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[PC]Stellaris - Page 27

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ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
December 05 2016 14:13 GMT
#521
Patch 1.4 is live now:

Patchnotes here: https://forum.paradoxplaza.com/forum/index.php?threads/patch-1-4-0-full-patchnotes.986584/

or in here:+ Show Spoiler +
##############################################################
####################### VERSION 1.4.0 ########################
##############################################################

###################
# Leviathans Story Pack
###################
* Added new introduction event for the Artisan Troupe
* Added encounter event for the Enigmatic Fortress

###################
# Features
###################
* Added 33 new achievements
* No longer possible to build robots on planets belonging to sectors
* Added victory event after defeating the Prethoryn Scourge
* Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
* Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.

###################
# Balance
###################

#General
* Evasion is now capped at 90%
* Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
* Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
* Afterburners now use the auxiliary slot
* Regular empires now start with 8 pops
* Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
* Pirate ships have been reworked slightly and buffed in most cases
* Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
* Stone age primitives now generate fewer tile blockers
* Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
* Venerable trait cost reduced from 5 to 4
* Mineral Silos are now restricted to 1 per planet
* Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
* Level 3 mineral silo now only provides +1 mineral per adjacent tile
* Increased protectorate tech discount to 95%
* Protectorates can no longer conduct independent diplomacy
* Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
* Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
* Reduced spawn odds of tomb worlds
* Increased frequency of alien pet deposits
* Reduced warscore costs for planetary and vassalisation wargoals
* Doubled Pre-Sentient Anomaly spawn chances
* Fixed CTD when generating a certain tooltip while the player has no planets
* Pops are no longer upset if an occupier purges Pops on one of your planets

# Components
* Space Torpedo mineral cost reduced from 20 to 10
* Space Torpedo power usage reduced from 20 to 10
* Space Torpedo maximum damage reduced from 260 to 215
* Space Torpedo armor penetration set to 50%
* Armored Torpedo mineral cost reduced from 40 to 15
* Armored Torpedo power usage reduced from 40 to 15
* Armored Torpedo damage reduced from 150-300 to 140-280
* Armored Torpedo armor penetration set to 50%
* Devastator Torpedo mineral cost reduced from 60 to 20
* Devastator Torpedo power usage reduced from 60 to 20
* Devastator Torpedo armor penetration set to 50%
* Devastator Torpedo missile HP reduced from 8 to 6

###################
# AI
###################

#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries

#Sector
* Major work done to sector AI to make it better at budgeting and utilizing resources

#Diplomacy
* AI will now sometimes gift countries that are at war with their rivals and threats
* AI will no longer ask you to become their vassal multiple times in a row
* AI is now less keen to accept a lot of defensive pacts
* Slowed down AI requests for federation membership/association status to prevent message spam

#Misc
* Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
* Fixed a bug where AI was trying to build buildings on tiles that had presentients on them

###################
# User Interface
###################
* Added a setting to disable all auto-unpausing from popups
* Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
* Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
* Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
* 'Closed Borders' and 'Truce' are shown as diplomatic statuses

###################
# Bugfixes
###################
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
* Fixed armor absorbing too much damage if the ship also had shields left
* Fixed very high armor values negating the effects of armor penetration
* Fixed auto generated ship designs getting wrong combat computers
* Swarm units have had their sound volume adjusted
* Spaceport no longer provide Naval Capacity while under construction
* Fleet view shows current fleet activity instead of order description
* Vassals and overlords no longer gives sensor to each other while at war
* Sector AI will spend own resources instead of players resources when upgrading spaceports
* Uplift species button is locked if no species can be found on any owned planet
* Fixed a bug where some leaders could live forever
* Planets with Stone Age Primitives will no longer generate Anomalies
* Tzynn Empire now starts with the proper number of trait points
* Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
* Launcher MOD tab scrollbar appears with correct position and size when content overflows container
* Fixed a rare case of portrait duplication caused by prescripted species templates
* Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
* Situation Log entry list of counters grows up instead of down
* Savannah and Alpine worlds now have proper localization in the start screen
* Fixed typo in Frontier Hospital technology description
* Fixed a bug where upgrade fleet progress could display numbers above 100%
* Fixed some outdated hotkey references in tutorial texts
* Fixed frantic twitching animation in diplomacy window for main species
* Fixed reversed fanatic/militarist bonus to rivalry influence
* Fixed some potential event spam when running on high speeds during War in Heaven
* Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Enclave governments now get a new ruler when the first one dies
* Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
* Fixed some ships getting stuck in a looping death animation
* Fixed CTD when looking at a ship that fired a shot during the same frame as it died
* Fixed CTD that could happen if ground combat was started on a planet without owner
* Garrison from Pops will no longer spawn on planets that have already been occupied
* Fixed CTD that could happen when assigning a new mission to an observation station
* Fixed various issues with Swarm behaviour


