Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

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Zilenan91
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #187992

Bottom post of the previous page:

I really want to try out Divine Mandates but without slave revolts the insane slave tolerance you get is pretty much pointless. I think it would be pretty strong if slave revolts were in.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Timbrewolf
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #187995

It's funny how we all thought slavery races would be fucking OP without revolts and it turns out they're just kinda mediocre.

Furfaggotry yiffing people into submission is so much better.

It's possible to micromanage slavery and get a slight output boost (like 10%) but the amount of negative attitude you get from other aliums and the way sectors fuck you in the ass it's much better to either

A) Conquer people and make them happy, then sector them up
B) Just vassalize everyone
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Zilenan91
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #187996

Nah, they're still really really good. There's a way you can play them that are kinda ridiculous, fanatic collectivist + spiritualist despotic empire. The extra minerals from slavery and despotic empire lets you spam out colonies like nothing. Something that I think is cool is that it's not powerful because of your ethics, but the events your ethics can proc.

Since you'll be a spiritualist empire, you have a good chance of triggering the cultist event chain. Why would this be something you want, you may ask? Because on the third event that happens from the event chain, a space station and a decently sized fleet spawns. The space station is equipped with particle lances you can reverse engineer. This means you can get particle lances stupidly early before you've even gotten past tier 2 lasers and just roll over everyone from there. This event chain triggers reliably. You can do this event chain with spiritualist and anything else but I prefer spiritualist and collectivist since it lets you get out a huge fleet to kill it the fastest.

If the event never triggers, which is possible, the happiness you gain from your ethics and void cloud event lets you boost your happiness levels into joyful everywhere without even using any strategic buildings. Since every pop is happy, you'll be producing 10% more energy credits, and in most of my games this was enough to put on the social welfare edict which gives you -20% energy and -20% minerals for +15% empire-wide happiness. You're rolling in happiness and the extra credits helps to fill out your bottom line as well as making conquest a breeze since you have +20% happiness as a base on non-spiritualist pops, so no rebellions, and with level 3 governors every pop is Joyful. When combined with event lances you're unstoppable. I took out an FE in 50 years.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Timbrewolf
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #187997

>setup is only good if you roll a random chance to have an event happen, then roll a random chance to get the right research from the salvage

I'm speaking mostly about multiplayer when I talk about what's viable and what's not, what's good and what isn't. If you're just playing single player you should be able to beat the AI with any combination of anything. What's good or bad doesn't matter. When you have the luxury of pausing the game at any given moment and micromanaging everything slavery gets you a boost you wouldn't otherwise have.

...when you're playing multiplayer and the game is constantly moving forward having to put aside everything else you're doing/stop reacting to pop-ups long enough to shuffle guys around and slave/enslave/import/export guys around your empire all for a +10% resource output it's not that great.

Likewise, throwing the dice on getting a possible event for your empire as a major part of your race's strategy isn't great for multiplayer either.
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Zilenan91
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #187998

I tested it over a bunch of games and got the cultist event just under 70% of the time so it's very reliable to get this

Though yeah because of how Multiplayer works collectivist is just not good for it without pausing which isn't a thing that happens. Would not recommend anyone do it because it slows the game down a lot.

Edit: I'm gonna try doing this strategy in Multiplayer again. First time I tried it I spawned in as a 1 planet empire and got liberated and booted out by the host, so hopefully that doesn't happen again.
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188391

More things to expect from Asimov, beta is expected to come later this week, or early next week

https://forum.paradoxplaza.com/forum/in ... -2.950536/

>Wage war against slaver empire
>Force emancipation for all their slaves for 10 years
>Kek as their economy crumbles and their empire fractures over rebellion
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Grazyn » #188412

>can finally roleplay space khaleesi breaker of chains
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by srifenbyxp » #188472

We should try another multiplayer game this weekend with the alpha mod, adds a ton of new content.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by starmute » #188582

As soon as asimov is updated I'll play again. I really liked playing with people. You guys are actually really cool.

Thank you for the opportunity to get to know you a little.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188613

I'm busy Saturday evening. I could host Friday afternoon/evening or you guys can play on Saturday if you have another host.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188648

I can host, but like some have mentioned already, I want to wait until Asimov before I play again
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ricotez » #188677

I'm gone all weekend so I can't make it for this one, sadly. If I give you the code for an empire, would you seed them in for me so I can join you in a future session?
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Zilenan91
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #188678

The patch won't drop for at least a week or three
Spoiler:
Zilenan91 wrote:
Just replace both their arms with chainsaws.

