you mean like an applied/basic research split with randomness thrown in?
Jackson Howard
A-ayy. See
Mason Hernandez
...
Matthew Watson
Is this the community balance patch I need to get around to trying it
Carson Nguyen
To elaborate, take the Laser research line. Red Lasers and Blue Lasers shouldn't even be separate techs: the difference between red and blue is laughably small compared to the difference between UV and XRay and XRay to Gamma (especially since Gamma can go to essentially infinite energy/photon), but that aside the principle behind all five are exactly the same - there's no functional difference to the physics used to create that shit. What would be nice is a separate Theoretical and Engineering tree for each type - Theoreticals unlock a shitton of Inventions that cover broad areas (to use a contemporary example, Radio Signalling (Theory) would of course lead to Radio as an invention which gives passive buffs and stuff, and unlocks a few Engineering techs that can be researched to get things you have to manually build but often provide very few bonuses on their own (RADAR stations really don't harness anything spectacular so it's a rather useless breakthrough until you build RADAR stations). Then there's the segred techs that pop up randomly (changing based on how good you are at tech and how skilled your lead scientists are) and stay available as soon as they pop up. Stuff like Sentient AI, P=NP, Grand Unified Theory, Mind Mapping, etc. might be things you get. Most of them will be Theoretical, a few might be Engineering (Tachyon Lances for example, since from a physics point of view they're fucking absurd and shouldn't even be controllable since you'd have to change the effect to retcon the cause in the future). These may be gamebreakingly strong but they might not even appear in the 150 years you play, because they represent true breakthroughs, and there's the big RNG Paradox might've wanted to go for - some empires will prosper just because they discovered this one thing that gives them an almighty edge, while others will fall because they didn't.
Ethan Allen
We actually made it to post limit last thread. That's encouraging. Don't leave me /4xg/, losing the Starsector general hurt too much. I can't lose another decent general.
Isaiah Perez
How would you guys do a fun, interesting, and deep research system?
>private and public research institutes >institutes are abstract conceptions, and each researches exactly one project >projects come in three flavors; technologies, fields, and frontiers. >all technologies are repeatable, with each tech having several different repeatable fields such as "miniaturization", "efficiency", etc >all technologies belong in a field, some in multiple fields, and researching field repeatable improves all technologies within that field >fields can be sub-fields of other fields; for example, quantum physics is a sub-field of physics in general >frontiers are the initial investment of research required to open up their respective field >there is no tech web or tech tree; rather, techs are opened for investment based on their distance to other, researched techs, with more heavily researched techs providing more weight >it is not necessary to have researched a field's frontier to access a tech within it, but the probability of it being open for research is heavily penalized for every field its in that you haven't opened up >research on fields, or on frontiers for fields you haven't discovered, is given a bonus for techs you have researched in that field and how heavily they have been researched >if a project hasn't been opened to research yet, its probability is re-evaluated every year. >all possible techs, fields, and frontiers are listed in the research screen, and you can set either their discrete funding or their funding percentages. >public research institutes you can tell directly what to research, but they receive maluses for underfunding >private research institutes will tend to research whatever has the most funding >there's always a chance that some unaffiliated institute will make a breakthrough discovery for anything, possibly even stuff you didn't know was possible yet
Samuel Morgan
Merge this with , adding an Engineering and Theoretical branch to all bottom-level fields and get the random techs Also make it so different governments might have different functions - a democracy might have a much higher chance of getting unaffiliated stuff but something like Theocratic might get a boost to whatever they're focusing on, although unaffiliated are unlikely to do much
Carter James
>miniaturization >efficiency Eh I don't know about that being an institute thing, it makes more sense as a Vicky 2 Invention system where it just repeats up to a certain point (there's a hard physical limit on what you can achieve with a certain level of technology)
James Lee
That's sorta what I was going for with technologies, but it can be resolved with sub-fields. For example, laser weapons aren't a technology, but rather, they're a field called "lasers", the technology within that field would be the various laser weapons.
Connor Smith
Remember, an institute isn't just a university or a think-tank, they're also engineering labs and so forth; if it makes it better, imagine fields being only studied by proper universities, while technologies are developed by engineering firms and graduate students looking for a doctoral project.
