

Self-Ejected
Joined
Jun 17, 2015
Messages
1,278
Location
Die große Nation
I don't get it.
Fuckwits buy music packs.
We buy the game.
We get free updates.
Fuckwits buy the right to play boring factions.

Best policy ever.
 

Mortmal

Arcane
Joined
Jun 15, 2009
Messages
9,502
As in they make good games that I have to buy into their fucking anticonsumer dlc practices.
Dont worry it wont last, this new batch of new games is likely the last to be any good. Even that i am not so sure as i clearly heard him telling the game would be the most accessible paradox game ever released, we all know what that means.
AFter the IPO it will be more than likely a social MMO with white wolf license , and dumbed down version of EU and crusader king for tablet and phone.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Last few years i saw one positive trait of Paradox games, when they fuck some mechanic in one game and then alter it, like Estates or Coalitions, they tend to fix similar fuckups quite fast in other games. In the end, when we'll reach Technical Singularity their games should be perfect stategy game in a vacuum.
 

Anthedon

Arcane
Patron
Joined
Jan 1, 2015
Messages
4,795
Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire
Like they "fixed" the coalitions/Infamy in CK2 after using it in Victoria/EU for ages?
 

GarfunkeL

Racism Expert
Joined
Nov 7, 2008
Messages
15,463
Location
Insert clever insult here
AFter the IPO it will be more than likely a social MMO with white wolf license , and dumbed down version of EU and crusader king for tablet and phone.
Yeah, the IPO will most likely fuck them for good. Good luck trying to justify to general investors anything that isn't maximizing short term profits.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,219
Location
Azores Islands
One thing I'm hoping is that they put a lot of focus on strife, politics, factions and opposition within your own empire.

Would add an extra layer top
Planning expansions instead of just amassing the biggest fleet.
 

LizardWizard

Prophet
Joined
Feb 14, 2014
Messages
1,013
Middle game showed here http://www.gamereactor.eu/news/399583/Stellaris+gameplay+presentation+with+Paradox/

2nd race has only 6 planets

Looks like this game is not about expansion or conquering

Did you not watch the part about controlling strategic resources?

You can only control a few planets directly while you'll divvy out the rest in administrative sectors to governors. So expansion is definitely important unless you're in some super-meta-gamey-multiplayer federation and positive they won't throw you under the bus later on.
 

rvm1975

Educated
Joined
Sep 14, 2013
Messages
95
Location
Ukraine
Yes, I did. Sorry for unclear statement

So 2nd race has 6 planets with population. 4 in core and 2 in administrative sectors. Also a lot of planets pure remote mines with space stations etc
 
Last edited:

Nahel

Arcane
Joined
Feb 12, 2015
Messages
864
I hope it will be good but EU4 left me a really mixed opinion and CK2 actually went from great to shit. The premises are interesting but i hope Paradox don't put huge malus on xenophobes in order to promote the xenophile utopia. But at least Exterminatus should be in so we can teach potential traitors the right way to do things!
 

Beastro

Arcane
Joined
May 11, 2015
Messages
9,476
Location
where east is west
I hope it will be good but EU4 left me a really mixed opinion and CK2 actually went from great to shit. The premises are interesting but i hope Paradox don't put huge malus on xenophobes in order to promote the xenophile utopia. But at least Exterminatus should be in so we can teach potential traitors the right way to do things!

Needs something like the extermination option in Distant Worlds, only you can specify which races you want gone and not just have a blanket "wipe out all aliens" option.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,398
Divinity: Original Sin Divinity: Original Sin 2
Seeing more and more footage with gameplay I get less and less excited for this game.

Any ship can bombard planets indefinitely, ships that have warp-drive still have to pass through certain systems to reach the target system, ship configuration seems really thin, ground combat identical to Master of Orion 2 (at least in that game it was way more prettier) etc.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
The "zone of influence" acting like national territory thing is what I dislike the most. Why the fuck would the presence of aliens in a neighbouring star system a few lightyears away physically prevent my civilization from colonizing a completely unoccupied planet? But no I can't because of influence.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,678
Location
Poland
The "zone of influence" acting like national territory thing is what I dislike the most. Why the fuck would the presence of aliens in a neighbouring star system a few lightyears away physically prevent my civilization from colonizing a completely unoccupied planet? But no I can't because of influence.

Because that alien presence means your colonists will be killed if they try to? Why dont nations just use other nations territory? So its abstracted to a color of the map.
 

Space Satan

Arcane
Vatnik
Joined
May 13, 2013
Messages
6,421
Location
Space Hell
Greetings interstellar explorers!

Welcome to the next entry of our dev diaries. This one is all about the sound and music that will help Stellaris become a galaxy worth exploring. Stellaris is the first project from Paradox where we have had a dedicated Audio department in-house and we hope that it will be something that our players will notice.

Soundtrack:

Hi, my name is Andreas Waldetoft aka Jazzhole and I am the music composer here at Paradox.

When I got hold off the news that we were doing Stellaris. I excitedly and immediately started thinking on what kind of direction to go with the music. I can remember myself as a young kid in the 80’s sitting in my room reading comics and listening to my father's records. That included a lot of Vangelis and Mike Oldfield which ended up being two of the biggest inspirations for the sound of Stellaris soundtrack. The idea of the music for Stellaris is getting back to that feeling I had as a kid, the feeling of infinite possibilities and what might be out there among the stars and galaxies.

There was a lot of experimentation before we found the right vibe for the music. But I always wanted to blend the otherworldly sounds of synths with the organic sound of an orchestra and ethnic instruments, to create a soundscape that would feel right at home in Stellaris. To make the feeling of exploration and journey across the galaxy I decided to not make the music too static and ambient. I wanted melody and a beat to push us forward to the unknown, sometimes with odd time signatures to really emphasize that push.