HAVE FUN ESCAPING NOW WITH NO ARMS
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188746

Zilenan91 wrote:The patch won't drop for at least a week or three
How about now?

https://forum.paradoxplaza.com/forum/in ... ts.950932/
Patch Notes wrote:
Spoiler:
##############################################################
####################### VERSION 1.2.0 ########################
##############################################################

# Special thanks to Magne "Meneth" Skjæran for helping out with the Map Modes

###################
# Features
###################

# Important
* Added Defensive Pact diplomatic action that allows you to form a defensive alliance with another empire.
* Non-Aggression Pact, Migration Treaty, Support Independence and Guarantee Independence are now diplomatic actions instead of trade deals.
* Removed embassies and replaced it with Trust. Trust builds over time from having active diplomatic treaties (such as a Non-Aggression Pact or Alliance) and increases opinion by up to +100.
* Federations now vote on wars and new members.
* Federation members now give 20% of their Navy Capacity to the Federation, which makes up the Federation Navy Capacity.
* Federation fleets no longer cost maintenance, but cannot exceed the Federation Navy Capacity in size.
* You can now kick alliance and federation members with a majority vote action.
* Sending a favorable trade deal (such as a gift) will now increase the opinion of the other empire by up to +100
* You can now set a War Philosophy policy. This policy determines what type of wargoals you can use
* Removed War Economy policy
* Colonzing Planets and building Frontier Outposts now costs Influence based on the distance to your closest owned system
* Border are now Open to everyone by default, but can be Closed through a Diplomatic Action. Empires will Close Borders to Rivals by default and Fallen Empires will never Open Borders
* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
* All Ship Weapons have had their range doubled
* Added Diplomatic, Opinion, and AI Attitude Map Modes. Map Modes are easily moddable and more can be added through mods, but it will affect the checksum

# General
* Ship Designs with excess power gain a small bonus to damage, speed and evasion
* Grand Admiral achievement now requires a combined fleet power of 100.000 instead of having dealt 100.000 damage in a ship combat
* Alliances and Federations can now vote to kick a member. For the vote to be successful, ( 50% of members + 1 ) need to vote yes (so 3 members in an alliance of 4, for example)
* Ship Combat Computers behavior has been changed. Aggressive behavior is now called Swarm behavior and Defensive behavior is now called Bombardment behavior
* Added Visitor Center building and associated technology that is available to Xenophile empires
* Added Symbol of Unity building and associated technology that is available to Spiritualist empires
* Fleet merging has been improved and should prioritize certain fleets better
* Spaceports can now be dismantled
* Natural Beauty planet modifier effect on habitability removed. Instead the modifier now affects planet migration attraction by +25%
* Taking a Tributary now makes you guarantee their independence for 10 years without cost
* Migration Time was changed into Migration Speed
* Base Ethics Divergence has been changed and capital buildings have been adjusted accordingly. It is no longer possible to avoid Ethics Divergence by not working the Reassembled Ship Shelter
* Added Regulated Slavery policy option
* Civilian Ship designs are updated with shields and armor technologies
* Frontier Outposts are destroyed if the last owned planet in a system changes owner through war
* Strike Craft attack and movement pattern was charged to be more swarm-like
* Strike Craft ship count increased from 4 to 8, and damage has been rescaled accordingly
* Galactic Ambitions technology no longer provides Survey Data for empires you have contacted

# New - Wargoals
* Make Tributary: You can now take tributaries in war. Tributaries are a type of subject that pays 20% of their Energy Credits and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets
* Abandon Planet: If your policies allow Purging you can force an enemy to abandon a planet, killing all pops on that planet in the process
* Humiliate: You can humiliate enemy empires, making them suffer a negative modifier for a time and giving you a chunk of influence
* Open Borders: Forces the other Empire to open their borders to you for 10 years
* Stop Atrocity: Forces the other Empire to ban slavery and purging

# New - Space Nomads
* Nomads have been completely reworked and expanded for the mid-game
* This non-player faction travels from one end of the galaxy to the other, encountering empires and triggering events

# New - Diplomatic Incidents
* Certain actions and circumstances can now cause Diplomatic Incident events between Empires in the mid-game

# New - Slave Factions
* Removed the old Slave faction
* Added the Docile Slaves faction made up of relatively content slaves
* Docile Slaves faction has fairly mild Support Effects
* Docile Slaves faction demands Regulated Slavery policy
* Added the Malcontent Slaves faction made up of unhappy slaves
* Malcontent Slaves faction has fairly harsh Support Effects, indluding empire-wide rebellion
* Malcontent Slaves faction demands freedom for all slaves
* Added Emancipation faction for non-slave Pops
* Emancipation faction strengthens the Malcontent Slaves
* Pop ethos influences which faction Pops join when enslaved, and the decision "sticks" to them for a time
* Enslaved Pops move between the two factions, with dissatisfied slaves gravitating toward the Malcontent Slaves

###################
# Balance
###################

# General
* Base Happiness reduced from 60% to 50%
* Habitability of Planet Classes two steps removed from your species' primary type increased from 20% to 40%
* Reduced chance of post-combat Admiral events firing by a factor of 5
* Leaders will no longer gain any additional traits from leveling up if they already have 3 or more
* Newly spawned pops are now more likely to take their ethics from pops of the same species
* The Ruler Savior modifier duration from The Ransomeers event has been reduced from 100 years to 5 years
* The Grand Design modifier from Void Unclouded event is no longer permanent and now gives +10% Happiness for 20 years
* Propaganda edict can now be used by everyone. Fanatic Collectivists were previously prevented from using it
* Mineral Deficit effect increased from -33% to -50% and now also affects research speed
* Energy Credits Deficit effect increased from -33% to -50% and now also affects Robot output by -50%
* Comet Sighted event effect on happiness reduced from +15%/-15% to +10%/-10%
* Migration Treaties no longer affect Pop Happiness

