Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The reason for Hyperlane only was in an effort to make defenses matter more, such as using a Fortress as a chokepoint of lanes to protect your border, and to heighten tactics rather than purely relying on doomstacks. Understandably it was a very divisive update. If I recall, it came about during the 2.0 update with Apocalypse. You might be able to roll back to 1.9 to get it all back, but then you'd also miss out on the other updates that came after.
Worm hole generators have been replaced with Gates. Another rare late game tech. But unlike before they're now considered mega structures and take quite a bit of resources to construct. (roughly that of a habitat, which you probably aren't familiar with either)
I used to hate hyper-lane travel too. But now that it's the baseline and I don't have to try and compete with empires using warp or wormholes.... the game is much more fun. So give it a try.
Welcome back - to a totally different game than you purchased in the first place! We have long-winded explanscuses why this is necessary and must-be-so, but ultimately, we are deluding ourselves. For it is foolish to believe it is appropriate or acceptable for a 'finished' product like this was billed as to be altered in such a fundamental and transformative fashion.
Granted, it was a high-bar, reaching and perhaps flawed vision Paradox gave us initially to offer the very different types of propulsion systems. Not a monotone, managed transit corridor network like we are relegated to now. I for one will never forget the thrill and curiosity of those early games, and the unpredictability involved and invited by the differing play-styles they required.
I am a sadder gamer for the loss of that bold take on interstellar travel and space dog-fighting. Too bad so sad, but it's gone for good, along with any respect I had for Paradox given how they've handled the situation and feedback in general.
That's true. It is also true this loses years of bug-fixes and other improvements that actually were worthwhile. In addition to being within the scope of the existing game, and otherwise somewhat redeemed the decision. Worst of both worlds essentially.
You can also buy a completely different game, like Sins of a Solar Empire, or the Star Control I + II bundle, or even the epic that started it all, Master of Orion original (last one on another website.) They're all very much enjoyable alternatives to dubiously-designed derivatives like Stellaris. Paradox actually cut out one of the few distinguishing features when they removed the triple-threat propulsion-systems core game-play element!
All joking aside it was reworked out of the game in favor for hyperlanes, gateways, natural wormholes, and the late-game jump drive tech.
Then you have slap-happy forum-goers who prefer to insult and shout over the people with the dignity and self-respect to complain about this shabby treatment by Paradox. Well I'm mostly concerned with making sure no one else makes the same mistake by knowing what they're getting into with this game.
Unlike Paradox, some of us are able to deliver on our promises - I hope you like the changes!
Too bad for others the original was never fixed, and this parody of it overtook any thought of correcting the flaws in the first.