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Phoenix

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Phoenix last won the day on April 4 2018

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About Phoenix

  • Birthday 08/05/1999

Profile Information

  • Gender
    Male
  • Location
    United States - New Hampshire
  • Interests
    Anime / Reading / computers / competitive gaming and casual / sky gazing/star gazing / models (like toy models)

Star Wars: The Old Republic Character Reference

  • SWTOR Names
    Sorasho - Ally'son - Phoenix - Grendi - B'we - Meno Ren - Xynel
  • Class
    Vanguard
  • Specialization
    DPS

Guild Wars 2 Character Reference

  • GW2 Names
    Sorasho
  • Race
    Human
  • Profession
    Elementalist

World of Warcraft Character Reference

  • WoW Names
    Clanel - Death knight lvl 120 ilvl 390~

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  1. Hi all, Jamor again. We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods. Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out. ################################################################# ######################### VERSION 2.4.1 ########################## ################################################################# ################### # General ################### * Added Launcher v2 * Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect) * Caravaneer ship & station vfx update * Added "/mute <user name>" and "/unmute <user name>" chat commands * Cloud saving support added on GoG and Paradoxplaza versions of the game ################### # Balance ################### * Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it * The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33% ################### # UI ################### * Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size * Fixed improperly displayed text in the name of Galatron wars * Protection war name list no longer includes machine uprising and war in heaven * Removed unnecessary decimal precision in lacking resources tooltips * Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features * Added a notification when one empire guarantees the independence of another * Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip * Fixed a cut off display of the clearing cost for ruined arcology blockers * Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts ################### # AI ################### * The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that * AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target * Fixed AI not building enough defense platforms * Automated building now checks that upkeep cost is covered by income ################### # Stability ################### * Improved performance by reducing the number of string copies in modifiers * Parallelized some planet functions * Optimized calculations done in frame rendering * Bunch of caching and optimizations to planet job calculations * Fixed a slowdown when viewing the slave market ################### # Bugfixes ################### * Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded * Fixed literally unplayable "the the" typo in ancrel.23.desc * Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer * Fixed a possible crash when a planet has no pops * Fixed an instant repair exploit when you dismantle a starbase module while it's under attack * Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire * Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat * Fixed an overflow bug with relative empire power calculations * Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance * Fixed nonfunctional modifiers to colony ship build cost * Fixed a potential crash in AI when evaluating market values * Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4.1. Instructions on how to keep playing on older versions here. You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. If you have a 2.3.3 crossplay game going on, that version is present on Steam on the crossplay_rollback branch. Thanks for your feedback and issue reports. We'll keep at it but I wanted to get this to you as soon as possible before the weekend. We'll get the MIA fixes in as soon as we can. If you want to comment on or read this post on our forums, go here. The brand new DLC coming soon Also a all new species and ships and empires
  2. @KalianVan we might have to go to a different game for now or just start a new. I do believe that the amount of megacorps and ravagers is bad like real bad No mod has been updated recently as of Friday/sat for me
  3. ################################################################# ######################### VERSION 2.4.1 ########################## ################################################################# ################### # General ################### * Added Launcher v2 * Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect) * Caravaneer ship & station vfx update * Added "/mute <user name>" and "/unmute <user name>" chat commands * Cloud saving support added on GoG and Paradoxplaza versions of the game ################### # Balance ################### * Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it * The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33% ################### # UI ################### * Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size * Fixed improperly displayed text in the name of Galatron wars * Protection war name list no longer includes machine