I hope you will enjoy the direction we took with the music, and I really hope to write music for Stellaris for years to come.


Sound Design:


Hi, My name is Björn Iversen aka Metal King and I’m the Audio Director here at Paradox and I have been responsible to create a stellar soundscape for Stellaris.

Where we start with the sound design?

It’s a challenge to work with Sci-Fi from a sound designer’s perspective since basically everyone will always compare your work to the great classics such as Star Wars. Star Trek, Starcraft, Mass Effects and much more. For this project I asked around a lot in the team to try get hold on what kind of “sound” they wanted Stellaris to have. After getting a grip on what kind of soundscape my colleagues wanted (or what they think they wanted) I started to create audio assets with their reference in my mind but also added with “my touche” to the overall sound design.

I went through a lot of different sound effects in our archives and as well going around the office and hitting every locker, desk, door or anything I could find that I think would sound awesome. I even started recording our elevators in the old office when they went up and down. I also started looking into different VST synthesis (basically digital synths) that could do awesome sound effects or really weird effects.

After finding the “neat-sound” resources I loaded them into my program and started modulating them all with various effects. For inspiration to create these assets I did some research to see how the audio team did when they created all their iconic sound effects for the original Star Trek. It was really inspiring to see how you could also create your own assets with help of simple tools.

You're able to find a .zip file attached to this post that contains some audio samples on the sound design if you want to listen.

Ambient:

Something that was important for us from the beginning was to emphasize the feeling of the galaxy being vast and full of wonders, so I really wanted to create a deep soundscape. Since you can zoom in really close to ships or zoom out to get a better view of the entire system I wanted there to be a sound effect for ships when you zoom in on them, for example to hear their engine hum or if you’re admiring the planets you would hear the planet’s own “hum”. But having great background audio is also important for creating a big soundscape (even if there is no sound in space!) so I created several layers for the background ambient for our solar system. This was to create a background that feels like it is always moving, but wouldn’t take too much of your attention.

GUI:

Usually the hardest sound effects to create, especially in a strategy game, since it is the sound effects players will hear the most of throughout the game. Therefore it was important for us to create as many various “click” SFX we could so the player won’t get tired of them. From the beginning I started out with only “digital” created audio resource that I mixed and tweaked with different effects, but later on I started to record several “organic” sound sources to get the right sound. I actually made a longer session of recording a kazoo, which was not well received in the office..

After many iterations we came up with a style of GUI sound effects that is hybrid between digital and recorded audio sources that we’re pleased with. Try to guess what we have recorded to achieve desired sound!

Weapons:

Even if we wanted to create a deep soundscape you got to have a little more punch/action to some of the sound effects to give more life and what better opportunity when you’re in a space battle! Considering the subtle ambience, there was no question that the weapons sound effects should sound big and take space! It was also important that the sound for the weapons would change depending on the distance from the battle (remember, deep soundscape!) so if you are watching a encounter far away the weapons doesn’t sound clear, are kind of muddy and with echo but it’s a opposite experience when you zoom in closer to the encounter. Then you can hear much more of the details from each weapon type.

But it is easy to forget that the sound effects needs to be consistent with the overall feeling so we didn’t want to go too “Michael Bay” on the sound effects (or just only a few times).

Voice Over:

We wanted to give VIR, our dear advisor, a bigger presence for the player so we had auditions for the role before hiring a VO artist to bring more life to VIR. It is a perhaps a first for a PDS game to have VO at all. Except for teaching you how to play the game, VIR will also keep you updated throughout the game to make it easier for you to run your empire. VIR will notify you if your Pops are short on food or that one of your Science Ships has completed its survey.

This was a short summary for the music and sound design in Stellaris, we could ramble on forever about the audio, but hope that you enjoyed some of the samples!

Next entry will be an interesting one when the Project Lead speaks about Stellaris.
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363
The "zone of influence" acting like national territory thing is what I dislike the most. Why the fuck would the presence of aliens in a neighbouring star system a few lightyears away physically prevent my civilization from colonizing a completely unoccupied planet? But no I can't because of influence.

Because that alien presence means your colonists will be killed if they try to? Why dont nations just use other nations territory? So its abstracted to a color of the map.
The alien presence is lightyears away. It's not territory we're talking about here, but empty space.
 

Malakal

Arcane
Glory to Ukraine
Joined
Nov 14, 2009
Messages
10,678
Location
Poland
The "zone of influence" acting like national territory thing is what I dislike the most. Why the fuck would the presence of aliens in a neighbouring star system a few lightyears away physically prevent my civilization from colonizing a completely unoccupied planet? But no I can't because of influence.

Because that alien presence means your colonists will be killed if they try to? Why dont nations just use other nations territory? So its abstracted to a color of the map.
The alien presence is lightyears away. It's not territory we're talking about here, but empty space.

Who said that? There can be ships, stations, outposts all over the void guarding aliens sphere of influence. If it was empty it wouldnt be a sphere of influence after all.
 

Grotesque

±¼ ¯\_(ツ)_/¯
Patron
Vatnik
Joined
Apr 16, 2012
Messages
9,398
Divinity: Original Sin Divinity: Original Sin 2
The "zone of influence" acting like national territory thing is what I dislike the most. Why the fuck would the presence of aliens in a neighbouring star system a few lightyears away physically prevent my civilization from colonizing a completely unoccupied planet? But no I can't because of influence.

Because that alien presence means your colonists will be killed if they try to? Why dont nations just use other nations territory? So its abstracted to a color of the map.
The alien presence is lightyears away. It's not territory we're talking about here, but empty space.

It seems you don't know how the world works, don't you!
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom