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Stellaris: GOAT 4x? Stellaris: GOAT 4x?

03-16-2016 , 01:03 PM
Spoiler:

RELEASE DATE MAY 9

I don't normally get hyped for games but this one looks insane. Was some talk in the EU4 thread but with release date announced I figure it deserves its own thread.

What it is: a 4X/grand strategy game by Paradox, makers of the Europa Universalis, Crusader Kings, Hearts of Iron, and Victoria series, among others. On paper it looks to be the best 4X in years. While Paradox has a record of not always having the most amazing games on release (although usually still very playable), they also support them for years with new content patches, DLC/expansions, etc.

Paradox games are also very modable (for example the amazing Game of Thrones mod for CK2) so I expect pretty much every space franchise to eventually get a full conversion mod.

Dev diaries:
https://forum.paradoxplaza.com/forum...rchive.882950/

Hype:


Empire creation alone made me just preorder.



Stellaris: GOAT 4x? Quote
03-16-2016 , 04:04 PM
Need shorter videos explaining how this game works, ain't nobody got 40 minutes
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03-16-2016 , 08:57 PM
Stupidly hyped for Stellaris. It's hard to see Paradox failing to make a great 4X game, given what they have shown us so far.
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03-17-2016 , 12:45 AM
great there goes another 800 hours of my life, **** you paradox
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03-17-2016 , 02:19 PM
Quote:
Originally Posted by goofyballer
Need shorter videos explaining how this game works, ain't nobody got 40 minutes
MoO and EU4 have a baby and that baby is genocidal



Last edited by Nonfiction; 03-17-2016 at 02:25 PM.
Stellaris: GOAT 4x? Quote
03-17-2016 , 05:08 PM
This looks like a fantastic excuse to buy a new computer.
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03-18-2016 , 11:53 AM
Quote:
Originally Posted by Nonfiction
MoO and EU4 have a baby and that baby is genocidal
Someone probably just forgot to change it to "convert culture"
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03-18-2016 , 02:15 PM
No big deal just 44 AIs and 3 fallen empires

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03-18-2016 , 02:19 PM
Also trailer:
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03-18-2016 , 03:31 PM
K that trailer got me pretty hyped.
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03-18-2016 , 06:33 PM
I'm bookmarking this thread for the next time I have 3 hours to read up on this (which is surely to become the goat strategery game).
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03-18-2016 , 08:54 PM
One time, dealer. Please let this game deliver.
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03-19-2016 , 08:38 PM
Quote:
Originally Posted by JinX11
One time, dealer. Please let this game deliver.
qft
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03-21-2016 , 11:03 AM
New dev diary:
https://forum.paradoxplaza.com/forum...es-jpg.165176/

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

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

So that’s basically how migration works. Next, we have Slavery. Like the migration Policies, you have three options; allow it for all Pops, xenos only, or not at all. Fanatic Individualists cannot play with Slavery unless the founding species has the Decadent trait, and only Xenophobes can limit Slavery to aliens. Why use slaves? Well, reprehensible as it is, enslaved Pops are harder workers (but poorer scientists.) Of course, slaves can - and will - join Slave Factions, although Collectivist slaves are more accepting of their lot, for the Greater Good.
Finally, let’s talk Purges, which is simply a way of getting rid of troublesome Pops… permanently. Naturally, this is something that both your own population and other Empires tend to react to rather emphatically.
That’ll have to do for now. Next week, we’re aiming for a more cheerful dev diary about sound and music!

Quote:
Questions that were asked and answered:

grumphie: wait, so your pops will dislike you purging no matter what? even if you're purging filthy aliens and your pops are xenophobes? second question, what would be a hefty cost? does it cost a ton of recources or is it a time cost as in they'll be unproductive for a while ect.

Doomdark/Henrik Fåhraeus: 1. No, individual Pops will be react differently to it. Xenophobes won't mind you purging xenos, etc. 2. It costs both resources and takes a while.

Arrianus: What would be the upsides of ? It allows my POP's to leave my empire, but on the other hand I gain...?

**Doomdark/Henrik Fåhraeus: You are probably giving them something else in return for the duration of the treaty, like military access, or allowing their Pops to migrate into your empire, or something else entirely.
Oh, what more do I gain? Mainly cheaper war score costs for taking planets where my Pops live, and easier integration into my empire when the time comes.**


stardude900: Looking good.
One question that might be way off topic, when you colonize a new planet, do you manually move the pop or is it a new pop generated for the colony ship?
Can a colony ship choose which type of pop is onboard?

Doomdark/Henrik Fåhraeus: Colony ships do not transport entire Pops, but a fraction of one. You get to choose the "parent Pop" when you build a colony ship.


Shamanist: If my pops live under evil blorg dictator somwhere in galaxy can I use that as reason for war? Save our pepole!

Doomdark/Henrik Fåhraeus: Not as a CB as such, but such war goals are "cheaper".

