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This would be more based if it was 50 crime and +15% pop growth
The modifier grows through the event chain, but eventually you find out it's because of some shrooms that can be harvested for exotic gases.This would be more based if it was 50 crime and +15% pop growth
So it's because of drug abuse. Still accurate.The modifier grows through the event chain, but eventually you find out it's because of some shrooms that can be harvested for exotic gases.
No, I think the internal battle in Paradox is whether strategy should be instant gratification or longterm reward.You can't help but wonder if there's two competing internal visions at Paradox. One woke, the other reasonable.
Nope, because anyone who wants smart AI just downloads the Starnet mod. Though I did see a Pdox poster on the forum say they were unsatisfied with how awful the AI was at technology in this patch. I've seen the AI still using coilguns in 2300 on Captain, and this is with the empire wide growth slowdown turned off.You can't help but wonder if there's two competing internal visions at Paradox. One woke, the other reasonable.
So it's because of drug abuse. Still accurate.
Have they managed to de-stupid the Stellaris AI yet?
The modifier grows through the event chain, but eventually you find out it's because of some shrooms that can be harvested for exotic gases.
I used the planet as a hotbox for rapid growth on other worlds to counter my slow breeder trait. combined with genetic modification ascention and dumb luck on events and ai ascentions I bred the ubermench.Its a pretty nice event. You can create a Mexico planet with insanely high population growth and high emigration.
I think leaders are fine where they are. If there is going to be a rebellion mechanic, I'd rather it be tied to pop ethics and factions. My latest game can run a fanatical xenophobe population and yet only influence growth is the cost to doing xeno alliance mechanics in mid-game, end game. Seems pretty dumb to me.Leaders should have something like a loyalty mechanic that affects how they behave, for example and admiral with low loyalty might disobey your orders and start doing whatever he wants, like attacking random enemy fleets or go alone into enemy systems, if that leader is a faction leader and has low loyalty he might try a coup or start a rebellion for power; another idea I have is adding a new spying mechanic that allows you to kidnap foreign leaders, if you kidnap an admiral or a general they might show you their total fleet power and current military tech. if you kidnap a scientist they'd tell you what their nation is investigating right now and if you kidnap a sector administrator they'd tell you about their economic state and about the current issues they have, this brings me to my next point, sectors.
There's one problem with this:I don't know about you guys, but I hope the next Stellaris update brings a massive overhaul to the government, sector and leader mechanics because right now they are godawful, governments outside of hive-minds and megacorps are essentially the same, I want more depth, like democracies having things like senates or hereditary monarchies having a legitemacy system.
Leaders should have something like a loyalty mechanic that affects how they behave, for example and admiral with low loyalty might disobey your orders and start doing whatever he wants, like attacking random enemy fleets or go alone into enemy systems, if that leader is a faction leader and has low loyalty he might try a coup or start a rebellion for power; another idea I have is adding a new spying mechanic that allows you to kidnap foreign leaders, if you kidnap an admiral or a general they might show you their total fleet power and current military tech. if you kidnap a scientist they'd tell you what their nation is investigating right now and if you kidnap a sector administrator they'd tell you about their economic state and about the current issues they have, this brings me to my next point, sectors.
Sectors as they currently stand are completly useless, my general idea is this: the further away you get from your home system the more expensive it becomes to mantain and build new things like mining stations or outposts, however that can be negated if you establish a sector, the sector is going to get a third of all the materials in their region, they'd use the materials to build their own things like buildings, and more importantly, fleets, those fleets will act as independent of you so they won't occupy space in the naval capacity and you won't have to mantain them, in times of war they'd be under your control and go back to the sector when the war ends. But that'd be the just at the beggining of the game, as time moves on, sectors would start acting with more autonomy, for instance, they might ask you to let them elect their own leaders, if you say yes they go and have an election making and if you say no they'll lose happiness and might even do a strike, they might choose a different economic policy or maybe act differently towards primitives and things like that, here you could force them to adopt your politics wich would cause them to grow unhappy and make the sector become more disloyal, a disloyal sector will start to send in less resources to their father empire and during war it might outright refuse to give it's fleets to you, if too many sectors become unhappy and disloyal they'd band together and send you an ultimatum about sector rights, telling you to let them do what they want, if you refuse to comply they declare war and if they win they would either choose to become fully independent or choose to remain in your nation but with far more autonomy; however that wouldn't be the only way sectors can cause a civil war, if a sector becomes too succesful, let's say, producing thousands of goods and have a decent fleet they might ask you for independence, if you say yes they become their own nation BUT will have excelent relations and be have a mutual-defense treaty signed with you, if you say no they declare war, if they win they'll have hostile relations with you but if they lose then the pops of the sector would have all sorts of debufs and the defeated sector will become disloyal. All those things would make sectors useful and necessary but also potentially dangerous in the longrun, meaning that you would need to know how to handle not only external enemies but also the growing internal ones, wich would make in my opinion for a more dynamic game, specially in the mid and late game.
Those are my ideas, I'd like to hear your opinions on them, weather they're autistic or dumb, or if you like them.
Well I think leaders should be more important to the internal stability of the Empire, it's kinda dumb that your leaders can also act as faction leaders but that never affects how they behave, I think ideally pops, factions and leaders would all be somewhat tied to one another through a general rebellion/loyalty mechanic.I think leaders are fine where they are. If there is going to be a rebellion mechanic, I'd rather it be tied to pop ethics and factions. My latest game can run a fanatical xenophobe population and yet only influence growth is the cost to doing xeno alliance mechanics in mid-game, end game. Seems pretty dumb to me.
Probably, although the Stellaris team seems to be the 'better late than never' type of team, a lot of people wanted an overhaul to the diplomacy system since the game launched and we eventually got that in Federations and Nemesis so I have hope, although re-reading what I've written I realise that the current AI would be incapable of properly managing all of those mechanics so it would probably be better first make an uptade solely focused on the AI.There's one problem with this:
Paradox do not play, or understand their own games. Ergo, you probably put more thought into the mechanics than the entire dev team ever did after 2.0.
Paradox put no effort into the game at all. Imperator Rome functions a lot more like what Stellaris should have.I don't know about you guys, but I hope the next Stellaris update brings a massive overhaul to the government, sector and leader mechanics because right now they are godawful, governments outside of hive-minds and megacorps are essentially the same, I want more depth, like democracies having things like senates or hereditary monarchies having a legitemacy system.
Leaders should have something like a loyalty mechanic that affects how they behave, for example and admiral with low loyalty might disobey your orders and start doing whatever he wants, like attacking random enemy fleets or go alone into enemy systems, if that leader is a faction leader and has low loyalty he might try a coup or start a rebellion for power; another idea I have is adding a new spying mechanic that allows you to kidnap foreign leaders, if you kidnap an admiral or a general they might show you their total fleet power and current military tech. if you kidnap a scientist they'd tell you what their nation is investigating right now and if you kidnap a sector administrator they'd tell you about their economic state and about the current issues they have, this brings me to my next point, sectors.
Sectors as they currently stand are completly useless, my general idea is this: the further away you get from your home system the more expensive it becomes to mantain and build new things like mining stations or outposts, however that can be negated if you establish a sector, the sector is going to get a third of all the materials in their region, they'd use the materials to build their own things like buildings, and more importantly, fleets, those fleets will act as independent of you so they won't occupy space in the naval capacity and you won't have to mantain them, in times of war they'd be under your control and go back to the sector when the war ends. But that'd be the just at the beggining of the game, as time moves on, sectors would start acting with more autonomy, for instance, they might ask you to let them elect their own leaders, if you say yes they go and have an election making and if you say no they'll lose happiness and might even do a strike, they might choose a different economic policy or maybe act differently towards primitives and things like that, here you could force them to adopt your politics wich would cause them to grow unhappy and make the sector become more disloyal, a disloyal sector will start to send in less resources to their father empire and during war it might outright refuse to give it's fleets to you, if too many sectors become unhappy and disloyal they'd band together and send you an ultimatum about sector rights, telling you to let them do what they want, if you refuse to comply they declare war and if they win they would either choose to become fully independent or choose to remain in your nation but with far more autonomy; however that wouldn't be the only way sectors can cause a civil war, if a sector becomes too succesful, let's say, producing thousands of goods and have a decent fleet they might ask you for independence, if you say yes they become their own nation BUT will have excelent relations and be have a mutual-defense treaty signed with you, if you say no they declare war, if they win they'll have hostile relations with you but if they lose then the pops of the sector would have all sorts of debufs and the defeated sector will become disloyal. All those things would make sectors useful and necessary but also potentially dangerous in the longrun, meaning that you would need to know how to handle not only external enemies but also the growing internal ones, wich would make in my opinion for a more dynamic game, specially in the mid and late game.
Those are my ideas, I'd like to hear your opinions on them, weather they're autistic or dumb, or if you like them.
I doubt there would be much you couldn't teach in a couple months at the Redshirt Training Course at Starfleet Academy or whatever. It's not any different than how aircraft (especially military aircraft) are insanely complex and technical machines as are the computers used to manage things but the Chair Force still manages to find and train aircraft mechanics and computer technicians. Not everyone has to pass Hyperdrive School or whatever equivalent to the shit nuclear power technicians in the Navy go through. And realistically your humans are mostly there to ensure the machines are keeping things repaired and in order. If you had a truly complex task, your crewman isn't putting on a spacesuit and going out there himself, he's stepping into a spacesuit-like control device to manipulate a remote-control robot to do the task instead.Although classic space operas don't represent this - space travel is really casual in them - any warship is basically going to be staffed by a ton of the best engineers and scientists available. I would imagine even people like the lowliest astronauts on warships would be the equivalent of both military officers and graduate students. In real-life space opera I'd think that the real cost of space warfare wouldn't be raw materials, which are trivial, but extremely expensive (in monetary terms) machining of the ships and the servicemen who would take much longer to replace. Navies would be terrified of losing ships less because they'd lose ships and more because they'd lose a generation of experts. Sailors in the Age of Sail were actually like a less extreme version of this - a highly-skilled workforce that served as a practical constraint on navies - and Paradox tried to represent that in EU4, but they fucked it up by making it a trivial mechanic and having galleys take up more sailors than sailing ships, which is accurate in the sense that galleys had more hands, but inaccurate in the sense that galley sailors were low-skilled mongs who could be easily replaced, Mediterranean sailing fleets were massive in part for that reason whereas Atlantic fleets were tiny.
eh, it's more mediocre without mods and good with mods like Starnet. They were supposed to address the mid and late game slump with the latest DLC expansion but it isn't enough and mostly just added more shit you'll likely won't do in a game.Anyone else feels like stellaris is unplayable without mods? The main ethics axis restrict empires way too much for my taste, there is lack of things to do mid and end game, not enough control over settings, way too limited dlags and portraits, nowhere enough shipsets, etc.