###################
# Graphics
###################
* Tweaked humanoid 02 and 05 portraits
* Added updated clothes textures
* Added fixed clothes for humanoid 05
* Arthropoid battleships sections now all line up
* Galaxy view textures have been updated.
* Extradimensionals' death effects have been updated.


###################
# Modding
###################
* Event chain counter max = -1 means max is ignored. Default value is -1
* Added count_countries trigger
* Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
* new trigger won_with_condition = domination_victory
* Added trigger num_strategic_resources


###################
# Performance
###################
* Misc performance improvements


Main change seems to be (finally!) weapon targeting and how the unbidden work
LiquidDota Staff@TW_ShiaoPi
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 05 2016 14:50 GMT
#522
My most recent campaign was pretty strange. With default settings but clustered spawns and advanced empires turned of, I had half of a spiral galaxy arm all by myself. It took me 45-something years before I encountered something other than primitives

1.4 is looking good. Also, a free DLC a bit later today. The reason for the delay is probably because the DLC has 1.4 as a requirement
EZ4ENCE
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
Last Edited: 2016-12-08 22:44:44
December 08 2016 22:43 GMT
#523
Played it a bit now, feels quite good so far. Although I have not gotten the new DLC to fire off events yet.
Also this makes me really interested in 1.5:
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-54-ethics-rework.987286/

Finally fleshing out and improving on the ethics and factions, making it much more interesting
LiquidDota Staff@TW_ShiaoPi
TL+ Member
Yurie
Profile Blog Joined August 2010
11845 Posts
Last Edited: 2016-12-08 23:22:47
December 08 2016 23:22 GMT
#524
On December 09 2016 07:43 ShiaoPi wrote:
Played it a bit now, feels quite good so far. Although I have not gotten the new DLC to fire off events yet.
Also this makes me really interested in 1.5:
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-54-ethics-rework.987286/

Finally fleshing out and improving on the ethics and factions, making it much more interesting


Interesting they make factions much more important with the bonuses for their happiness. Making caring about them somewhat relevant, perhaps even having many of them for a lot of bonuses instead of just wanting one that is easy to keep happy.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 09 2016 06:06 GMT
#525
On December 09 2016 07:43 ShiaoPi wrote:
Played it a bit now, feels quite good so far. Although I have not gotten the new DLC to fire off events yet.
Also this makes me really interested in 1.5:
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-54-ethics-rework.987286/

Finally fleshing out and improving on the ethics and factions, making it much more interesting

