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Stellaris - "Make Space Great Again" (NOW ON PS4 & XBOX)


davejm
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I'm in a federation and whilst leader took the opportunity to build a whole load of ships. A few years later and the current federation leader has gone to war with another federation with said ships. Not unhappy about that, I'd just like to have been told before hand.

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I can't stop playing this. Best Paradox game so far IMO. Best strategy game since civ 4!

I started a new game yesterday. Humans again, huge galaxy, 5 other civs. Managed to explore about a third of the galaxy and found 3 of the other races, all pitiful apart from one which is nearly equal to me, and are religious nutters again, but thankfully nearly other side of the galaxy to me. They are very friendly to me just now anyway. Managed to finish quite a few of these long missions with all the follow up, really interesting unique stories in this game.

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I'm loving this. Only done two games, the first test run and my Enthiri Empire, a militarist Junta. I have no friends, a huge but rusting navy which is out of date due to my crap technology and too slow to upgrade and a terrible economy. I control 1/8th of the galaxy so might come back later to see if I can turn it around.

 

My other game is much better, the Anthenian Polity. Scientific materialists and I got incredibly lucky with a host of continental world's to colonise. I've advanced 3 pre spaceflight civs to becoming my vassals, instead of just enslaving them as I did before. I discovered the Sol system... No spoilers but the inhabitants weren't quite what I was expecting! I have an ally, and a decent sized vassal empire from another war.  There are two fallen empires I've encountered, luckily the one near me likes me. The other is actually terrifying... In pretty sure one of their destroyers could nail one of my battleships. As for where they live...

 

So awesome :)

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This game does such a fantastic job of building you up, and crashing you down. Spawn into your starting galaxy and see your system has 19(!) planets :D Your science ship scans them all and not a single fucking mineral/energy or science in any of them :( 

And then you get raped by shitty space Swarovski crystal; and pirates.

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21 minutes ago, Mentazm said:

How do I create a vassell? Im what situations do they accept vasselation?

Either as a condition of war, or if you utterly overwhelm them. They are cool, if you go to war their little buddy fleet turns up. Handy for taking out wormhole generators.

 

You also get one if you find a pretty FTL civ and advance them. I'm going to try uplift some semi sentient deers, might get a vassal there too.

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On 18 May 2016 at 8:24 AM, The Hierophant said:

 

 

Well based on this:

 

 

 

it looks like it can run on integrated graphics!

 

In which case I shall be buying this.  Where is the best (i.e. Cheapest) place to get it from?

 

 

My i3 6320 with integrated graphics HD530 runs this with no bother at all. I didn't even need those Reddit tips to turn the dust off. And that's at 2560x1080 too. 

 

Just started off. Enjoying it so far but not totally sure what's going on. My research ships keep getting chased off by 'enemy fleets' which I think are actually space amoebas and the like. 

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Thoroughly enjoying this. 

 

I I have just started my second game. The first was me flailing around and getting used to the UI. 

 

The second is still in a large and relatively empty galaxy but I have a much better idea of what I am doing.  This is to practice running an empire. Next game will be small and crowded to learn about alien contact. 

 

I have installed a couple of minor mods. The 1080 UI to make use of my screen real estate and the one to uncap core planets as sectors are a bit borked. Neither seem to interfere with playing iron man. 

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Sector AI is a bit ropey, but that'll be fixed in the Clarke update.  Personally, it doesn't affect me because I always build the core buildings on each tile before I hand the planet to a sector; and each time I've re-visited the planet to see how they're governing; they haven't removed any of the buildings even when I've been pumping them with resources (due to reaching my caps for each).  If you like to micro-manage like me yet still want to have sectors, it works fine.  Just hand them over in a well developed state and you're good.

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2 hours ago, davejm said:

Sector AI is a bit ropey, but that'll be fixed in the Clarke update.  Personally, it doesn't affect me because I always build the core buildings on each tile before I hand the planet to a sector; and each time I've re-visited the planet to see how they're governing; they haven't removed any of the buildings even when I've been pumping them with resources (due to reaching my caps for each).  If you like to micro-manage like me yet still want to have sectors, it works fine.  Just hand them over in a well developed state and you're good.

 

 

What "core" buildings?  Does the AI then upgrade them?

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I let the pops grow to each tile, and on every tile I place down buildings for what I want; power plants, mineral plants, science labs etc before I hand them over.  I don't know if they will upgrade them; I've handed them over at a stage where I've already placed down level 5 buildings and this is my longest game so far so I don't know if they will get upgraded to level 6, 7+ etc as I haven't researched the tech for anything greater than what the tiles already have.  So let's see! :) 

 

I don't mean to downplay the issues though; by all accounts the AI is stupid so they do need improving.  It just doesn't affect my current play-style, thankfully.  At least it hasn't up to now.

