Stellaris

Stellaris

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Dark Feb 6, 2019 @ 11:07am
Try Version 1.9.1
Those who have not experienced the game at its prime roll back to that version you may be shocked with the vast difference in quality. Yes this is another one of those hundreds of posts which preach about the glory of version 1.9.1 and yes we are still not done complaining about all the versions that came after and yes we will continue to claim that the decline is due to consoles. :steamsalty:

I simply ask that you all take the time to experience the game in this version and if nothing else appreciate the new fresh experience in the wake of Paradox having a development meltdown with Stellaris.
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Showing 1-15 of 41 comments
Rhym3z Feb 6, 2019 @ 11:15am 
I tried it not long ago due to the amount of other posts about 1.9 and that I completely forgot what it was like. Gotta say though, I don't prefer it at all, In Fact id say the game just before le Guin was better than 1.9
Last edited by Rhym3z; Feb 6, 2019 @ 11:17am
Kagemin Feb 6, 2019 @ 11:27am 
Yeah, the main reason people are salty about the changes is because they made the game different. If one's not used to how it was before, there's not much reason one would find the older versions better.
Glakken Feb 6, 2019 @ 11:42am 
1.9.1 was too dreary and boring for me personally. I played Stellaris way back during it's early launch and during 1.9. The issues from launch stuck through to 1.9 of it just being "Set X on planet and then leave it for the rest of the game" or doing the same thing but with sectors. There was no real variety in resource management and the game became stale/afkable after a certain stage. 2.2 for me has personally fixed almost all of those issues single handed and have given the game a lot more strategic depth (with the exclusion of the market of course). The game has you constantly doing things so you don't just fall asleep on your computer and I personally like/enjoy that. Perhaps it's because I'm quite used to RTS style games instead of the big 4X strategy slow turn based games a lot of people have come from.
Brigor Feb 6, 2019 @ 11:42am 
Originally posted by Kagemin:
If one's not used to how it was before, there's not much reason one would find the older versions better.

This.

The 2.0 and 2.2 updates added much more depth and QoL features to the game. Once the AI and performance are fixed this version is supirior in every point to the 1.x versions.
Athmet Feb 6, 2019 @ 12:29pm 
Originally posted by Brigor:
Originally posted by Kagemin:
If one's not used to how it was before, there's not much reason one would find the older versions better.

This.

The 2.0 and 2.2 updates added much more depth and QoL features to the game. Once the AI and performance are fixed this version is supirior in every point to the 1.x versions.
This
ragehavoc Feb 6, 2019 @ 1:00pm 
adding more micromanagement is hardly QoL or depth, the game itself is very shallow, even with all the different type of empires, they still all feel the same when playing and encountering them, nothing is unique, its all very bland.
Vyndicu Feb 6, 2019 @ 1:09pm 
Originally posted by Brigor:
Originally posted by Kagemin:
If one's not used to how it was before, there's not much reason one would find the older versions better.

This.

The 2.0 and 2.2 updates added much more depth and QoL features to the game. Once the AI and performance are fixed this version is supirior in every point to the 1.x versions.

2.2.0 having more depth to what? Just out of curiosity.

I suppose there are some QoL feature that are nice but they don't really fixed the lack of fun in 2.2 version at least for me.
Shahadem Feb 6, 2019 @ 1:29pm 
All hail the glory of 1.9.1!!!!

Also 2.2 has ZERO more depth than 1.9.1. More micromanagement does not mean more depth. It just means more micromanagement.

Trade Value=energy
Energy=energy
Research=research
Minerals+Alloys+Consumer Goods=minerals

So where is this alleged depth?
Last edited by Shahadem; Feb 6, 2019 @ 1:30pm
Glakken Feb 6, 2019 @ 1:43pm 
Originally posted by Shahadem:
All hail the glory of 1.9.1!!!!

Also 2.2 has ZERO more depth than 1.9.1. More micromanagement does not mean more depth. It just means more micromanagement.

Trade Value=energy
Energy=energy
Research=research
Minerals+Alloys+Consumer Goods=minerals

So where is this alleged depth?