# Ethics
* In general, fanatic versions are now 3 times as stronger than non-fanatic ethics

Fanatic Individualist
* Energy Credits output reduced from +20% to +15%

Individualist
* Energy Credits output reduced from +10% to +5%
* Slavery Tolerance reduced from -50% to -33%

Fanatic Collectivist
* Food requirement increased from -10% to -15%

Collectivist
* Slavery Tolerance reduced from +50% to +33%

Fanatic Xenophobe
* Xenophobia reduced from 20% to 15%
* Rival Influence Gain increased from +50% to +75%

Xenophobe
* Xenophobia reduced from 10% to 5%
* Alien Slavery Tolerance reduced from +50% to +33%

Fanatic Xenophile
* Xenophobia reduced from -20% to -15%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 75%
* (NEW) Rival Influence gain is reduced by 75%

Xenophile
* Xenophobia reduced from -10% to -5%
* Alliance Influence cost effect removed
* Max Embassies effect removed
* (NEW) Diplomatic Influence Cost reduced by 25%
* (NEW) Rival Influence gain is reduced by 25%

Fanatic Militarist
* Army Damage effect removed
* (NEW) Max Rivalries increased by 3
* (NEW) Ship Damage increased by 10%
* (NEW) Trust growth reduced by 60%

Militarist
* War Happiness increased from +5% to +10%
* Army Damage effect removed
* (NEW) Max Rivalries increased by 1
* (NEW) Ship Damage increased by 3%
* (NEW) Trust growth reduced by 20%

Fanatic Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -20% to -15%
* (NEW) Peace Happiness increased by +15%
* (NEW) Max Rivalries reduced by 3 (cannot have rivals)
* (NEW) Trust growth increased by 75%

Pacifist
* Growth Requirement effect removed
* Army Damage effect removed
* War Happiness reduced from -10% to -5%
* (NEW) Peace Happiness increased by +5%
* (NEW) Max Rivalries reduced by 1
* (NEW) Trust growth increased by 25%

Fanatic Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -30%
* (NEW) Growth Requirement reduced by -15%

Spiritualist
* Happiness effect removed
* (NEW) Ethics Divergence reduced by -10%
* (NEW) Growth Requirement reduced by -5%

Fanatic Materialist
* Physics, Society and Engineering output increased from +10% to +15%

# Modifiers
* Youthful Elite modifier effect on Leader Lifespan reduced from +25 to +10 years
* Youthful People modifier effect on Happiness reduced from +5% to +3%
* Natural Beauty planet modifier effect on happiness reduced from +15% to +5%

# Components
* Increased the engagement range of strike craft from 80 to 120
* Strike Craft rebuild speed improved from 1 per month to 4 per month
* All Laser Weapons have had their armor penetration reduced from 50% to 33%
* Plasma Weapons have had their armor penetration reduced from 100% to 75%
* Most Projectile Weapons now deal +15% damage vs. Shields

Small Red Laser
* Accuracy increased from 82% to 90%

Medium Red Laser
* Accuracy increased from 80% to 85%

Large Red Laser
* Max damage increased from 41 to 43
* Accuracy increased from 75% to 80%

Small Blue Laser
* Max damage reduced from 12 to 11
* Accuracy increased from 82% to 90%

Medium Blue Laser
* Accuracy increased from 80% to 85%

Large Blue Laser
* Max damage increased from 47 to 48
* Accuracy increased from 75% to 80%

Small UV Laser
* Max damage reduced from 13 to 12
* Accuracy increased from 82% to 90%

Medium UV Laser
* Max damage reduced from 27 to 26
* Accuracy increased from 80% to 85%

Large UV Laser
* Max damage increased from 57 to 56
* Accuracy increased from 75% to 80%

Small XRAY Laser
* Max damage reduced from 15 to 13
* Accuracy increased from 82% to 90%

Medium XRAY Laser
* Max damage reduced from 31 to 30
* Accuracy increased from 80% to 85%

Large XRAY Laser
* Max damage increased from 66 to 63
* Accuracy increased from 75% to 80%

Small Gamma Laser
* Max damage reduced from 16 to 14
* Accuracy increased from 82% to 90%

Medium Gamma Laser
* Max damage reduced from 36 to 33
* Accuracy increased from 80% to 85%

Large Gamma Laser
* Max damage increased from 76 to 71
* Accuracy increased from 75% to 80%

Particle Lance
* Armor penetration reduced from 100% to 75%

Tachyon Lance
* Armor penetration reduced from 100% to 75%

Large Fusion Missiles
* Max damage increased from 55 to 57

Medium Antimatter Missiles
* Max damage increased from 33 to 34

Large Antimatter Missiles
* Max damage increased from 62 to 65

Medium Quantum Missiles
* Max damage increased from 37 to 39

Large Quantum Missiles
* Max damage increased from 68 to 72

Medium Marauder Missiles
* Min damage increased from 24 to 25

Large Marauder Missiles
* Damage increased from [48 to 80] to [50 to 83]

Sentinel Point-Defense
* Accuracy reduced from 40% to 20%
* Range increased from 8 to 10

Barrier Point-Defense
* Accuracy reduced from 40% to 30%
* Range increased from 8 to 10

Guardian Point-Defense
* Range increased from 8 to 10

# Resources
* Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas

# End Game Crisis
* End-Game Crises fleets are now significantly tougher
* End-Game Crises now occur later on average, with the earliest appearances of the Prethoryn Scourge and Unbidden being delayed by at least 50 years compared to 1.1
* Extradimensional Invaders will now reinforce more aggressively
* Extradimensional Invader Portal has had its base Hull Points tripled

# Governments
* Democratic governments have had their election terms increased to 10 years

Military Republic
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -10% to -20%
* (NEW) Army Damage increased by 10%
* (NEW) Military Station build cost reduced by 15%
* (NEW) Military Station damage increased by 10%

Martial Demarchy
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -20% to -40%
* (NEW) Army Damage increased by 20%
* (NEW) Military Station build cost reduced by 30%
* (NEW) Military Station damage increased by 20%

Military Junta
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 5%
* (NEW) Admiral starting level increased by 1

Ordered Stratocracy
* Ship build cost effect removed
* (NEW) Ship Upkeep reduced by 10%
* (NEW) Admiral starting level increased by 2

Military Dictatorship
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +20% to +10%
* (NEW) Ship build cost reduced by 10%
* (NEW) Rivalry Influence Gain increased by 25%

Martial Empire
* Ship Upkeep effet removed
* Naval Capacity effect reduced from +40% to +20%
* (NEW) Ship build cost reduced by 20%
* (NEW) Rivalry Influence Gain increased by 50%

Theocratic Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Food Requirement reduced by 10%

Transcendent Republic
* Ethics Divergence effect removed
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Food Requirement reduced by 20%

Theocratic Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 20 years
* (NEW) Resettlement Cost reduced by 15%

Transcendent Oligarchy
* Ethics Divergence effect removed
* Leader Influence cost effect removed
* (NEW) Leader Lifespan increased by 40 years
* (NEW) Resettlement Cost reduced by 30%

Divine Mandate
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 15%
* (NEW) Edict duration increased by 15%
* (NEW) Ethics Divergence reduced by 10%

Transcendent Empire
* Slavery Tolerance effect removed
* Resettlement Cost effect removed
* (NEW) Edict Influence cost reduced by 30%
* (NEW) Edict duration increased by 30%
* (NEW) Ethics Divergence reduced by 20%

Direct Democracy
* Core Systems effect removed
* (NEW) Happiness increased by 5%
* (NEW) Leader Experience Gain increased by 15%

Subconscious Consensus
* Core Systems effect removed
* (NEW) Happiness increased by 10%
* (NEW) Leader Experience Gain increased by 30%

Despotic Hegemony
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 25%

Neural Network Administration
* Survey Speed effect removed
* (NEW) Research Station cost reduced by 50%

Moral Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 1
* (NEW) Empire Leader Cap increased by 1
* (NEW) Core Systems increased by 2

Irenic Democracy
* Happiness effect removed
* (NEW) Leader Pool increased by 2
* (NEW) Empire Leader Cap increased by 2
* (NEW) Core Systems increased by 4

Peaceful Beaurocracy
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 5

Irenic Protectorate
* Leader Pool effect removed
* Leader Influence Cost effect removed
* Empire Leader Cap effect removed
* (NEW) Core Systems increased by 10

Enlightened Monarchy
* Edict duration reduced from +25% to +15%
* Edict cost reduced from -25% to -15%
* Core Systems increased from +1 to +2

Irenic Monarchy
* Edict duration reduced from +50% to +30%
* Edict cost reduced from -50% to -30%
* Core Systems increased from +2 to +4

Indirect Democracy
* Leader Influence cost reduced from -10% to -15%

Democratic Utopia
* Leader Influence cost reduced from -10% to -30%

Plutocratic Oligarchy
* (NEW) Mining Station build cost reduced by 25%

Mega Corporation
* (NEW) Mining Station build cost reduced by 50%

Despotic Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 15%

Star Empire
* Slavery Tolerance effect removed
* (NEW) Building construction cost reduced by 30%

# Leaders

# Factions

# Technology

# Units
* Colony Ship mineral cost now depends on components and is no longer static
* Private Colony Ship now costs 50% of Colony Ship, but in Energy Credits
* Private Colony Ship cost now depends on components and is no longer static

# War

###################
# AI
###################

# Misc
* AI Empires will start outlawing AI Robotics over time during a certain Crisis
* AI Empires no longer pick "dialogue-only" event options in diplomatic events
* Fixed AI colonizing holy worlds despite not having the strength to tackle the Fallen Empire protecting them under some circumstances
* Fixed a bug where the AI would not upgrade federation fleets
* AI now creates auto-generated designs for federation ships
* AI now builds federation fleets
* AI will open borders during end-game crises
* AI now dismantles non-sentient robots if they are unemployed
* AI no longer build robots if unemployment exists or pop would be unemployed
* AI and sectors now upgrade military stations
* Fixed bug where the AI would not upgrades spaceports if there already existed a max-level spaceport in the empire
* AI will now cancel follow fleet orders if target fleet's system has more hostiles than they can take on
* Fixed a bug where AI didn't choose the species with highest damage when building a new army

# Sector
* Sectors should now build and appropriately handle special buildings (such as +Happiness buildings)
* Sector AI will now abort spaceport construction if hostiles are nearby
* All sectors will now build military stations
* Fixed a bug that could cause the sector AI to sometimes not build buildings
* Fixed a bug where player could give resources to sectors and sectors could store resources over cap
* Fixed a bug where sectors try to build stations by a planet that the empire already is building a station by

# Diplomacy
* AI allies will now be upset if you vote down their proposals, and may leave the alliance or attempt to kick you
* AI is now less selfish when selecting wargoals

#End Game Crises
* Crises empires are more aggressive and computer-controller Empires respond more aggressively to the Prethoryn Scourge

###################
# User Interface
###################

* Weapons that cannot be evaded are now properly labeled
* Added ALT+B shortcut for opening the help browser in-game
* Heir portrait in government view is no longer offset incorrectly
* Attacking general portrait in planet view is no longer offset incorrectly
* Portraits in resettlement view, multiplayer lobby and genetic modification are no longer offset incorrectly
* "Construction queue completed" message now only triggers for space ports in directly controlled systems
* Diplomacy view now shows the leader name, species and trait of the nation you're communicating with
* Now possible to see information about the wars empires are having in diplomatic status
* You are now able to see how much minerals you gain from your subjects, and how much you pay as a subject
* No longer possible to dismiss an alliance vote message
* Fixed so you get some descriptive text for alliance vote messages
* Implemented a diplomacy status which lists everyone guaranteeing the country
* Armies and fleet construction now automatically opens when entering the assocatied tabs in planet view
* Fixed so that you get a context menu when right-clicking systems while the fleet is in FTL
* Power in a ship design is now shown as green if you have excess power, and red if you have too little
* Buildings that can be upgraded but you lack the resources to upgrade now show a grey upgrade arrow
* Ship view is now drag-able by the header line
* Galaxy view now goes all the way to the left when hiding
* Galaxy view selected empire government type no longer overlaps the founder species ethics
* Empire view now goes all the way to the left when hiding
* Trust status in diplomacy view now has a background and is aligned like the other elements
* Open and Close Borders diplomatic action is now shown even if not clickable due to access control
* Diplomatic actions in diplomacy now sort based on possibility

###################
# User modding
###################

# Misc.
* Browser base URL is now set in defines instead hard-coded
* Fixed so that boolean effects print to the error log when receiving bad values
* Fixed so fallen_empire_initializers.txt script uses effect instead of referencing last_created_fleet
* Added a check for set_graphical_culture to make sure the graphical culture exists
* Fixed so that create_ship effect reports errors when writing unsupported variables
* Added an error for when set_owner fails to evaluate a country
* Fixed so that variables not read in create_fleet and set_location effects are reported as unexpected
* Added new localization promotions
* Added new localization functions in SpeciesScope; GetNamePlural, GetClass, GetClassPlural, GetNameInsult, GetNamePluralInsult, GetNameCompliment, GetNamePluralCompliment, GetSpawnName, GetSpawnNamePlural, GetOrganName, GetMouthName, GetRandomSpeciesSound
* Added new localization function in LeaderScope: GetRulerTitle
* Fixed an issue with random_owned_fleet effect
* Added every_owned_fleet effect to complement random_owned_fleet
* Implemented a guarantee_country effect
* Improved the begin_event_chain to print more errors when failing and load order independence
* Fixed so that create_species effect attempts to randomize a namelist from the uplifted version of the species class
* has_established_communications = { who = from } was changed to has_established_communications = from for consistency
* Fixed so that the create_pop effect uses a proper event target for specifying ethos
* Implemented set_closed_borders effect to set if a country has borders opened/closed towards another country
* Added every_subject, random_subject effects
* Description for can_control_access_for now shows reasons why
* Added an effect variable to create_country effects, which should be used instead of referencing last_created_country
* Implemented an effect variable for create_fleet, which should be used instead of referencing the fleet immediately after using last_created_fleet
* Added support for effectButtonType in container windows
* Implemented a "on_planet_surveyed" onaction
* Unified so that owned pops trigger is generated in the same way as the effect
* Added clear_resources effect
* Added set_species_homeworld effect
* Fixed so that boolean effects print to the error log when receiving bad values
* Added support to be able to use weights to decide how the AI builds buildings
* Purge effect now actually purges all pops, previously it only purged pops of the same species as the first pop in the planet
* Improved how ship data can be scripted in country types

# Triggers
* Adding heir = yes to a kill_leader = { type = ruler } effect will now kill heir instead of ruler
* Added scripted trigger "is_robot" checking if a pop is a non-sentient robot
* Added calc_true_if trigger
* Added trigger has_spaceport_construction
* Added trigger is_researching_technology
* Added is_subject and is_overlord triggers
* Added any_subject trigger
* is_same_species now compares the identity of the two species
* Added is_exact_same_species that works like is_same_species used to work
* Fixed an issue with the potential trigger in country edicts not always hiding the edicts
* Added minerals ><= trigger
* Updated some trigger_docs documentation