Aldahen: Do purges have similar limitation as slavery? I.e. Your ethos dictate whom you can target? Can you in some cases purge your own species?

Doomdark/Henrik Fåhraeus: Yes.

September: What about Xenophobes and Alien Slaves? Does the Alien Slave Tolerance make those slaves more accepting of their lot, or is it affecting something else?

Edit: Also, can Fanatic Individualists who are Xenophobes have Alien Slaves without the Decadent trait?

Doomdark/Henrik Fåhraeus: If the alien slaves are Collectivists, they will tend to accept their lot. As for your second question: yes.

karl2025: The Greater Good...

On another note, is there only one habitable world per system, or can there be multiple?

Doomdark/Henrik Fåhraeus: Yes, for sure, many systems have several inhabitable planets (though rarely of the exact same Planet Class.)

Jia Xu: If slaves revolt and win, what happens to them? Do they form their own empire, do they join a different empire, or does something else happen?

Doomdark/Henrik Fåhraeus: They form a new empire.

Yenzen: Is the 'purge' mechanic ever a cost-effective solution or is it mostly there for flavor? Earlier you've commented that you have to rely on integrated POPs to some extend to expand, does this also include slavery? Can an xenophobic faction have a successful play if they, for instance, rely on adaptiveness trait to keep their own species population high and widespread while keeping all aliens as slaves?

Doomdark/Henrik Fåhraeus: Well, it can be cost effective vs Pops that radically differ in ethics, especially if they happen to be aliens in your fanatically xenophobic empire. For your second question, yes.

September: Ah, so it is the Ethics of the slaves, not the slaverowners that's important for that. What does the bonus from Xenophobe (Alien Slavery Tolerance) do then?

Doomdark/Henrik Fåhraeus: If the other Pops on the planet are Xenophobes, they won't get unhappy if there are alien slaves there.

Chopak: When your pops migrate to another empire they are still your empire pops or they are now that second empire pops?

Doomdark/Henrik Fåhraeus: They become citizens of that empire.

BrokenSky: Out of interest, how important is happiness?

Doomdark/Henrik Fåhraeus: Happiness is pretty crucial. Unhappy Pops are less efficient and will join Factions.

QDI: How do you acquire slaves?

When you take another planet, you have the option to enslave and resettle the population? Or can you raid for slaves? Can you buy and sell them?
If you say "Yes, yes and yes", I'll send you cookies right away.

Doomdark/Henrik Fåhraeus: You click the Pop and choose "Enslave".
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03-21-2016 , 01:03 PM
What is the meaning/reasoning behind calling these games 4x?
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03-21-2016 , 01:06 PM
https://en.wikipedia.org/wiki/4X

Quote:
4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate".
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03-21-2016 , 04:01 PM
Everything's about genocide and slavery? This game seems dark.
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03-23-2016 , 03:26 PM
https://www.reddit.com/r/paradoxplaz..._what_do_they/

Quote:
So I've done a little rough math to calculate the amount of different combinations we can get from the pool of ethos given to us. Given the fact that we're given 3 points to spend, the combinations of ethics will always either be:
  • 1 fanatic ethic and 1 regular ethic (eg. Fanatic Collectivist, Xenophile)
  • 3 regular ethics (eg. Collectivist, Xenophile, Pacifist)

The math is a little bit convoluted and I don't feel the need to include all the details here. Assuming that we must spend all our ethic points though, we come up with an astonishing 80 unique combinations.

As per my understanding of Dev Diary #24, each combination of ethics gives the AI a personality type that makes it easier for players to gauge how their specific combination of ethics will cause them to act in the future. I find this very interesting as the personality types also represent certain archetypes or tropes in sci-fi. Given that there are 80 unique combinations, plus the 8 unique types of fallen empires (one for each possible fanatic ethic), this potentially gives us 88 unique personality types in the game! All I can say to this is... WOW!

Some of the ones that we already know about are:
  • Holy Guardians (Fanatic Spiritualist)
  • Federation Builders (Individualist, Xenophile, Pacifist)
  • Xenophobic Isolationists (Fanatic Indivisualist, Xenophobic)
  • Democratic Crusaders (Fanatic Individualist, Militarist)
  • Hegemonic Imperialists (Collectivist, Xenophobe, Militarist)

What do you guys think will be the personality types or archetypes of the other combinations of ethics? What is your take on what each combination of ethics represents?
Edit: It seems that there isn't a unique personality type for every unique combination but regardless, what do you think they should be if they existed?
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03-23-2016 , 03:32 PM
Also, PCGamer article:
Unlocking the best tech in Stellaris might destroy the universe


Quote:
As you struggle to explore and survive in the procedurally generated galaxy, the race to acquire, research, and improve technology comes into play, as it does in many strategy games. Stellaris gives it a new wrinkle, however, with the late-game events that threaten not just the faction that has upgraded its technology, but everyone else in the galaxy as well.