Well you have managing individual planets tailored to a specific production. Say you want a high alloy production planet you only build alloy plants. This costs you minerals, energy and food. So then you have to balance other planets dedicated to those resources. Then you have to do this for consumer goods, strategic resources and trade. You have to design each planet with a specific role in mind and also ensure you don't crash your economy whilst doing so. You can't just colonise a planet and throw 20 alloy plants into it immediately. You have to do a bit more preplanning and thinking. Previously you could just build whatever you wanted/needed at the time and then just leave the planet to grow on its own without really caring. Now you have a bit more focus on resource/planet management which is where the micro comes from. This combined with certain techs requiring resources and building upgrades requiring resources you have to manage your monthly income a bit more careful. Resource creation plants only give you one job. Meaning your sacrificing a whole planet slot for a single job. You now have more opportunities to min/max planets with pop, housing, crime and amenities.
corisai Feb 6, 2019 @ 1:48pm 
Heh. Instead of simply building more and more mines, we now forced to deal with industry:
0) Mines
1) Refineries
2) CG + Alloys factories
3) Amenitites + optionaly Crime (for nasties)

How it's hard? Well, just remember how everyone loves Ecumenopolis that allow you to simplify it a lot.

Yes, 1.9.x economy was MUCH more shallow.

And stop about "ouch how many micro!111". It's remains +/- same, because you were forced to micro each single pop previously. If you weren't - you weren't played efficiently, so your opinion isn't important and useless.
Last edited by corisai; Feb 6, 2019 @ 1:49pm
Vyndicu Feb 6, 2019 @ 1:54pm 
Originally posted by Glacen:
Originally posted by Shahadem:
All hail the glory of 1.9.1!!!!

Also 2.2 has ZERO more depth than 1.9.1. More micromanagement does not mean more depth. It just means more micromanagement.

Trade Value=energy
Energy=energy
Research=research
Minerals+Alloys+Consumer Goods=minerals

So where is this alleged depth?

Well you have managing individual planets tailored to a specific production. Say you want a high alloy production planet you only build alloy plants. This costs you minerals, energy and food. So then you have to balance other planets dedicated to those resources. Then you have to do this for consumer goods, strategic resources and trade. You have to design each planet with a specific role in mind and also ensure you don't crash your economy whilst doing so. You can't just colonise a planet and throw 20 alloy plants into it immediately. You have to do a bit more preplanning and thinking. Previously you could just build whatever you wanted/needed at the time and then just leave the planet to grow on its own without really caring. Now you have a bit more focus on resource/planet management which is where the micro comes from. This combined with certain techs requiring resources and building upgrades requiring resources you have to manage your monthly income a bit more careful. Resource creation plants only give you one job. Meaning your sacrificing a whole planet slot for a single job. You now have more opportunities to min/max planets with pop, housing, crime and amenities.

Not really. Let me give you an example of where this system break apart.

As machine gestalt empire, as of 2.2.4 for me, you have to devote roughly 2/3 to 1/2 of your planets (depending on bonus and district number for energy/food) and the rest to industrial/research. Please keep in mind gestalt empire simply can't do anything without energy and selling on market for energy is too risky given fluctuating market price.

There is also needs to keep all of your planet assemble jobs running even when you run out of jobs in order to have extra population ready to move into new worlds. At least until you completely run out of place to colonize/invade/build etc... At which point you have to decide if you still want to produce more and how much.

Then go back to step 1 for more energy as soon a new world/area open up.

At least if I still had the old practical sector, I could delegate ALL of the above in mid to late game instead of non-stop checking each of your planets and the steps involved grow horizontally not vertically-wise.

All other type of govts including Hive Mind suffer from this issue.

I ask you where is your depth you are talking about? Balancing food/energy/mine? How? As long you have enough population and job you just keep growing those two numbers. So does your total yield and most of the time I hardly specialized. Except for all rural vs cities/specialized jobs.

TD;LR: Too many micro-task for me to stop and think should I set this sector to research or mining?
Vyndicu Feb 6, 2019 @ 1:57pm 
Originally posted by corisai:
Heh. Instead of simply building more and more mines, we now forced to deal with industry:
0) Mines
1) Refineries
2) CG + Alloys factories
3) Amenitites + optionaly Crime (for nasties)

How it's hard? Well, just remember how everyone loves Ecumenopolis that allow you to simplify it a lot.