After reading on the Paradox forum, the new free DLC event has a 1/200 chance to fire when a science ship enters a system with a black hole. And that is every time it enters a black-hole system, not just the first time.
EZ4ENCE
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
December 09 2016 07:35 GMT
#526
Ah time to spam some poor guy in and out a black hole system then xD
LiquidDota Staff@TW_ShiaoPi
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 09 2016 08:23 GMT
#527
If you are playing with wormhole as your FTL method, you can also build a wormhole station in that system so that science ships uses it even when do their other things
EZ4ENCE
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
December 09 2016 10:07 GMT
#528
I mainly play hyperlanes only but thanks for the tip
LiquidDota Staff@TW_ShiaoPi
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 09 2016 21:55 GMT
#529
After trying the different FTL methods, I found that I've actually like wormholes the most as long as you aren't trying to conquer everyone ASAP.
EZ4ENCE
RoieTRS
Profile Blog Joined July 2008
United States2569 Posts
December 10 2016 08:18 GMT
#530
Any nonobvious redpill grand truth of this game? Like what's the powerful strategical goal you shoot for to win the game?
konadora, in Racenilatr's blog: "you need to stop thinking about starcraft or anything computer-related for that matter. It's becoming a bad addiction imo"
Laserist
Profile Joined September 2011
Turkey4269 Posts
December 10 2016 13:16 GMT
#531
On December 10 2016 06:55 WindWolf wrote:
After trying the different FTL methods, I found that I've actually like wormholes the most as long as you aren't trying to conquer everyone ASAP.


Yeah, I think the consensus is

WH > Warp >>>>> Hyper
“Are you with the Cartel? Because you’re definitely an Angel.”
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
December 10 2016 14:39 GMT
#532
I just enjoy playing hyperlanes only galaxies as it kind off gives you a bit more of a strategic element what would have been terrain in other paradox titles
LiquidDota Staff@TW_ShiaoPi
TL+ Member
Gorsameth
Profile Joined April 2010
Netherlands21691 Posts
December 10 2016 15:05 GMT
#533
On December 10 2016 23:39 ShiaoPi wrote:
I just enjoy playing hyperlanes only galaxies as it kind off gives you a bit more of a strategic element what would have been terrain in other paradox titles

If you limit to hyperlanes then yes it adds a strategic element but if all are allowed it can gives you a disadvantage if someone else jumps past your fleet and you have to take a bad route to catch up.
It ignores such insignificant forces as time, entropy, and death
FeyFey
Profile Joined September 2010
Germany10114 Posts
December 10 2016 18:38 GMT
#534
I stick to warp drive since it is the easiest switch towards the lategame drives. The AI also derps less with warp drives.

AI behaved weird in general though for me, after the dlc. Threw away their ships constantly, so they never recovered if their main fleet got beaten, which made the game a lil boring. But it seems fixed in this update, so should probably try another round.
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 15 2016 12:51 GMT
#535
https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-55-unity-and-traditions.988693/

Paradox and Firaxis really likes to borrow mechanics from each other lately it seems. Not that I'm complaining though, I think this will be a good addition with 1.5
EZ4ENCE
ShiaoPi
Profile Blog Joined October 2011
TAIWAN NUMBAH WAN5956 Posts
December 15 2016 13:42 GMT
#536
Seems like a good addition especially considering the changes to ethics we are getting. Little concrete information, but they did say that 1.5 is still quite a while away so I guess one should not be too nitpicky
LiquidDota Staff@TW_ShiaoPi
TL+ Member
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 17 2016 21:07 GMT
#537
Yeah, it looks like 1.5 is quite a bit away. If I were to guess, I would say that it will come out in early spring or around that time.

On another note, I was at Paradox's Fan Gathering two weeks ago (actually at their offices) and I had a chance to chat a bit with Rikard Åslund (The project lead for Stellaris). And apparently he became project lead because the previous one jumped off mid-development (don't remember any more details on who/why/etc), and Rikard moved in to fill that hole. And he was going to leave the Stellaris team after the game had shipped but later decided to stay.
EZ4ENCE
Clonester
Profile Joined August 2014
Germany2808 Posts
December 18 2016 02:20 GMT
#538
Well, there is still no reason why the A.I. is such bad and unfun.
Boosting the A.I. on hard and very hard with 50%/100% production boni will not make the game harder, as the A.I. is still too stupid to wage wars, to use opportunities, to forge usefull alliances or just to fight a war with something called strategie or tactic.

The A.I. Mods like enhanced A.I. do the work, at least to a certain degree mods can turn it, but there is still no way that Pdox cant just buy the mod (or hire the modder) and at least get a new starting line for its A.I., because thats the thing that kills the fun once you established your empire arround year 2275-2300. The rest of the game just becames grind. Stupid grind, declare war, take some planets, wait 10 years, continue on.