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5 hours ago, davejm said:

I let the pops grow to each tile, and on every tile I place down buildings for what I want; power plants, mineral plants, science labs etc before I hand them over.  I don't know if they will upgrade them; I've handed them over at a stage where I've already placed down level 5 buildings and this is my longest game so far so I don't know if they will get upgraded to level 6, 7+ etc as I haven't researched the tech for anything greater than what the tiles already have.  So let's see! :) 

 

I don't mean to downplay the issues though; by all accounts the AI is stupid so they do need improving.  It just doesn't affect my current play-style, thankfully.  At least it hasn't up to now.

 

 

Thanks. So basically you are playing 'tall' rather than 'wide'. 

 

I am am doing the opposite so not convinced by sectors. 

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There must be mods out there to basically remove sectors from the equation. Back when the game release there were people pushing the threshold up to 100 in the LUA themselves.

 

Personally, I quite like the idea of the mechanic but don't think it went nearly far enough in what it was doing; I would by far prefer them to be hotbeds if belligerence and in greater danger of trying to break away, especially when you get further from core.

 

Stellaris has disappointed me with it's relatively small scope and shallow paddling pool for intra-empire conflict, but then again I have to remind myself that it's a Paradox game

and won't be the same thing in a years time.

 

But for the moment, my dreams of an empire fraying at the edges even without alien intervention aren't realised. Still really like it, though.

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I managed to get a conquest victory tonight, but the game was falling apart at that point. Not least that said victory came about from the game deciding that I had actually vasselised another, larger member of the alliance I was fighting, rather than the one I had specified in the war declaration. The thing was also pretty much grinding to a halt all over the place, even when my death ball and assorted vassals weren't doing their thing, with long scary pauses all over the place, so it took twice as long to actually do anything as it probably should have.

 

I definitely had a sag from the mid-game where the events dried up and I was stuck with a bunch of relatively passive neighbours and not a lot to do other than tweaking starports and starting wars. Even once I had a few vassals and they were all marked as disloyal nothing really came of it, and taking systems a couple at a time can get to be a bit of a grind.

 

Other than that I really enjoyed it. Coloured by first game where I had no minerals and no energy and no fleet and got rolled over almost immediately I went with a bunch of Strong, Individualist, Fanatically Materialist, Oligarchical Cat People and ended up with more than enough resources to expand quickly and get a decent fleet up and running and it just sort of snowballed from there. After the first time we declared war pretty much out of a slightly capricious urge to see what would happen I think I realised we were going to be the bad guys: we use you to get any advantage we could, then in comes the 1st Armada. We fully embraced genetic modification of pretty much everything, encouraged AI, migration, and eventually a multicultural leadership. As long as they were the right class of people of course.

 

Anyway, I'll definitely give this another go after another couple of patches. Hopefully they can sort out some of the jankiness and add a bit more flavour to the mid-game. 

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Mid-game events are something they're working on for the next major patch.  They've admitted they had some decent plans but had to leave them out due to time constraints.  So that bodes well.  A lot of the complaints people are having are being addressed by the devs, which is good.

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  • 4 weeks later...

The beta version of the new patch (Asimov) is out now, available to download from the betas tab under steam if anybody fancies giving it a go. I haven't sat down with it properly yet, I just checked to see if it works with old savegames and indeed it does! I won't need to abandon my 40+ hour Terran Commune game.

Here is the changelist:
 

 

###################


# 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
 



I'm only just now entering the mid-game, so we'll see if the diplomatic events and nomad fleet stuff will improve that. Not sure if it will function correctly with an old savegame however, perhaps I'll need to start a new game to see the benefit. I'm hoping the new slave uprisings cause more rebellions and emergent empires too.

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The Utopia DLC lets you build massive super-structures which is cool. In my last game I was able to build 12 pop habitats for 5000 minerals a go, which was nice. Unfortunately on that game I was right next door to an elder species who decided to make a comeback, 450k fleets coming over the border where I am in in the top 3 of other species with a 30k fleet.

 

Although that 400k seems to be mostly made up of the huge titan craft they are flying round the place, so I found that splitting my force into four smaller units with accompanying armies and go raiding into their territory at four different places at the same time worked well; managed to win a war against them by taking more planets than they could re-take and managing to destroy their transport craft when they were unguarded. The whole federation thing is a pain in the arse though. My federation were the strongest in the galaxy and when the elder species first attacked we could have easily defeated its first attack of around 100k, if we had all pooled our armadas and attacked at once in the same place. But unless I am mistaken there is just not a way to say "hey everybody, attack the bad guys here! Now!" 

 

In fact the whole diplomacy in this is a bit whack. There seems to be very little nuance and once someone "dislikes" you then that's it, no deals of any kind; not even when it is obviously beneficial to you both. Maybe I've not played it enough (2 games, 95 odd hours :lol: )  but to me the setting is fantastic, the fighting is good fun, the technologies are wonderful, but the AI diplomacy doesn't match up at all.

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