Yes, 1.9.x economy was MUCH more shallow.

And stop about "ouch how many micro!111". It's remains +/- same, because you were forced to micro each single pop previously. If you weren't - you weren't played efficiently, so your opinion isn't important and useless.

1.9 economy wasn't shallow as 2.2 is now. As you had multiple possible best building for certain tile due to the deposits.

I think you forget that all we did was just mindless clicking building upgrades.
corisai Feb 6, 2019 @ 2:01pm 
Originally posted by Vyndicu:
All other type of govts including Hive Mind suffer from this issue.

Lol. Nice "example" because all Hive Mind govs are simply more or less broken (especially on day 0) as devs lack patience to fine-tune them.

Try something more adequate (= less broken).


Originally posted by Vyndicu:
As you had multiple possible best building for certain tile due to the deposits.

Never, as simply math forced us to pick one or another choice :)

Originally posted by Vyndicu:
I think you forget that all we did was just mindless clicking building upgrades.

I think you forget that it's loooong path to get terraforming & enough resources to run it here&there. Before it - welcome to constant blockers removal.

And, well, before uprgading buildings you need to build them, huh?
Glakken Feb 6, 2019 @ 2:12pm 
Originally posted by Vyndicu:
Originally posted by Glacen:

Well you have managing individual planets tailored to a specific production. Say you want a high alloy production planet you only build alloy plants. This costs you minerals, energy and food. So then you have to balance other planets dedicated to those resources. Then you have to do this for consumer goods, strategic resources and trade. You have to design each planet with a specific role in mind and also ensure you don't crash your economy whilst doing so. You can't just colonise a planet and throw 20 alloy plants into it immediately. You have to do a bit more preplanning and thinking. Previously you could just build whatever you wanted/needed at the time and then just leave the planet to grow on its own without really caring. Now you have a bit more focus on resource/planet management which is where the micro comes from. This combined with certain techs requiring resources and building upgrades requiring resources you have to manage your monthly income a bit more careful. Resource creation plants only give you one job. Meaning your sacrificing a whole planet slot for a single job. You now have more opportunities to min/max planets with pop, housing, crime and amenities.

Not really. Let me give you an example of where this system break apart.

As machine gestalt empire, as of 2.2.4 for me, you have to devote roughly 2/3 to 1/2 of your planets (depending on bonus and district number for energy/food) and the rest to industrial/research. Please keep in mind gestalt empire simply can't do anything without energy and selling on market for energy is too risky given fluctuating market price.

There is also needs to keep all of your planet assemble jobs running even when you run out of jobs in order to have extra population ready to move into new worlds. At least until you completely run out of place to colonize/invade/build etc... At which point you have to decide if you still want to produce more and how much.

Then go back to step 1 for more energy as soon a new world/area open up.

At least if I still had the old practical sector, I could delegate ALL of the above in mid to late game instead of non-stop checking each of your planets and the steps involved grow horizontally not vertically-wise.

All other type of govts including Hive Mind suffer from this issue.

I ask you where is your depth you are talking about? Balancing food/energy/mine? How? As long you have enough population and job you just keep growing those two numbers. So does your total yield and most of the time I hardly specialized. Except for all rural vs cities/specialized jobs.

TD;LR: Too many micro-task for me to stop and think should I set this sector to research or mining?

I've played as a machine gestalt empire most recently and yes I know what you mean about having a constant energy crisis. That's their mechanic. They have no consumer goods nor food reliance so their energy cost goes up. That's why they have bioreactors as a building when no other type of civilisation has that building, to compensate for not having a use for food production. I think you're approaching that predicament by trying to compensate for having a high energy consumption too much. You don't always need a positive monthly energy gain to have a sustainable economy as a machine empire. Food production is a good example of this. You use what you can for bioreactors but still have a positive increase in it so you can sell it off when you need to. Also I'm not sure by what you mean with the market being too risky. It's a crutch not a risk. You can sell off excess resources on the market constantly and never be at risk as a machine empire because it's the only resource you should primarily be concerned about.