The biggest problem, the bad economy model and very very bad art of war in stellaris are not even mentioned yet by the developers. I cant understand how they add things like this new system in 1.5. while there are major flaws in the core mechanics.
Every war is exactly the same, against the A.I. 100% of time, against other players 90% of time: Group all ships in one fleet, if your military powers is larger then your enemy, find his fleet, kill it. If it is smaller, hide your fleet till you produced enough ships so your fleet is larger/better and then look for the fight. If you fight multiple enemys, destroy one fleet after another, start with the smallest enemies. (Your planets got taken? Thanks for giving me more time) Only in a very small case (rare PvP games), it can be usefull to use smaller fleets to snipe off space ports so his fleet costs him more.
This whole war mechanic makes Stellaris wars dull and boring, while it could be changed so easy: Reintroduce Stacking Panelty, the more levels your Admiral got, the bigger fleet he can command in a battle. Fleets over the command limit will act unorganised in combat with a growing debuff the more you go over command limit. Other changes need a change in economy first:

The economy is also boring, the exponential growth is so fast in Stellaris, that arround 100 years after start you can get up to 500-1000 minerals per month making you spit out ships fast enough to always use your full potenital fleet amount or even more. In the late game, you can be over 2.5k per month while having a fleetpower of 1500-2000. Following this, sizing individual planets, does not matter anymore in a war. Your enemy invaded 5-7 planets, while you destroyed 3 out of 4 fleets of the enemy federation? Well you still got 200 minerals per month, yeah energy is a problem, so lets stop all research academies for some time and its fine again. Then kick the last empire, retake all planets and boom. While taking planets is super easy (defending them is just not worth it if you cant kill the enemy empire's fleet with it), it does not hurt your an empire once it is at +20 planets, even if it his homeworld. Individual colonies, especially the homeworld, just become one of the many you got in the later midgame turning war into a shitfest where even the most important place of your empire, your homeworld, is not a point you defend aslong as you can crush other fleets during that time or increase your own.
Following this, the economy needs to change. First it needs to be slowed down. The expansional growth is normal for the economy, but it spirals way to fast out of control in Stellaris. The rapid increase in income reduces the importance of every planet and station very fast. Then the homeworld needs to be massivle buffed to eager it out. The homeworld should be the very center of your empire, the culturel, the scientifc and the economical one. If and enemy attacks your homeworld, you should feel high pressure to defend. Not that you lose the war instant, but much more then at the very moment. On the other hand, invasions need to be much harder, so that its a heavy commitment to launch an invasion fleet. A way forward would be changing ground combat completly:
After bringing in your (expensive) invasion fleet, first you decide what to bomb: Everything, major military operation theaters, only confirmed military objects, nothing. The bombardment will soft the defenders, but not like at the moment, where full bombardments give *100% attack damage, thats just way too much. These bombardments will not only destroy certain buildings on the planets surface, but also will determine the attitude of the people if you conquer this planet and annex it. Then you decide where to invade:
Outside of the cities (only small landing losses) or direct space to ground combat invasion (landing in cities, much faster battle but much heavier causalities) while the landing outside of the city can lead to a years taking siege with ongoing causalities. The garrision of planets should be much stronger, in military emperies every pop should form at least one defence army just because he exists and also additional "militas" can be produced even when the planet is blocked or there is a siege going on on the surface. If a liberation fleet form the defender comes to help the planet, while the blockade fleet of the attacker moved somewhere else, the attacker's army sieging the planet could be wiped out completly by bombing (if the fleet is strong and large enough). Following these changes, invasions would take much longer and costing more (or being even much more deadlier for the attacker and short like the current ones) while it would be much more worth to conquer the home world of an empire or one of their core colonies.
Togeather with a slower economic growth (+ more important homeworld and core colonies) and the stacking panalty, maybe we wouldnt see the doomsday stack fleets attacking each other and then end of war but ongoing fleet interactions at various fronts at the same time.

