Stellaris

Stellaris

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Feb 6 @ 4:00am
Stellaris Dev Diary #369 - 4.0 Changes: Part 3
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Showing 31-45 of 364 comments
Not sure how I feel about branch buildings reduced to one per planet.
Erei Feb 6 @ 6:24am 
I'm not sure how I feel about it. Seems to me the dedicated world won't work as well (like food world, forge world....) or at all ? Which is core to stellaris (and always was).
Also 1branch office per planet is a big nerf, opening a world to put branch office is very costly (in influence), just for 1branch office make that building extremely costly.

Megacorp replace (partly) colonization with branch office. If that become more expensive than colonisation, then why bother ?


Also, the change to criminal empire is good, but not enough. That civ need love.
Last edited by Erei; Feb 6 @ 6:28am
Originally posted by Norrard:
Imagine faces of furryfags when no sеху mammal portrait :D
One answer: Mods :gatorwince:
Night Feb 6 @ 6:39am 
Originally posted by Tribuno:
I don't understand why you need to link achievements to the checksum, since you allowed you to get achievements without ironman? Most fans of the game play with mods and achievements would not hurt. I'll hint to you that there is a program called Steam Achievement Manager, with which you can open all achievements at once. So what is the purpose of your restrictions on the checksum? Remove it
because mods unbalance the game beyond what the developers intended and changes the difficulty of achievements. Checksum being the bare minimum for achievements seems like a fair compromise given the fact you can still get them while playing on Civilian difficulty. Just get good.
Tribuno Feb 6 @ 6:39am 
Originally posted by Norrard:
Imagine faces of furryfags when no sеху mammal portrait :D
Imagine face of animefanboys when no sеху anime portrait
Kramer Feb 6 @ 6:49am 
Look, I'm fine with weaker overall buildings for megacorps if you are willing to let us keep the current multi-building option. It offers so much more flavor and strategy than just dumping 1 building per world
Tribuno Feb 6 @ 6:54am 
Grox race from Spore confirmed?:GodEmperorTrump:
Tragopan Feb 6 @ 7:00am 
3
This doesn't sound good at all. Usually I have a positive outlook on potential changes and innovations but I think this one is a huge step back just like leader capacity. Introducing yet another player only mechanic (because the AI will NOT handle that fleet change well just like they don't handle leader capacity well) is not a step in the right direction. The game could probably do with less complexity and resources to deal with for the sake of both the game's health and the AI's functionality.

Take Trade out of fleet management and then maybe it could be a good thing, but please don't try to use this to solve stacking fleets. That's a game mechanic problem not a player decision one. All you will do is break the AI whilst introducing even more micromanagement for us. Use your resources to redo Fleet instead. Make it function like HoI4 to reduce micromanagement and doom stacking.
Antsan Feb 6 @ 7:13am 
I wonder whether having enemy fleets inside your territory should also cost trade, following the logic of what trade represents now. Maybe have the trade routes still present, but from every planet to the capital, and only to determine how much trade an enemy fleet costs?
MariusJ Feb 6 @ 7:17am 
Hmm, idk if moving the entire market over to trade as primary resource is a good idea, but guess we'll have to see.
Isimiel Feb 6 @ 7:19am 
Trade being a resource sounds stupid at least rename it
This kind of feels like you want trade to be Space America. Which, fair.

Trade as an expression of logistics and acquisition is, well, accurate I guess? Like, if you told me "trade is how you cover for things you aren't producing locally," I'd accept that with zero further thought, because that's... accurate.

Trade as ship upkeep is a little iffier, IMO. The sticking point for me is rationalizing it as loss and hazard insurance; I think a better idea would be to use the already-existing term "force projection" as the value for how long+far+quickly you can, y'know, project force.

For the revamps to megacorps and crimecorps, I like what it sounds like it'd do... having the capital benefit with merchant jobs could emphasize corps being tall, adding actually relevant jobs to the host planets would make them feel more mutual, and having the civics focus on particular buildings could make megacorps feel more internally diverse while also serving as a template for further exploration down the line.

Oh, and... I sincerely hope these new mammalian portraits will inherit the absolutely scathing personalized insults all other mammalian portraits get! (For that matter, why only give mammalians such deeply personal burns? Come on, I wanna hate on everyone with equal panache!)
clone Feb 6 @ 7:45am 
3
Trade should be resource with no stockpile. Either your freighters do trading, or they idle, but that doesnt bring profit. Trade policies would be a tax policy on trading transforming trade into other ressources.

If you keep trade as a ressource, energy credits should become energy. There is nothing credit left with them stopping being the currency of the game. You can than continue to evolve the system with energy being a system/planetary resource and anti-matter being the empire wide resource you can convert energy to.
DFW Kerser Feb 6 @ 7:53am 
2
2
Ugh trade should be a mechanic not a resource, like in eu4 you dont earn 'trade', you trade to earn money.
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