Stellaris

Stellaris

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3.7.4 is the last major patch that I enjoy
I realize that I may be in the minority here but Patch 3.7.4 is the patch that I enjoy the most and in my humble opinion is the greatest. When they removed the ability to assign leaders to fleets that broke me and my head canon for each of my leaders as they go about faithfully executing orders from high command.

Anyways, rant over. I haven’t tried playing any recent patches so maybe something has changed but for right now I’ve got a galaxy to conquer and assimilate
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Showing 1-15 of 23 comments
Kufesska Nov 25, 2024 @ 12:34pm 
sad for you
ABoxFullOfKittens Nov 25, 2024 @ 12:52pm 
Sad, but true for many. They're chasing different customers now.
Scrub Nov 25, 2024 @ 2:11pm 
I am new to Stellaris but what do you mean assigning leaders to fleets? Can you not do this currently?
Kufesska Nov 25, 2024 @ 2:16pm 
Originally posted by Scrub:
I am new to Stellaris but what do you mean assigning leaders to fleets? Can you not do this currently?
before Galactic Paragons DLC leaders were much less impactful and useful, but they were uncapped, so you could have tens of fleets with admiral on each
Last edited by Kufesska; Nov 25, 2024 @ 2:17pm
Dumpster Nov 25, 2024 @ 2:44pm 
You still can, the unity cost is negligble.
Elitewrecker PT Nov 25, 2024 @ 3:17pm 
THe exp nerf not so much
Seraphiel Nov 25, 2024 @ 3:26pm 
Originally posted by Das Über Hammer mmhmm Jaaa:
When they removed the ability to assign leaders to fleets that broke me

What do you mean?

I've just been playing, you can definitely still do this.
Geoff Nov 25, 2024 @ 4:32pm 
Originally posted by Scrub:
I am new to Stellaris but what do you mean assigning leaders to fleets? Can you not do this currently?
3.8 was a major overhaul of the old leader system in favor of "Paragons." It's a major change to the game mechanics and there's a pretty major division in the player base between those playing post-Paragons and pre-Paragons.
Kalemenos Nov 25, 2024 @ 8:02pm 
Not sad at all. I'm also on 3.7.4. I hear talk of some of the later features, I don't miss any of them, but I am curious about the habitats rework. I might have just run along with the updates, but the change of leader systems was so radical it made it a different game, and it simply wasn't my taste in the slightest. And I thoroughly enjoy the version I play in.

I'd also enjoy trying out some mods, but when I look at them in steam, it's so confusing. And it seems like you need a mod made for the version you're playing. And every time a contributor here says, "Hey this is all messed up," it seems the first go-to solution is, "turn off your mods." If they break the game that much, that's too much bother for me.
Originally posted by Tenebris:
Just use mods to remove the cap, or at least increase it. I dunno why anybody would play this game unmodded.
For me (and this goes for any title) its playing the base game to "beat" it as the creators intended, rarely do I play a game with mods that I haven't completed yet.
Geoff Nov 25, 2024 @ 8:48pm 
Originally posted by Kalemenos:
it seems the first go-to solution is, "turn off your mods." If they break the game that much, that's too much bother for me.

That's the go-to solution for people who don't know much about mods but are eager to blame the players for any difficulties they are having with the game. People who actually use mods often do help each other to identify what combinations may be incompatible.
Originally posted by Scrub:
I am new to Stellaris but what do you mean assigning leaders to fleets? Can you not do this currently?
So each fleet of ships you create, however small, could be assigned an NPC leader with traits that enhance the fleet as a whole, I.E. +10% evasion speed, +10% weapons range, +10% increased armor, etc.

And post 3.7.4, you cannot do this any longer. I can't remember what the specific mechanic is, but I believe you assign one leader for all fleets.
Originally posted by Kalemenos:
Not sad at all. I'm also on 3.7.4. I hear talk of some of the later features, I don't miss any of them, but I am curious about the habitats rework. I might have just run along with the updates, but the change of leader systems was so radical it made it a different game, and it simply wasn't my taste in the slightest. And I thoroughly enjoy the version I play in.

I'd also enjoy trying out some mods, but when I look at them in steam, it's so confusing. And it seems like you need a mod made for the version you're playing. And every time a contributor here says, "Hey this is all messed up," it seems the first go-to solution is, "turn off your mods." If they break the game that much, that's too much bother for me.
Yea I thoroughly enjoy the game I play as well man. One day I'd like to try multiplayer, but I just don't have the time to dedicate to it between life and job.
Geoff Nov 25, 2024 @ 8:59pm 
Originally posted by Das Über Hammer mmhmm Jaaa:
And post 3.7.4, you cannot do this any longer. I can't remember what the specific mechanic is, but I believe you assign one leader for all fleets.

They've done a lot of changes to it. At this point generals and admirals are a single class. I'm pretty sure they reinstated fleet commanders, but it's not the same as it used to be either. A lot of the new leaders act more like buildings than characters.
pipo.p Nov 25, 2024 @ 9:50pm 
Originally posted by Seraphiel:

What do you mean?

I've just been playing, you can definitely still do this.
Of course you can. Perhaps, what bugs other players is that after the Paragon DLC, you have to choose between few commanders, scientists or governors who level up and may gain useful traits, and more commanders, scientists or governors who don't level up as fast.
Like other soft caps, the cap in leaders reflects your authority, doctrines, active decrees and traditions. The stronger the economy and the lesser the empire sprawl, the easier it is to go over the soft cap.

Or perhaps, what is annoying is that the three leaders you appoint as counsellors also provide empire-wide bonuses, on top of being otherwise active commanders, scientists or governors. Newly acquired traits seem to depend on whether they are counsellor or already have counsellor traits, and in the end, a leader may an able counsellor (several counsellor traits), and a less useful active leader (few non counsellor traits), and vice versa.
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Date Posted: Nov 25, 2024 @ 12:24pm
Posts: 23