"Certain technologies can be especially dangerous, and they are marked as such in the technology screen when you find them. So it's fine to have, like, toaster-level robotic workers that are not very efficient, but the final tier to AI research makes them better than your normal [population] and smarter and so on, and we all know what happens when you do that, right?

"So, there is a risk that somewhere in the galaxy where someone has done this, there will be a robot revolt and that would be a massive uprising by all robots in the galaxy. And if you can't suppress that, it can easily snowball and go out of control. So the mechanical civilization will wipe out all organic life."
Quote:
So, robots aren't the safest technology to max out during your game. Anything else players should look out for?
"If you're using jump drives on your ships, there's risk that you will tear a hole in reality—that's also one of these dangerous technologies—and something will come through from another dimension."
Quote:
Unrestrained research of technology isn't the only way a late-game galactic threat might appear. Even if every faction goes easy on tech research, there are other crises that may be lurking in the wings, such as extra-galactic invaders. "Slightly akin to the Tyranids in Warhammer 40K. Kind of a biological threat to the galaxy. That's not tied to research, actually, that's something that can happen anyway."
Quote:
These events won't necessarily happen every time you play, according to Fåhraeus. You could play through the game without one of these crises cropping up and it's very unlikely you'll get two in the same game. But, you never know. Plus, you might not have to wait until the end of the game for the galaxy to be introduced to a serious threat.
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03-25-2016 , 10:02 AM
They had AI rebellion in SOTS1, was a pretty cool mechanic.
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03-31-2016 , 08:52 AM
I think I'm more pumped for this game than I have been for literally any game ever.
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03-31-2016 , 10:23 AM
I'm doing a Saturday/Sunday (not sure which day yet) after release giant MP game on FHC forums, something like 30+ people already signed up, should be nuts, especially since everyone will be new/awful.
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04-11-2016 , 09:56 AM
Dev diary on pops and elections

Quote:
Greetings fellow Spacers!

Today’s dev diary is about Pop Factions and Elections, which might sound like two wildly different topics, but they actually have some common ground. Let’s start with the Pop Factions. Now, as you know, each individual unit of population (a.k.a. “Pop”), has its own race, ethos and possibly even genetic differences compared to its species of origin. People who live far from the capital world of an empire - especially those who live in Administrative Sectors - tend to diverge in their Ethics over time. When you combine this with alien immigration and the conquest of alien worlds, you will soon have to deal with a potentially explosive mix of cultural diversity. As your empire grows, it will get harder and harder to keep everyone happy and your core group of loyalists might eventually find itself a minority. Discontent can manifest in two ways; the happiness of an individual Pop, and the growth of “Factions”, a type of political movement.

Quote:
Unhappy Pops will tend to join or start the most appropriate Faction, depending on the reasons for their discontent. The most basic (and probably most dangerous) type of Faction is the Separatists, who desire independence. There are actually three Separatist variations; some want freedom for a single planet, some want their Sector to secede, and some are integrated aliens who seek the restoration of their lost empire. Another important Faction is the Democracy Faction, whose member Pops might prefer a change of Government Form, or just the right to vote (for example in the case of alien Pops who are denied the vote through a Policy.) There are other Factions as well, but one thing they all have in common is that you can actually deal with them before things get violent. This is an important use for Influence (and sometimes Energy Credits.) For example, you could bribe the Faction leader to prevent a revolt for a time, or you could grant a Separatist Faction limited independence as a vassal state. There are different potential actions depending on which type of Faction it is.

This brings us to Elections and how they tie into the overall scheme. All of the Democratic Government Forms in the game have Elections, though the terms might vary. One difference between the various forms of democracy is which leader characters are the most valid and supported candidates for the chief executive office. In a Military Republic, for example, your Admirals and Generals tend to win the elections. However, all of the Faction leaders are also valid candidates; even the ones who seek independence for their species. If a Faction leader wins an election, that does not mean that their demands are immediately met, however. Instead, what happens is that the Faction becomes passive and will not revolt, which is great for you. Unfortunately, it also increases the attraction of the Faction, which means that it is likely to get far more member Pops…


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Does the player have any direct control over Election outcomes? Yes, you can spend Influence in order to campaign for the candidate of your choice, but it’s not a sure thing, and the cost can be prohibitive if the candidate enjoys little popular support.
The main point of the Faction system is that big empires should become unstable and challenging to keep together. You should see a lot of dynamism in the galaxy, with many big empires descending into civil wars and breaking up. Of course, a lot of this depends on your choice of Ethics and general play style (using slavery and purges, etc), which trades internal stability for increased external pressure…

That’s all for now folks! Stay tuned for next week...
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04-11-2016 , 11:40 AM
Cant wait to create my evil empire and enslave the entire Galaxy.
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04-12-2016 , 07:08 PM
Quote:
Originally Posted by Brons
Cant wait to create my evil empire and enslave the entire Galaxy.
Am I the only person who ever plays Humans in 4x's... and is completely evil?
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