###################
# Performance
###################

* Fixed a stall that could happen with large sectors
* Improved performance in factions view
* Improved performance in fleet view
* Improved performance in Sector AI's monthly updates
* Minor improvements in AI calculations

###################
# Bugfixes
###################

* Leader death chance tooltip now displays correctly for leaders with non-standard Lifespan
* Fixed some cases where technology research would end up before special projects in the tech queue, causing some weird issues
* Fixed so that the progress rate of special projects in the situation log entry tooltip shows the correct value
* Fixed so you get mouseover effects for "track on map/"stop tracking" button in situation log
* Fixed bug where sector outliner members icons would flicker when list is rebuilt
* Fixed bug where where outliner integration would be constantly created/deleted
* Save games will now be saved in the same folder as they where loaded from
* Fixed a bug where random_planet_within_border effect would scope to invalid planets
* Fixed a crash when canceling construction for inexistent spaceports
* Fixed so you can't build military stations within someone elses borders unless you're allied or at war
* Fixed multitudes of Sentinel nations spawning during the Prethoryn Scourge crisis
* "Change of Heart" colony event and Xeno Integration tech weights no longer count non-sentient robots as alien pops
* "Grimacing" anomaly will no longer result in too-large habitable planets
* "Mothballed Fleet" event will no longer spawn a fleet that is permanently missing in action
* Fixed so the edict "Master's Teachings: Warring States" correctly grants 10% larger naval capacity
* Can no longer play galactic abolitionist and emancipate pops on planets you do not own
* Purge tooltips now give the correct information for robots
* Species list during game setup no longer animates at start
* Fixed an edge case where a Nationalist faction would seek to be repatriated to the empire it already belongs to
* Fixed issues with bad deposits ending up on tiles, also made a savegame fix to repair previously broken savegames
* Fixed so you cannot build Frontier Outposts within the territory of others
* Fixed so that vassals cannot give you borders if their overlord has closed borders against you
* Fixed Fleet command buttons and leader be off screen with large enough fleet and high UI scaling
* Planet view now scales correctly with UI scaling
* Fixed a bug where colonzation and tile blocker technologies were incorrectly weighted after repeatable techs instead of their own tech groups
* Randomly generated species will no longer have a negative sum of traits
* You now get notifications when other countries leave your alliance or federation
* Changing government from one monarchy to another no longer kills your heir
* Crisis countries and Fallen Empires now count towards Conquest victory, and have to be destroyed before it can be achieved (if they exist on the map)
* Right-clicking on a country shield now actually goes to homeworld rather than home system
* Can now properly see health of fleets of uncontacted empires if they are within sensor range
* Fallen Empires should no longer attempt to re-contact empires they already have communications with
* Fixed robot pops joining the AI Uprising when not yet fully grown
* Fixed CTD related to strike craft of killed carrier
* Pops will no longer be xenophobic against gene-manipulated version of their species
* Fixed so that fleets stuck in FTL will go MIA if they have no path back to their empire
* Fixed a bug where the resettlement screen didn't show all planets
* Fixed a bug where player couldn't surrender in war
* Empire-unique buildings are now destroyed when changing owner if the owner already has a building of that type
* Reassembled Ship Shelters are now properly removed from planets without owners
* Fixed a bug where the ship designer didn't add armor and shields to some ship sizes
* Fixed a bug where ships could get stuck between two stations in combat
* Fixed a bug where ending a war ended non-war-related occupation
* Fixed a bug where the message after losing an invasion was sent to the owner instead of controller

###################
# Graphics
###################

* The galaxy background used in solar systems now change depending on type of star and star's position in the galaxy
* Aura effects should now be slightly smaller and less intrusive
* Fixed an issue where a gun would float next to the Arthropoid Hope Breaker Destroyer section
* Fixed an issue where a mammalian portrait would have black squares as eyes
* Fixed an issue where an avian portrait didn't have eyes
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188781

* Happiness is now a linear modifier, with levels above 50% giving bonuses and levels below 50% giving penalties
The Yiff train keeps building steam.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188803

A few unlisted changes
There are a couple of unlisted trait changes, as well.
Two new negative traits, Deviants and Fleeting. Deviants increases Ethics Divergence by +15%, and Fleeting reduces leader lifespan by 15 years.
The Very Strong trait has been reduced to costing 3 points instead of 4, and I don't remember if Extremely Adapative was 5 in the prior patch or not, but it also only costs 4. Finally, nonadaptive has been increased from -1 to -2.
also changes in traits:
- weak now has -5% minerals
- Venerable has 90 instead of 120 years lifespan
Also "Core Planets" are now "Core Systems" making it easier to directly control more planets.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188841

Nerfing mah venerable.

Well they weren't dying with techs on top anyway I guess...
Military Republic
* Ship Upkeep effect removed
* War Happiness effect removed
* Army Upkeep increased from -10% to -20%
* (NEW) Army Damage increased by 10%
* (NEW) Military Station build cost reduced by 15%
* (NEW) Military Station damage increased by 10%
Whoo bonus to the stuff that's shit in war or requires minimal investment fuck me!
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188846

Yeah, the massive changes (read: complete rewrite) to ethos and governments kind of scares me.