uprising and war in heaven * Removed unnecessary decimal precision in lacking resources tooltips * Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features * Added a notification when one empire guarantees the independence of another * Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip * Fixed a cut off display of the clearing cost for ruined arcology blockers * Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts ################### # AI ################### * The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that * AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target * Fixed AI not building enough defense platforms * Automated building now checks that upkeep cost is covered by income ################### # Stability ################### * Improved performance by reducing the number of string copies in modifiers * Parallelized some planet functions * Optimized calculations done in frame rendering * Bunch of caching and optimizations to planet job calculations * Fixed a slowdown when viewing the slave market ################### # Bugfixes ################### * Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded * Fixed literally unplayable "the the" typo in ancrel.23.desc * Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer * Fixed a possible crash when a planet has no pops * Fixed an instant repair exploit when you dismantle a starbase module while it's under attack * Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire * Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat * Fixed an overflow bug with relative empire power calculations * Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance * Fixed nonfunctional modifiers to colony ship build cost * Fixed a potential crash in AI when evaluating market values * Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4.1. Instructions on how to keep playing on older versions here. You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. If you have a 2.3.3 crossplay game going on, that version is present on Steam on the crossplay_rollback branch. Thanks for your feedback and issue reports. We'll keep at it but I wanted to get this to you as soon as possible before the weekend. We'll get the MIA fixes in as soon as we can. If you want to comment on or read this post on our forums, go here. oday we are releasing version 2.4.0 “Lee”. The primary objective of this version is to get our new Paradox launcher in to Stellaris: Why are we doing this? There are two main reasons: Firstly, as you know, Stellaris is available on Steam, Paradoxplaza, GOG, and as of today, the Microsoft Store. Currently, there are hoops that someone has to jump through if they want to do a multiplayer game with users on another platform, involving opting in to beta branches. Our long term goal is to unite all Paradox gamers under one universal MP umbrella, so everyone can play with anyone they want at any time, on any release platform, with a minimum of fuss. To do that, a single unified launcher for all our of various platforms is a key prerequisite (just to clarify, this is the end goal, it does not change how you play Stellaris in multiplayer today). The launcher also has its own dedicated personnel which means it is a time saver for each game team at Paradox, letting us focus exclusively on making and improving the game itself. As a producer, I gotta tell ya, anything that lets us focus more on our core mission is most welcome. The second big reason for the move is that this new launcher will become a much more feature-rich hub for all things related to the game. We plan improved presentation of announcements and dev diaries, mod management with player control over load order, mod support for non-Steam users via PDX Mods, the works. A low key but nice convenience feature that's in right now is the addition of a “resume last save” button right at the top, letting you start up your most recent game with one click. Our ambitions for it are high. Here’s some more details from my colleague Anders, the Product Manager for Launcher Team: https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/ The launcher has benefitted from user feedback from prior releases on other PDS games, and will be continually developed by the launcher team. In that regard your input is very helpful. It is self patching, which means updates to the launcher can be deployed without the game version needing to change. It is a separate binary that is used by all PDX games employing it, meaning it only installs once per computer. Without diminishing the effort of the core dev team working on <redacted>, we were also able to incorporate some fixes from the development branch, which are included in 2.4.0: ################################################################# ######################### VERSION 2.4.0 ########################## ################################################################# ################### # General ################### * Added Launcher v2 * Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect) * Caravaneer ship & station vfx update * Added "/mute <user name>" and "/unmute <user name>" chat commands * Cloud saving support added on GoG and Paradoxplaza versions of the game ################### # Balance ################### * Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it * The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50% * Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33% ################### # UI ################### * Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size * Fixed improperly displayed text in the name of Galatron wars * Protection war name list no longer includes machine uprising and war in heaven * Removed unnecessary decimal precision in lacking resources tooltips * Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features * Added a notification when one empire guarantees the independence of another * Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip * Fixed a cut off display of the clearing cost for ruined arcology blockers * Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts ################### # AI ################### * The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that * AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target * Fixed AI not building enough defense platforms * Automated building now checks that upkeep cost is covered by income ################### # Stability ################### * Improved performance by reducing the number of string copies in modifiers * Parallelized some planet functions * Optimized calculations done in frame rendering * Bunch of caching and optimizations to planet job calculations * Fixed a slowdown when viewing the slave market ################### # Bugfixes ################### * Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded * Fixed literally unplayable "the the" typo in ancrel.23.desc * Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer * Fixed a possible crash when a planet has no pops * Fixed an instant repair exploit when you dismantle a starbase module while it's under attack * Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire * Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat * Fixed an overflow bug with relative empire power calculations * Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance * Fixed nonfunctional modifiers to colony ship build cost * Fixed a potential crash in AI when evaluating market values * Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want ----------------------------------------------------------- Please note that save file compatibility between versions is not guaranteed. If you have an important 2.3.3 game going, please roll back to that version before trying to load the save in 2.4. Instructions on how to keep playing on older versions here. You can also use this method to opt in to the stellaris_test branch on Steam, which is necessary for multiplayer cross play between Steam and the other stores we are available on. To read this Dev Diary on our forums and give us feedback at the source, go here. Stand by for the big reveal of [REDACTED] October 19th on the big stage at PDXCON, along with more fixes and improvements from the main dev branch as they get tested and merged. In the meantime, happy gaming, and you’ll hear from us again soon.
  4. Here's to a new mod and a new game 8! Deadly empire around us. Will all be purified or will they be contained? We will find out next time. Here are some of the cool systems I've found.
  5. A no on the solar mod is fine, I feel I just brought it in to question if people would like a add on to the real space main mod which I like. The ark mod is just a one session fun kind of thing. Fast game.
  6. I also wanted to add in !Planetary Diversity - Reworked Habitability This is a mod that can diversify our planets and starting planets to give you and your empire a unique planet that you can be your unique planet. Gives more options to pick from and some I think give bonus if you find more of the rarer planets like Gaia worlds. Also gonna add for the Real Space 3 mod with Real Space - Solar Storm which is a mod that will add a random effect to actually dangerous systems stars, black holes, etc. There is also a mod for More Events Mod to increase events that you can get by adding in probably 50 or more events for you and your empire. Please look them over and give them a chance maybe try them if you are interested. I enjoy them as they give a real look and feel to the galaxy if we choose to stick with the role playing aspect I feel we should try and add a realistic value to our galaxy. It can be fun and also challenging. Believe me it can be rewarding and also hurt you. Just like some events in the base game. I recommend these and suggest we try at least once. If its a no go I'll look into better mods and maybe some that are interesting. I also have seen a map mod which is suppose to last only 2 hours maybe and its a fun game mode. The Ark of Ascension.
  7. Hey I want to suggest new mods to kinda spice things up. I am over the down scaled ships, you were right @Kriege7 I tested it more and it was similar to almost a T. So you are right. I want to suggest mods that can spice up our multiplayer because as I see it, it's kinda dull from my point of view. We barely get to end game and mid game is a little too long. @KalianVan I suggest maybe making the time scales a little different for future games. Anyways onto something I wanted to suggest for a little bit now. I looked it over played it hundreds of times and saw it can come with multiple different DLC-like mods added onto the main one. First one is the main one - Real Space 3 Real Space v 3.3 This version is compatible with patch 2.3.2 Wolfe (2.3.3 Beta Test). This mod does not fundamentally change the game mechanics, creating the scenery for Stellaris more diverse and atmospheric. So, there is a list of what the mod performs: New stellar classes were added: O Class – the most bright and rare blue stars; L Class – cold brown dwarfs; D Class – white dwarf, star remains; T Class – dim methane dwarfs (added as planets, because there is no sense in making the stars out of them); Y Class – intermediate step between the star and the gas giant (now it's a star); С Class – carbon stars; S Class – zirconium stars; W Class – mysterious Wolf-Rayet stars (4 nebula types); Nova – is a close binary system with a flared white dwarf after absorption of the companion star substance (2 types); Collapsar – exploded star, the final stage of the evolution of the star (replacement of the Supernova); Protostar – is the star in the formation stage; Luminous Blue Variable – is a bright, unstable blue hypergiant with a diffuse nebula (3 nebula types) T Tauri - very young stars with a protoplanetary disc (3 types); Herbig Star - very young bright stars with a protoplanetary disc; Planetary Nebula - systems with clouds of ionized gas, remnants of deceased stars (3 types); Magnetar - neutron star with a very strong magnetic field. Microquasar - smaller version of the quasar (2 types). FUor - very hot young star with a protoplanetary disk. New stellar types were added: Dwarfs Regular stars Giants Supergiants Hypergiants More than 100 variations of binary, ternary and pair systems with their icons.; The structure of the systems was changed in such a way that the orbits of the planets looked more realistic. That is, the size of the orbits increases proportionally with distance from the central luminary; Randomly, small dust clouds can appear in the systems; Many dust clouds in the systems which are in the zone of the nebula; 132 real star systems, adjacent to the Sun were added. (No more blue Betelgeuse, special stuff for roleplayers!) Now 3 types of Sol Sector to choose from: Large (132 stars), Medium (82 stars) and Small (57 stars); In Sol Sector, several civilizations of different levels of development may appear. Added 3 new starting systems, which you can choose when creating a race: Regor system - is a system with a Wolf-Rayet star, also known as Gamma Velorum; GK Persei system - is a system with a Nova; Eta Carinae system - is a system with a Luminous Blue Variable. 50 new skins for gas planets were added (and red gas giants are here too!) Also I wanted to make generated galaxy map as a space sector or cluster-shaped form, but because of some technical moments and game restrictions it will be better to develop it as a standalone mod. The scale of the planets and the solar system was increased. The relative speed of movement of ships in the system is preserved. The camera settings in the system have been changed. Space battles were also adapted for the new scale of the system. English - fix by Oy of Mid-World Russian - native mod language. French - by EDA. Brazilian-Portuguese - no translation. German - by torian.raven Polish - by Kovalinio. Spanish - by k0r3 Japanese - by mikaduki Korean - by parkon9 (no updated) Join the Real Space Mod group to discuss the project! http://steamcommunity.com/groups/realspacemod and VK group for testers https://vk.com/realspacemod This mod does not support achievements. Version 2.0 has added an improved scale to the systems. To work properly, you need to start a new game. This is a very voluminous mod, it affects a lot of things and that's why this mod inevitably has a lot of compatibility problems. It should be very easy to use this mod with others mods. Real Space Max Compatibility - a standalone version of the mod will be added with maximum compatibility with other modes in which scaling will be removed, as well as many other things that can affect compatibility. If you want to finish the session, which started with the previous version of Real Space, then turn on this mod instead of the original one. [ Currently not updated ] Also, a hard-mode mod will be added. To begin with, it will include long transitions in space. Stellaris is a wonderful game. I will continue to make modifications and compatibility to them, I like it. But all this takes a lot of time and effort, so any, even the smallest donation will motivate me to work in this direction even more. In any case, I will continue and it will be a game of our dreams! Tagging~ @SyntheticPlayer @Kimberley @Tzunamis @Azraella @Kriege7 @Elohir @Morgana Ulfwe @Darkbringer105 @Tyrtaeus @Phoenix@Marbass @Telana @Rumze @Nova05 @Matatomi @ShogunTaira @KalianVan@ZEE88 @DreamingofRoses
  8. Even though machine empires are good at late game not early or mid too much. People complaining about it need to see it a different way to be honest.
  9. I also still appreciate you guys making a agrument about it and trying, usually people just ignore me, no matter the outcome.
  10. You also gotta realize the frame drop when the game is running slow. I have been noticing the changes and speeds of the ships slowing down enough to make a change in distance. When I tried testing it I used the same map we played on recently. It took the ships 427 Days on down scaled ships It took the ships w/o DS 357 Days. Same start and same end location I saved just before they moved. Plus we barely watch the ships move. As we are in the galactic view most of the time. The game has to load more due to having to load the mod being a graphically change. Even the author on the mod says it is NOT made for performance increase.
