Stellaris

Stellaris

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Plasmic Core Relic - forces the player to move pops to one planet.
Just make the trait applicable via Template.
Having the trait blocked from being applied to other sub-species just punishes casual play.
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RCMidas (Banned) Mar 27 @ 2:45pm 
And the Last Baol Relic forces you into a one-planet game, or only colonising habitats and ring worlds, otherwise you have to keep activating it to turn your planets into Gaia worlds.

And the Vultaum Reality Perforator Relic forces you to gamble with what bonus it will provide, and that Armor bonus is useless for the Shield-only ships you have.

And the Contingency Core Relic outright stops being useful when you've built all possible megastructures or if you're Spiritualist and aren't assembling robots.

And the Blade of the Huntress Relic is useless for genocidal empires which don't make use of diplomacy at all - my Devouring Swarm doesn't need more Diplomatic Weight!

And the Necrophage trait cannot be added to subspecies, even though it's the sort of trait that would have evolved in some manner of another within this same universe.
MegaDeth Mar 28 @ 1:52am 
No, you missed the point entirely.

The Plasmic Core relic applies its effect to a colony with bio pops. If you move all bio pops to one colony, and trigger the relic, then move them all back you thus circumvent the relics "limitation" by trading some micro, gil and unity.

Micromanagement emphasis, in a 4x game, arbitrarily punishes casuals.

Parades have the option to be relocated for the same reason: having the parade finish on the arbitrarily-picked highest pop planet is stupid and can be circumvented with micromanagement.
Last edited by MegaDeth; Mar 28 @ 1:54am
RCMidas (Banned) Mar 28 @ 2:45am 
To hell with pandering to the casuals in a strategy game. Let them learn. Let them take responsibility for foresight, organisation, and self-improvement.

You can argue, just as stupidly, that ship design is micromanagement, because you will do VASTLY better than the auto-designer if you focus on customising ships for enemies.

You can argue, just as stupidly, that the constructing of buildings and districts is micromanagement, because there is an auto-developer for sectors and planets, but you will do VASTLY better if you learn the specifics yourself.

A strategy game rewarding people for taking the time to learn its systems and how to get the most out of them is exactly what you should want out of the genre. You've deduced how to use the systems to maximise the efficiency of that relic. Congratulations. That should be applauded. Instead, I have to denigrate your intelligence because you seem intent on both lowering its value AND depriving others of the chance to develop it.
Ryika Mar 28 @ 3:04am 
Originally posted by MegaDeth:
No, you missed the point entirely.

The Plasmic Core relic applies its effect to a colony with bio pops. If you move all bio pops to one colony, and trigger the relic, then move them all back you thus circumvent the relics "limitation" by trading some micro, gil and unity.

Micromanagement emphasis, in a 4x game, arbitrarily punishes casuals.

Parades have the option to be relocated for the same reason: having the parade finish on the arbitrarily-picked highest pop planet is stupid and can be circumvented with micromanagement.
There are a ton of these things in Stellaris. If you really wanted to play optimally, you'd have to start the game by manually queuing the planets to survey, because the automatic selection when you just click survey system does not always select the optimal path for you.

But the game's designed around the idea that you don't make those silly optimizations. In multiplayer, you just don't have the time for it anyway. And in singleplayer, it's not necessary even on the highest difficulty.

Overall, it wouldn't really make sense to design systems around the dumbest things that players might try to do.
Last edited by Ryika; Mar 28 @ 3:05am
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Date Posted: Mar 27 @ 9:14am
Posts: 4