Although I do appreciate the new negative traits. I like building races from their background up, and having more options really helps with that.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188849

Most of the ethos government rewrite seems sensible just military republic is pretty much a huge number of modifiers to say "i'm shit". Militarist vs pacifist is a bit of a mess now but the tangible ship damage bonus could be very nice.

Basically any militarist that wants to be democratic will always go materialist or spiritualist republic now.

Straight buff to plutocrats and mega corp giving mining station discounts might make them nice for early economic expansion. Pacifist governments are heavily based core system bonuses that plus the 15% happiness for being fanatic pretty much might make them the absolute economic lords long term. Edict breacking removed. I think junta can still get 0% ship upgrade costs plus now having a bonus to admiral level and a new upkeep reduction might be the best straight militarist government.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188852

Don't forget that war score is now weighted differently depending on your ethos

Pacifists war demands cost more, and fanatics cannot demand cede or vassalise at all
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188855

Ouch. With 10+ core and +15% happiness though they will be hard pressed to lose anything.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188857

Only during peacetime, though.

I guess a funny way to keep a pacifist down is to press them into a constant state of war, even if you don't intend on actually invading them. Then that +15% turns into a -15%

It's going to be very interesting playing as them.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by dezzmont » #188860

Fanatic pacifists are only going to be viable if it is possible to gain vassals diplomatically now, because it sure as hell wasn't before.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #188872

I wonder how impactful the extra power bonus will be on ships. It'll mean that you can fill out ships with the same reactor rather than min maxing with worse reactors to get 0 spare power. They also buffed the absolute fuck out of strike craft. I hope they add a Carrier ship soon so you can fill your fleet with tons of them. Also aside from the armor pen changes (which were good) lasers seem to have mostly been buffed across the board to be more accurate at the cost of some minor amounts of damage that they lose on their small mounts and gain on their large mounts. I think they technically have more DPS now due to them having more accuracy. The point defense nerfs are also pretty huge so that missiles aren't completely useless.

They nerfed spiritualists into the ground and made them way worse than they were before. They don't get the permanent +5% happiness boost anymore either. Only reason you'd play spiritualist is to Crusade everywhere and use your ethics divergence to keep everyone in line.
Militarists seem really good now, fuckton of influence gain from a billion rivalries and that ship damage is REALLY impactful. The trust reduction will probably mean nothing since diplomacy in this game has no point

"Doubled the spawn rate of Garanthium Ore, Lythuric Gas, Engos Vapor, Teldar Crystals, Pitharan Dust, Orillium Ore and Satramene Gas" - Means that you'll actually encounter this shit and fight over it, where otherwise you'd never ever discover it at all due to most of these requiring it to be in your borders for you to research it which is retarded.

The divine mandate buffs are good.


Uhh did they remove the extra slave bonuses from despotic empire and its upgrade? They just completely dumpstered it if the did.
Also the building cost change was already there... so if the slave shit is gone they destroyed it and left nothing behind
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188879

dezzmont wrote:Fanatic pacifists are only going to be viable if it is possible to gain vassals diplomatically now, because it sure as hell wasn't before.
I think they can do the liberate then ally scum parade.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #188884

OH ALSO NO FUCKING WONDER PRECURSOR QUESTS WERE BUGGED

They auto-surveyed everything in every empire's borders you've discovered, so no anomalies.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by dezzmont » #188888

Yes but unless they can gain actual control of planets they can't actually ever 'win.'

Which is fine in a grand strategy game, but this is also an X4.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188889

Federation counts toward victory conditions.

I don't know if a non pacifist federation leader can decide to give planets to a pacifist that might also be one way around it.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188891

Victory conditions were a mistake.

They plan to add more, but it's not a priority for them right now. But I'd rather they not have them at all until they do add more, because people tend to put way too much focus on them.

Also, it looks like Venerable was nerfed even harder as it costs 5 now, up from 4.

Starting an offensive war seems to give a -10% happiness malus now. Militarist's War Happiness perk basically nullifies this.

As usual, there are tons of funky bugs in the beta. I'm going to wait it out for them to hotfix it and release it proper before I jump in again.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by dezzmont » #188908

They need victory conditions because this is much more an X4 than a Grand Strategy game. There isn't actually a lot of intrigue happening, its very bare bones and thus the game's focus is very much on conquest. Unlike CK2, literally nothing happens if you don't play with aspirations to conquer. There is a reason to focus on victory, there is no real game otherwise.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188910

But what they do have so far is so halfassed. It's very obvious what is in there is only there as no-brainers when it comes to design.

I'd rather they have done it properly instead of frustrating everyone with this half-baked concept.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188911

You basically need spies, trade and a galactic senate to get interactions between kill hey bby lets fed going on.

Early game with anomalies and discoveries weighing up expansion and early protection is pretty much golden though. It's the hey we're all rubbing borders and pretending to be grand strat without events or covert actions point at which things fall apart.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188915

>galactic senate

Yeah, I love concepts like the World Congress or the Planetary Council in other 4X games. Or even Political Cards in Twilight Imperium.

