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What are your expectations for the EU5 release?


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Dont worry, they just added ship designing to Vic 3 as well!
The granular advancement of naval technology is actually a core aspect of the time period, designing and selling ships is something that should've been in from the start.
London if it was good.
This is just current day London and that place is a godforsaken shithole.
 
They really just need to make Stellaris 2 at this point because I honestly have no idea what they're trying to do anymore
But knowing Paradox they'll put Wiz in charge and he'll somehow make it even worse then it is now
What features would you want Stellaris 2 to have or not have?
 
The granular advancement of naval technology is actually a core aspect of the time period, designing and selling ships is something that should've been in from the start.
I've tried to avoid posting about my Vic2 mod too much here in fear of it becoming a SoI4 toozer (because I'm easily distracted), but this is something that I think Vic 2 could simulate well and should be built on, so I've done just that without the need for a laybrithine ship designer that people don't understand:
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I haven't added any new ship classes like many other Vic2 mods - no subs or carriers - but rather ships have incremental growths with steep drop offs after a certain date to simulate the development of naval tech. This applies for tier 1 techs too; so while anyone can build frigates from the beginning, there's still a noticeable difference in performance between European frigates and Chinese junks.
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In base Vic 2/HFM-derivatives, there isn't really any significant difference in ships before you can get ironclads and monitors; commerce raiders are statistically better tactically but otherwise aren't usually worth it over frigates. This isn't the case anymore; commerce raiders in the 1820s are just normal frigates outfitted with steam tech, as they were. This will eventually give them an edge out over frigates in T3 as the sailing ship ceases to enjoy improvements altogether, but it's a gradual process and the main immediate advantage is strategic.
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This means that the roles of ships can change dramatically over the course of the campaign. Commerce raiders go from conventional frigates to torpedo boats/destroyers. Cruisers go from unarmored, modern men-of-war to patrol colonial holdings to support ships for battleships and dreadnoughts.
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It also rewards investing in multiple branches gradually or based on your strategic needs instead of just doing everything in one or two branches at a time like in base game. Maybe you don't need the fanciest possible battleships or cruisers? Monitors can be a budget solution for defending against blockades as they evolve from experiments into coastal patrol boats.
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No need for a convoluted ship designer that demands even more micro (and yes I've reworked the entire tech tree from the ground up).
 
What features would you want Stellaris 2 to have or not have?
Just off the top my head

A pop system that isn't retarded and that they AI can actually manage
More strategic combat system, last time I played it was just doom stacking your entire fleet and whoever had the highest combat score would win
More in depth resource and economic system, right now it's basically a cookie clicker
 
The granular advancement of naval technology is actually a core aspect of the time period, designing and selling ships is something that should've been in from the start.
I would hardly call some of it granular considering you go from unarmored ships, some of which may not even have steam, to ironclads, to steel-hulled turreted warships, to dreadnoughts, to super-dreads.
 
They really just need to make Stellaris 2 at this point because I honestly have no idea what they're trying to do anymore
But knowing Paradox they'll put Wiz in charge and he'll somehow make it even worse then it is now
Just like Cities: Skylines, Stellaris feels completely barren if you play it without DLCs, but bloated to high heaven if you play it with all DLCs on. If they ever make Stellaris 2, I'm afraid it will be just like CS2: Even less content than the original base game, so they have even more DLCs to sell, and just like CS2, will be a failure.
 
What features would you want Stellaris 2 to have or not have?
Bring back multiple FTL methods. (I do not care for the balance aspect here, the 3 wildly different FTL tech gave the game a lot of flavour).
Make core the innumerable DLCs of the first game, like megastructures and the like. (Real optimistic I know).
Make a non retarded pop system that doesnt chug to run 50 years in.
Make combat something that isnt "biggest number wins".
 
The Soi4 game director is stepping down for lead role to work on a secret project.
View attachment 8928979
It could very well be HOI5 or Stellaris 2 given that both of these games are over 10 years old.

Or a fantasy themed GSG, which is missing from their repertoire of games.

Antiquity - Imperator (No interest in the game whatsoever)
Medieval - Crusader Kings (CK3 was released in 2020)
Renaissance - Europa Universalis (EU5 was released last year)
Victorian - Victoria (Vicky3 was released in 2022)
Late Modern - Hearts of Iron (HOI4 was released in 2016)
Futuristic - Stellaris (released in 2016)
Fantasy - None, only mods, that are very popular, like Anbennar, Elder Kings, AGOT.

They won't touch the current era or the Cold War.
 
Or a fantasy themed GSG, which is missing from their repertoire of games.
I really hope that would be on the docket, as I don't think that really any fantasy GSGs exist. Plenty of 4Xs, but building a GSG from the ground up to incorporate magic, different races, and wild varieties of units would make for a really interesting time, I think.
 
Season 10 of Stellaris was just announced. Forum post here.
Stellaris Dev Diary #418 - Announcing Nomads and Stellaris: Season 10
Thread starterEladrin Start dateToday at 15:05
It’s my pleasure to announce boarding has started for all passengers departing on our tour of Stellaris: Season 10, with non-stop service to the Nomads expansion alongside the Stellaris 4.4 ‘Pegasus’ update. Following our first destination, there will be a brief stopover at the Stellaris 4.5 ‘Cygnus’ Custodian release, after which our cruise will continue to the Stellaris 4.6 ‘Corona Borealis‘ update, featuring Willpower, Scenario Pack 1, and Scenario Pack 2. All passengers are welcome to acquire their ‘Vipra the Vapor’ Species Portrait at the ticketing office now.



Stellaris: Season 10

The Stellaris 10-year anniversary is coming, and as part of that celebration, we are rolling Utopia, Synthetic Dawn, the Humanoids Species Pack, and most of the Galaxy Edition upgrade into the base game on May 11th. (The e-book, Infinite Frontiers, is being retired.)

Later on in Q2, we’re bringing you Nomads.

Stellaris: Nomads

Build no borders. Claim no worlds.

The Galaxy is not a trophy to be seized, but a path to be taken. In Stellaris: Nomads, you will survive the void by staying in motion. While the great powers squabble over lines on the map, your civilization has realized a fundamental truth: life flourishes on the move.

Arkship Bridge

Arkships
At the very heart of every nomadic civilization lies its Arkship: a fully mobile capital that replaces worlds entirely. Customize Military, Scientific, or Civilian Arkships with specialized modules, districts, and upgrades as your Empire evolves by traveling through the stars.

Contract Event Image

Waylines and Contracts
Chart Waylines across the stars, linking your Waystations into living networks of trade, influence, and opportunity. Your strength lies in motion, in presence, in the relationships you build from system to system. Your relations with settled empires don’t have to be antagonistic. Accept contracts, build relations, and perhaps profit a bit on the side.

Defender of the Galaxy

A New Ambition: Defender of the Galaxy
Building upon the Crisis paths of previous releases, Ambitions are the next step of epic, empire-defining journeys that give you the choice of your ultimate role in the galaxy. In the Nomads expansion, we will transform the Defender of the Galaxy Ascension Perk into a full path that can rival the power of a Galactic Nemesis, Awakened Empire, or End Game Crisis.

Become the Galaxy’s champion by forging alliances, commanding federations and rising through the Galactic Community to assume Custodianship. Lead the fight against existential threats with a unique squadron of hero ships. Ultimate power can be used, and relinquished, for the greater good.

Champion's Forge LIIIIIIIIIVE!
Coming to you hot from Champion’s Forge LIIIIIIIIIIIIIVE!
Stellaris: Nomads contains:
Nomadic Empires
Create empires that are not bound by claiming systems or colonizing worlds. Instead, you will navigate the stars with massive Arkships.
The Arkship: Your capital, your cradle, and your fortress. This massive, fully upgradable wonder replaces traditional Worlds for your empire. Choose between three different options to fully reflect the vision of your government:
Military Class: A mobile flagship designed to project power.
Scientific Class: A roaming laboratory dedicated to the discovery of the Galaxy’s secrets.
Civilian Class: An industrial hub capable of unparalleled resource extraction.
The Wayline Network: Your trail through the void. By constructing Waystations, you create Waylines - lasting interstellar trade routes that harvest resources you can claim with a simple pass through. These routes benefit both you and settled empires, making you the pivot point of mercantile possibilities in the Galaxy.
The Contract System: As a nomadic empire, perform task-driven interactions with other empires to earn favor, resources, and influence. As a settled empire, issue these Contracts and get things done!

New Origins
Voidfarers: The standard origin for Nomadic Empires. A flexible, streamlined start for you to define your own nomadic journey.
Heirs of the Khan: Play as the successor of a murdered Khan, as you evade marauder hit-squads through trickery and bribery until you are strong enough to return to reclaim your throne.
The Sacred Path: Guide a fleet of pilgrims towards ancestral holy sites in a galactic pilgrimage. Your journey is a spiritual odyssey fueled by faith.
Forever Cruise: Manage a society split between a pampered elite demanding new entertainment and sightseeing opportunities from their vista lounges, and an overworked crew keeping the dream afloat.

Nomadic empires support many existing Origins as well.

New Ambition: Defender of the Galaxy
While a Galactic Nemesis (available in Stellaris: Nemesis) threatens the Galaxy, the Defender of the Galaxy will rise and try to save it.

New Megastructure: The Stellar Cannon
Why simply power a civilization when you could fire at one? This Megastructure allows you to weaponize your entire energy stockpile, discharging it into a devastating beam capable of striking enemy systems across the galaxy.

Nomadic Enclave: Champion’s Forge Live!
Experience the Galaxy’s most extreme spectacles with this nomadic enclave! Answer the call and participate in gladiatorial fleet combat all across the galaxy. The winner gets to hold the Trophy relic and glory until the next tournament, with the losers looking on with envy.

Wanderlust Ascension Perk

New Renowned Nomadic Paragons

New Civics and Tradition Swaps

New Music Tracks by Andreas Waldetoft
Nomad empires seems like a really interesting idea but I doubt their ability to pull it off at this point. Plus adding yet another mechanic to a game that's already overloaded with them seems like a poor idea. Maybe if it's good I'll come back and play a bit but I am reserving judgement.
 
Plus adding yet another mechanic to a game that's already overloaded with them seems like a poor idea
This is what has me so worried about any future (including this one) dlc to stellaris. The game is so overloaded and lanky at this stage. Half the dlcs are broken and don't interact with other systems at all. This dlc is just "here is yet more shit"
 
They seem to be having the Minecraft issue where new mechanics don't mesh or interact well with the other mechanics and you end up with what feels like a bunch of mods rather than a cohesive game. EU4 had that for a while before the devs put some work on the final months of life to spread the mechanics around and let them better interact with each other.
 
I really hope that would be on the docket, as I don't think that really any fantasy GSGs exist. Plenty of 4Xs, but building a GSG from the ground up to incorporate magic, different races, and wild varieties of units would make for a really interesting time, I think.
I think that's a bit too difficult for modern day Paradox.

Any fantasy GSG made by Paradox is going to run into the same issues they had with Stellaris. There is no personality, there is nothing that gives the game setting something unique, its own je ne sais quoi. Stellaris tried to be Star Trek, Star Wars, Warhammer 40K and other Sci-fi settings at the same time but it was too shallow. And it still tries to be with the poor attempts at lore with each subsequent DLC.

For them to successfully pull off their own fantasy GSG, the game must have its own unique setting, its own unique twist in the fantasy genre, it should not try to be Warcraft, Warhammer and LOTR all rolled into one, it should have its very own distinctive identity, the customization, political, social and biological, of the races should be limited. Limited by some major archetype or trait, associated with the story/lore of the game, that defines the core of the race. If you pull that off, you cover the single player aspect of the game, and that should be the default experience when you click New Game, the player should have a story ready to experience, with a series of objective to achieve and an ending to look forward to.

For the multiplayer, all you have to do is allow the host to regulate the amount of customization for the players. Allowing to override the limits imposed in single player, giving the players the freedom to create their own minmaxed empires (something multiplayer competitive niggers enjoy). Paradox shouldn't apply hard limits there as the multiplayer community will self regulate and ban broken/OP builds.

Of course, this freedom to customize could be extended to single player to allow players to build their own power fantasy but it should not be so by default, Paradox games are RPGs where you paint a map by moving little soldiers around, a fantasy GSG should embrace that, the game should try to tell a story and the player actions should influence it, ab established setting for the player play with.

This is why CK, EU and HOI are popular despite their mechanical issues, the player is the one that influences the course of history, the story of the games. Reuniting the Catholic and Orthodox churches, colonizing the Americas as Japan, beating the Germans and Soviets as Poland. For historical games, alt-history lends itself as a medium for the story the author wants the player experience.

A fantasy game (or a sequel to Stellaris) should have an established setting for the player to engage with, it should have an overarching narrative that presents the player with a series of objective to achieve in the interest of culminating said narrative, maybe is to stop the destruction of the world or maybe the objective is to destroy the world, I don't know, that's up to the author of the story to come up with.
 
A fantasy game (or a sequel to Stellaris) should have an established setting for the player to engage with
I'd license the name and setting of an established, if not terribly well-known, setting (and importantly, cheap) to start with a foundation and name and work from there. Similar to how EU was a board game first, then a video game, but it has since completely overtaken the original. Birthright would be the best option, but good luck getting WotC/Hasbro the part with anything, though licensing might be in the cards.
 
I'd license the name and setting of an established, if not terribly well-known, setting (and importantly, cheap) to start with a foundation and name and work from there. Similar to how EU was a board game first, then a video game, but it has since completely overtaken the original. Birthright would be the best option, but good luck getting WotC/Hasbro the part with anything, though licensing might be in the cards.

Doesn't Paradox own Age of Wonders?
 
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