Carter Perez
So I'm the guy who had his first fleet disappear for 8 years before realizing it was bugged
I attempted a fix for it based on a YouTube video and it fixed it but it went missing again and I got mad and decided it was ducked and deleted it entirely I'll just start over
Colton Perry
Eh but I don't think fields should be a repeatable thing - the technologies inside that field already cover advancement in that field. The Frontier is basically Theoretical ain't it? I mean it doesn't make much sense that researching electromagnetism makes railguns stronger for some reason, like no the concept behind railguns has essentially reached maturity.
Yeah but I don't think it should be something explicitly researched but something that generally happens over time, at least for certain technologies with civilian applications You don't need the US gov to fund Intel to make their chips more efficient or you didn't back when AMD actually provided meaningful competition get your shit together chinks for example, because they have an incentive to do so. Similarly I doubt miniature capacitors acting as AA batteries that can power apartment blocks will need government funding - there's incentive from the civilian population who are itching to buy it to play on their Sony Playstation Invictus XXXVI
Connor Morales
Eve online usually has two separate types of weapons in a given weapon type
It uses pulse lasers for short range and beams for long range. They do different damage but each has a trade off. Pulses work great at short range but are garbage at long. Beams are great at long but shit at short
Other weapons include automatons for short range higher damage and artillery for long range less damags
Missiles work on the same principle. Torpedoes are short and cruise missiles are long
Luke Perez
Actually, on second thought, that makes a lot more sense. Separate institutes into institutes and labs/workshops/firms; institutes are focused more on fields, but also enjoy a bonus to prototyping new technologies. labs/workshops/firms are incredibly good at improving existing technologies, or making small leaps, but are almost incapable of improving on fields or exploring frontiers, except for that rare engineer struck with a bolt of inspiration.
for private firms, also simulate a market of how potentially profitable technologies and developments in fields will be; you're not required to give funding to private sources, and in that case they'll just follow the market (which probably means just getting really good at existing stuff). If you want private firms to focus on unknown technologies, or to break a frontier, you'd have to subsidize them far more. Public firms aren't so expensive, and they focus on whatever you want them to (and thus have no qualm pursuing "moonshots"), but may suffer from some inefficiency.
Jaxson Ward
In the game distant world's or distant universes I can't remember the games name but it had multiple types aswell
Missiles were generally long rnage but each type of missile did a different thing and it had amazing diversity
John Mitchell
Eve Online had a lot of issues but it's a testament to its ambition that for good or bad nobody has even tried to emulate it.
Juan Cox
>I mean it doesn't make much sense that researching electromagnetism makes railguns stronger for some reason, like no the concept behind railguns has essentially reached maturity. Fair point; when I thought of that, I was thinking in terms of fields like "materials", and it might not work for all fields.
Christian Sullivan
That all sounds pretty neat. For me though, a lot of 4x research systems are all based around researching techs from a pool that's more or less shared by all empires. I'd create a system where the research is found similar to the way resources are. The player would find tech locations that give access to research, representing that this particular location had an anomaly worth studying. Developing tech locations would open up options in further advancements or the location's field. Now, there'd still have to be access to basic researches such as colonization and such. Though, having colonization research tied to whatever the first life supporting planet discovered is could be interesting. The idea I have behind this system though is to try and tied research to location. Allow for more unique empires. One particular race has techs that give them predominantly ballistics, while another uses lasers. Advanced tech locations along their borders would be valuable assets. Another bit I was thinking would be to add a sort of epoch system, where as older tech sites exhaust their research, new sites are mapped out as potential new sites. This could lead to quickly securing new sites by force or through research agreements, where you could cooperate with different empires to gain access to tech locations that your scientists specialize in.
Alexander Howard
I'm trying to draw comparisons based on the games I've played and how they did balance
Carter Morris
I like this Paradox get to work, you need to implement mod hooks that will make this possible ;_________________;
Fair enough I was just praising Eve for overflowing ambition, something very few games seem to have nowadays. CaoCao.png
I can see some of that working, esp. say advanced Wormhole / Warp engines popping up in empires who are right next to a BH system or a binary pulsar system or something, but for others it doesn't make sense - electromagnetism works the same way everywhere, unless that specific species simply never used electricity.