I really hope we get something like that, maybe even integrated into federations, so each federation has their own set of laws.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by dezzmont » #188916

Lets be honest. This would have been a badass game if it was CK2 in space with a bit of Twilight Imperium to give the international relations structure. You would have more complicated empires, but the fact that you are firmly a state would allow you to avoid bickering vassals to deal more with modern politics.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188917

Actually thinking on it early game stelaris is probably my favourite stage in any stategy game I have played to date, shame the combination of exploration, events and high risk decisions doesn't last.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188918

Needs some kind of "reached over 100 trust with x% of other races in the galaxy" victory condition.

Went X years without a war or being wardec'ed is too easy if you just shutter yourself up in a single system and hide.

Be a member of a federation with X members that survived y years could work if you don't mind the game awarding the victory to like...a shared group of everyone. It kinda makes diplo really strong, then, as players could all just rush a fed asap and try to sneak that victory out. Maybe add some kind of thing that prevents that fed from winning if they're in a war/have had a war within z years

We all knew (or at least I did, and I think everyone else did) that this wasn't going to be a traditional 4X in that regard. The "tech win" is just getting really good tech and then shooting the shit out of everyone with it. The diplo win is amassing a bunch of friends and then beating the shit out of everyone else with your pals. The economy win is flooding the map with your dudes and beating the shit out of everyone else.

See a pattern?

To be fair though, CK2 is prettymuch the same. You can maybe try to marry and intrigue your way into someone else's family line but you aren't going to paint the map without using someone else's blood to wet your brush. Stellaris is the same way...for now.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188919

If federations become more complex down the line, I think it'd be interesting if you had to be elected to be the leader of a federation that comprises of at least X% of the states in the galaxy.

Peacetime victory could be some kind of expensive fragile space station thingy that takes forever to build and requires end-game tech to build. (Dyson Sphere?)

Just anything but a straight up counter where all you have to do is sit on your ass and watch a number go up to win (Endless games, civ, sins)
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by starmute » #188925

Furries got nerfed too. I just looked at the new "war philosophy mechanic" basically if you are a pacifist or fanatic pacifist you are punished for even having liberation war policy with a morale penalty. Fanatic pacifist can't even pick unrestricted.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #188926

Does morale even do anything? It has never become a factor, like everything else related to ground invasions.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188931

starmute wrote:Furries got nerfed too. I just looked at the new "war philosophy mechanic" basically if you are a pacifist or fanatic pacifist you are punished for even having liberation war policy with a morale penalty. Fanatic pacifist can't even pick unrestricted.

Furries are only basic pacifist. Any morale penalty outside of something totally out of character like enslaving people is absorbed by the many positive bonuses I'm getting from being a pacifist/fanatic xenophile and all my other doodads.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Drynwyn » #188934

Yiff collective needs Deviant trait.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188955

Wow good grief venerable is nerfed to shit.

5 points for 90 years good grief.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188983

What it does for you is really good, though. Longer living leaders means you reap the benefits of their experience for longer, less downtime as your leaders skill up to max again. Longer lived leaders also means you aren't reinvesting influence in replacing them anywhere near as often.

At base 50 influence per dude that's a pretty substantial savings

Any reason they give to make everyone stop fucking using it all the time is good to me.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #188987

I just don't think any of the provided positive traits is worth 5 points. Totally down for 90 years though.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Timbrewolf » #188999

It's not about your empire leader living longer

It's the five or so scientists you'll recruit + all your sector governors and colony-growing governors that you shuffle around. Making them practically immortal for 5 points vs. having to completely replace 11+ leaders every 60-70 years. That's a fucking ton of influence you're saving.

With more research techs it wasn't that difficult to wind up with leaders that lived to be like fucking 200+ years old previously.

I can conquer a small universe with blitz tactics fast enough that my initial leaders are still alive when I've won the galaxy with that setup.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #189154

Eh I just think leadership experience increase, government based level bonuses (junta looks sick now), leader enhancement policy and the basic 1 point life extender trait will in any combination basically will be better choices.

If ignoring habitability on non home world colonies and breaking into new types much more easily isn't worth 5 points there is no way 90 years is worth that much.
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Incomptinence » #189238

We actually doing shit on friday or what?
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #189556

Stellaris is a whopping 10% off right now
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Malkevin » #189823

So on an autism scale of 1 to Aurora how does this game rank?

Does it have NPC civilian companies spring up to exploit the resources you can't be arsed exploiting yourself?
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Ikarrus » #189845

I actually found it to be a fairly easy game to get into, with micromanagement strongly discouraged by design (For better or worse).

It feels like a Work in Progress though, which it sort of is, because we've been getting substantial content updates every month. The next one is expected to be released proper next week.
Does it have NPC civilian companies spring up to exploit the resources you can't be arsed exploiting yourself?
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Zilenan91
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Re: Paradox Grand Strat meets Sci-Fi 4X; Boners Explode

Post by Zilenan91 » #189909

Independent trade and mining companies springing up would be fucking amazing. For individualists especially it would be pretty cool, you could sponsor companies or they could independently go set up shop on Barren Planets and mine the shit out of them and you'd get events about what they've been up to, how their colony is going, how many days since last accident, earthquakes from deep core mining, that sort of thing while they give you a good chunk of minerals and energy credits.
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