Regarding assembly plants. No, not in my experience. I build an assembly plant as my first building on a planet. I keep it until around 20-30 pops. After that you get rid of it because the planet will grow slowly overtime meaning your EC won't decline so rapidly. You don't need a super fast population growth as a machine empire because you can settle anywhere. Sure if you have a crap set up with 4 planets then of course you'll need to churn out population as fast as possible but aside from that you don't need to enforce more population creation jobs unless you recently colonised a planet. It's a balance. Yes having population to resettle is nice but that costs energy credits. Instead just let them grow slower on the planets that already are at decent capacity and faster on those that need it. Once a planet caps out then resettle.

Yes you could have the old sector system where you can go AFK for the entire game and just win it like that sure. It's fundamentally up to you and your personal preference. I don't like just sitting there twiddling my thumbs as I just A-move with my fleet destroying the AI without even trying. Having to manage planets gives me something to do in the meantime and it's actually only every 20 minutes that I actually need to go through my planets and build additional things/move population around. That's really not that bad for an RTS.

Lack of specialisation is perhaps also a factor contributing to your difficult playing a machine empire. They rely heavily on planet specialisation for the fact that you'll need a lot of generator worlds to support a machine race. That's exactly why they have a machine world ascension perk. Because you'll be heavily relying on those types of planets throughout your gameplay.

You won't have a crazy income of food/mine/EC overtime as your planets become more and more full because you'll either have to sacrifice planet efficiency for mineral/energy/food production or you'll demolish those districts in place for more housing to fill the high amount of jobs planets can sustain. That's where the depth comes from, you can't just throw random buildings/districts on planets and be fine because your economy will stagnate over time as your empire grows wider and wider. Yeah you could let districts in 1.9 do it which is just boring for me which is why I prefer 2.2.

TL;DR: The "many micro-tasks" you don't like are only tasks you need to do every 20-30 minutes of gameplay and isn't even that intensive. I prefer actually doing something every 20-30 minutes than just watching the years tick by in Stellaris.
Vyndicu Feb 6, 2019 @ 2:20pm 
Originally posted by corisai:
Lol. Nice "example" because all Hive Mind govs are simply more or less broken (especially on day 0) as devs lack patience to fine-tune them.

Try something more adequate (= less broken).

What are you talking about? Hive mind may be strong with 3 jobs per district but they do have some issues of their own but they are none where near bad as machine gestalt are currently.

What I am talking about is the need to micro-manage and there is nothing in-game that you can delegate those micro-tasks to (namely sector AI in 2.1 as an example). Hive Mind just have a different number of jobs per district and require you to build district/building differently from all other empires. Just because they are overpowered/strong doesn't meant they don't suffer from endless micro-tasks issue that all other kind of govt have.

Originally posted by corisai:
Never, as simply math forced us to pick one or another choice :)

Not quite true. I often find myself over-writing deposits left and right because I don't need food but I do need mineral (at least back then when mineral was king).

Originally posted by corisai:
I think you forget that it's loooong path to get terraforming & enough resources to run it here&there. Before it - welcome to constant blockers removal.

And, well, before uprgading buildings you need to build them, huh?

Not sure what you are trying to get at here?

Back in 2.1, we had building like general lab which provide 1/1/1 research. Then we had physic lab 1 -> 5 which boost a field by X amount each upgrades you built. Ditto for society/material field.

That meant for a research deposit tile we had 3 choices of lab to put there and 6 order in total (assuming capital world otherwise 5). Alternative you could instead build a research institute to boost empire-wide research speed.

For most building you had at least 4 or 5 thing to do. First to decide what to do with tile, then build the building, then click each few years until you ran out of upgrades to apply to the building.

The depth was most apparent for if you are not really in need of food then you could decide to over-write a food deposit with a lab or energy.

Now with 2.2 system most of that decision has shift to how many district and what I want on planet X or Y? Then decide what to build building and there are fewer upgrades but they required rare resource which force you to decide if sacrifice a building slot or two to rare resource production is worthwhile or not. Believe me there are even less depth in 2.2.

Which is why I am asking where is the depth?
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Date Posted: Feb 6, 2019 @ 11:07am
Posts: 41