Jack Davis
Is there a mod that closes borders again after 1.2?
Aiden Reyes
>Never used electricity Even then they'd have to figure out a thing to get to spaceflight. I just don't see fledgling stellar empire powered by non-electricity. Clockwork/diesel/steampunk is all fine for fantasyish stuff, but it's just not that great and they're bound to get a grip on it through studying lightning storms, heck, static electricity even. Or native animals that use it (electric eels on earth), or even biological electricty. But this is kind of getting off topic from me.
Levi Reyes
Well that depends, if they're near some Rigel-tier star and survive in extremely hot temperatures, there's no reason why just solar and the heat energy can't be used to do work of some sort.
James Sullivan
So, who are the waifus in Civ VI?
Jose Lee
None they all look like utter shit
Jacob Price
>it's the "chase the multiple ~1K strength fleets as they worm through hyperspace" episode again
Does the fucking AI get speed bonus for interstellar travel or something? I'm on the same hyperspace engine tier on my ships and they literally can't jump fast enough to catch these niglets.
I just need one more fleet victory to seal this fucking stupid war holy shit I'm so mad right now.
Blake Gomez
Hello guys, I was giving exams so I stayed out of touch with the new developments Since I am a Pirate what is the current patch? Any good mods?
Cameron Butler
>colonization costs influence now how much? All these arbitrary and unintuitive game mechanics in an attempt to force players to play tall is getting kinda ridiculous.
>forces you to play tall >can only win game by blobbing BRAVO PARAFAGS
Oliver White
30 for inside borders/just on the borders, then scales (not sure if linearly or exponentially or whatever) with distance
Nathaniel Turner
On Stellaris, sorry
Asher Allen
1.2 yes
Cameron Barnes
It scales sensibly, like all things paradox.
Basically, you either bite the bullet and hope you get: >non-shit leader traits (inb4 slaver again) >non-shit systems (ONE PHYSICS RESOURCE ASTEROIDS WEW) >neighbors that won't wall you off with their special snowflake influence-free settlers
Kevin Kelly
where the fuck am i supposed to install the new patch I get error everytime
Robert Evans
Oh, that's probably the new denuvo DRM paradox got with 1.2
Jack Turner
>sensibly Kek >special snowflake No user YOU are the special, crippled, snowflake here.
Jackson Perez
uh your /stellaris install directory
Easton Allen
>he thinks paying one whole non-fractional unit of influence per "distance" is acceptable One "distance" is fucking tiny, family.
Isaiah Cooper
>reading comprehension I was laughing at calling it 'sensibly'.
Asher Myers
Would getting the Lower Warscore mod be considered cheating with the insanely high values required after 1.1?
Kevin Wood
Who cares it's singleplayer
Grayson Hill
I just don't want my victories to be cheap but not being able to vassalise empires that by no means are capable of fighting back properly is just silly
Juan Roberts
That's why I was saying there would still be a common pool of techs shared by all empires. All the game changing stuff, like new methods of FTL, would be tech locations.
Michael Moore
no, it wouldn't make the game easier, all it would do is save time
Wyatt Brooks
>uplift a species >forgot they're repugnant What do I do?
Parker Evans
Gene mode them to not be repugnant. Or did you already use all points? Otherwise, just keep them stuck to their own planet(s).
William Roberts
I glossed over the traits and now they're everywhere shitting up the resource output.
Grayson Johnson
Colonizing a planet on the other side of a foreign empire WOULD require tons of influence. Pic is basically building a new Gibraltar
Aaron Foster
>sending a spess ship over requires tons on influence when it takes all of a month to get there What is the logic behind your post
William Fisher
The porblem is that you have to settle far in early game to make the most use out of the 5 cap. In-border planets are usually tiny garbage and I usually end up spending ~80 for non-retarded choices outside the borders. it's a shitty mechanic.
Ryder Jackson
Imagine if the US just up and built a city just north of Canada and then called it their territory. Obviously it would take an influential state to do so
Benjamin Ross
Except influence isn't actually influence. It's like political clout or some shit.