  11. You didn't test multiplayer type. With that extra graphically change in multiplayer.
  12. So recently they have been working on changing the civics so we have much more control over how we start in a game like life seeded civic as it is unchangeable later on when you start playing. Here is some info on the new changes that might be coming soon Stellaris Dev Diary #155 - Origins Hi team! It's time for another Dev Diary and our Game Director Daniel has a cool new feature to share with you today! ----------------------------- Hello everyone! I have just returned from a belated vacation in Japan, and although I had a great time there it is also fun to be back to work. Today I want to talk about some of the cool things happening with Stellaris this year. As many of you have probably guessed, Stellaris will announce a new expansion at PDXCon this year. This expansion will feature a lot of cool new things, most of which will be revealed at PDXCon. But I do also have something really neat that I want to share with you now! Good ol’ civics. Gotta love ‘em. Back in Utopia we introduced a lot of cool new features to improve how you could customize and specialize your empire. Civics were a great addition to the game (in fact I consider them to be one of the best), but they are also awkwardly split between “backgrounds” like Syncretic Evolution and “institutions” like Distinguished Admiralty or Imperial Cult. Civics have added a lot of really cool options to how you can play the game, and that is something I want to expand upon – this is where the Origins come in. Materialistic, mechanist, mushroom madness? Origins is a new feature that is very similar to Civics, and will now represent your empire’s background. An empire can only select one Origin, and an Origin cannot be changed. We will be adding a bunch of new Origins (some of them are really cool!) and we will also be changing some Civics into being Origins instead. Examples of Civics that will be converted into Origins are Mechanists, Post-Apocalyptic, Life-Seeded and Syncretic Evolution. Life-Seeded Origin, now open to hive minds. Certain types of empires were previously unable to access some of these backgrounds since they have their own set of Civics (Gestalts and Megacorps for example). Because some of those Civics have been turned into Origins, those backgrounds will now be available to more types of empires. This means that it should now be possible to have a hive mind with the Life-Seeded origin or a Megacorp with the Mechanists origin. We know this is something people have been asking for for a long time now, and it’s really great to be able to add Origins to the game. Like I mentioned earlier, we will also be adding a whole lot of new Origins that will add interesting starting positions for your empire. Right now we have 16 in the current version of the game, and we will probably see a few more until it's finished. I think Origins will be a great addition to the game that will surely help to facilitate a lot more player stories and player fantasies. We won’t be showing all of these yet, but it will probably be immensely hard for us to not tease a few every now and then Who isn’t curious about Remnants and Scions? PDXCon is rapidly approaching and Stellaris fans will have a lot of cool things to look forward to! In two weeks we will be back again with another dev diary, where we’ll talk a bit more about PDXCon. ------------------------------------------------------ As always, remember you can also read this Dev Diary on our forums and give us feedback in that thread: https://pdxint.at/DD155
  13. Stellaris Dev Diary #153 - Empire Sprawl & Administrative Capacity AUG 29 @ 8:05PM - HARLOT Hello everyone! We’re back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something I’ve wanted to explore for a good while now. Today we’ll be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end. As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here Empire Sprawl We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose. Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops. We are also able to modify how much empire sprawl each pop contributes, and we’ve added a couple of new species traits that affect it. There are also machine variants of these traits. We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later. The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel “centralized” and to perhaps favor a more “tall” playstyle. Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a “wide” playstyle. Administrative Capacity With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empire’s economy. For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats. For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires. Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job. Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesn’t affect the output of the jobs, but rather increases the total administrative capacity directly. Summary Personally I’m very excited for these changes and I’m very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, we’ll be interested to hear your thoughts. As mentioned in last week’s dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks. If you want, you can also read this Dev Diary and comment on our forums: Dev Diary #153[pdxint.at]

Congratulations to Pupp, Jed, Feladris & jermz1804 on being chosen Members of the Month for October for their primary divisions!

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