Other changes are political. It is good that we finally get different loyality factions and thats a good change by Pdox. But there is still alot missing, when it comes to unloyal pops and factions. These are at the moment not worth being in the game, just as defensive pacts. They just eat influence while not influencing your gameplay in a fun way. My tip would be to add a new value, "Empire Enforcment" ( in %). Each system has another value of empire enforcment, which gets increased by loyal pops in the system (if the system has a colonized planet), fleets/army in the system, military stations and outposts in the system. Loyal pops and non allied military in the system will decrease the value. Nearby systems influence each other, for example, if you conquored another empire and leave their systems without ongoing military representation, even the systems without colonized planets (and disloyal pops) will have a very low empire enforment value. Low empire enforcment value turn your systems "evil" after a time. Resource stations can first start striking (selling their earnings on the black market) and finally could become pirate stations. You have to send law enforment (military) to get them back to work. Whole planets can turn away from you, just like in the current rebellious system, but with much harder consequenses: Rebellious fleets will spawn with an uprising ( people upgrading cargo ships with weapongs), the uprisings will generally be stronger and you will have a harder time to defend them. Rebellions in your empire can make your loyal pops unhappy and finally disloyal (let them fucking go faction, pretty much how alot of asymethric wars have been won on earth).

And last but not least, supply and comercial ships. To make the new pirates usefull (the now ingame ones are not, and my proposed ones are not really) we introduce comercial trading ships and supply ships. Now resources get moved by trading ships automatically from place to place. When you start building a battleship above your homeworld, you need to get resources there from the places you save them. And these places are filled up by civilian trade ships. Pirates can attack them and reduce your income. On top of this, your fleet needs resources to. Instead of beaming them to the fleets, supply ships (in convoys) will send these supplies to your fleets. They will take the supplies out of your depots that are located on planets or in the orbital resource depots you can build. Attack these supply convoys is possible and should be encurraged to give better wars. Fleets without supplies cant move and will starve out after longer time. Supply routes cant be infinite long, you will have to set up military supply stations within enemy territory to supply our fleet deep in enemy lines. When you want to wage an invasion against the enemies core worlds, you will be vulnerable to trade interdiction and supply interdiction. Without saving your back lines and supply lines, you could lose your entire fleet to an much weaker, but more intelligent enemy.

All in all, these are 3 changes that could be force into 3 DLCs, 1.Political, 2. Economical, 3.War. These would make Stellaris much greater, togeather with an A.I. that can spell its name.
Bomber, Attacker, DD, SOMEBODY, NiKo, Nex, Spidii
WindWolf
Profile Blog Joined July 2012
Sweden11767 Posts
December 18 2016 17:16 GMT
#539
In regards to combat, how will that prevent players from simply having one fleet following another? This happened in one of my campaign where I was playing with Wormhole, but my captured Automated Dreadnaught was using Warp (they hot-fixed this rather quickly so that it uses your empire's FTL method) so I just set it to follow my main fleet. Aside from not being able to enter orbit it didn't really change anything. Personally, I would prefer some way to encourage the player to use smaller fleets instead of punishing large ones.

In regards to economy, I feel that every strategy game; in one way or another; has the potential of creating a "critical mass" with the economy. In EU4 before they revamped the buildings, once you get tax/production/trade buildings rolling in your empire, you could easily build every building in all of your provinces and still have ducats to spare. The big limiter then was manpower and AE. Yes the economy can snowball, but how do you balance that vs. nerfing the early game to hard,
EZ4ENCE
Vivax
Profile Blog Joined April 2011
21979 Posts
December 24 2016 13:14 GMT
#540
What I kinda dislike so far is that, being a DW: universe player, there are no civil ships cruising around with cargo. I just slap mining stations wherever I can and automatically get the resource. In DW you actually had to look after your logistics by protecting the transports from the numerous pirates and providing the right designs for the ships, which then the civil sector would automatically build, amount depending on the taxation you imposed.

You even have to design mining stations correctly as they are also your refuelling stations. And not enough cargo space, docking bays or mining capacity would lead to fleets not being able to refuel efficiently.
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