Asher Brown
The Soft cap isnt affected by planets within already claimed systems anymore though, since Asimov
Isaac Gutierrez
you know what to do
Adam Peterson
Finding multiple habitable planets in a system (let alone worth colonizing and taking the research hit) is a very very unrealistic expectation.
Jose Fisher
Precisely. Im guessing the game is calculating distance AROUND the foreign territory as if it was closed borders, rather then through it
Brandon Hughes
Tru nuff, but rampant forward-settling needs a curb somehow, although maybe some mechanic other then influence would be better
Aaron Perez
>faction A needs 80% support in parliament and the ear of the King to found a new settlement under royal charter that they'd have no control over >this, instead of political influence over neighboring countries and diplomats to sooth tensions Cool stuff.
Oliver Martin
Shitty/incompatible cracked update Got another one Oh how I missed yoouuuu
Logan Russell
>colonies distant from capital have ethnic divergence malus >huge research penalty >cost significant amount of influence >you can colonize only 5 systems at the same time do Paradox know that one of four X means eXpand?
Julian Parker
It's marketed as Grand Strategy.
Lucas Adams
I'm more bummed but terraforming. I could live with 10 years if you could go from any type to any type, even if "multiple jumps" would cost more, but having to take several times ten years is just annoying. (Even if terraforming isn't a "decade or so" progress). I mean, they've already shown they're perfectly willing to make breaks from reality with the tech tree
Brody Butler
>Civ V is more popular than Stellaris and HoI IV combined Glad to see the jews are finally being exposed
Cooper Kelly
I'd still be playing ciV if I hadn't played it to death already.
Wyatt Gutierrez
My comp is full of anime.
Chase Thompson
Paradox games can't compete with Civ series
Jason Cruz
B-but imagine all those people who bought it from the paracux store and thus have the game without having it registered on Steam!
Leo Jenkins
Civ V is a more accessible game, loved even by relative normies.
Tyler Martinez
Aurora has the best approach to this. First you research theoretical inventions - wavelength, focal size, recharge rate etc. Then you design your own laser weapon based on your theoretical inventions and few other variables like size or mount and research it once again.
Ethan Robinson
Terraforming is horribly broken. Why would I spend time and resources if I can just gene mod pops which cost only few hundred of research points and takes only few months.
William Kelly
Yeah but the autism
Benjamin Hall
How come Stellaris is not in the archive, like how they do it in /gsg/?
Luis Murphy
Is there a mod that lets you pull up a menu that allows you to make a fleet build order that splits it between all your stations instead of micromanaging each one?
Brayden Jenkins
Friendly reminder that >The +1 Production to unemployed citizens from Statue of Liberty is unimplemented It might say +1 production, so Unemployed gives +2, but if you look at the calculated yields it is completely unchanged.
LIBERTY FAGS BTFO'D
Zachary Flores
>unemployed citizens
Austin Moore
Ugh. How can a game full of so many neat little ideas and concepts and filled with so much charm have such a cumbersome, ugly and just terribly designed UI and so much tedious micromanagement?
Fuck that, seriously. So much potential...
Matthew Ward
It is because of people preaching the Korea+SoL+Sec+Civil Combo.
Unemployed would then provide: >1 Food >2 Production >4 Science
But If they can't even implement it properly, then it is worthless.
Xavier White
I thought that was a known thing
Brody Jackson
pic related, the village management and crafting 'user interface'
Nicholas Rodriguez
Fuck is this game, looks interesting Is it torrentable, like to try it first
Leo Lee
>only do light bombing with one corvette to secure planets while the rest of fleet overruns remaining systems >muh terror bombing
Easton Price
is there a way for me to kill native tribal pops once I've already made a colony in stellaris?
Michael Robinson
it was pretty cool, lots of interesting things and little stories but got old fucking quick
thea the awakening, yes its torrentable
Michael Adams
Thanks lad already in my cart, will buy if I enjoy
Isaac Nelson
You get the modifier everytime a pop/building is destroyed by bombing
Jackson Morris
Thought I was done with this game but actually having fun with Asimov;; something must be wrong with me
dope patch, cheers wiz
Ethan Cook
>cheers wiz t. wiz
Jackson Scott
Just park corvette near, without bombing so they can't build starport.
Ayden Stewart
Wiz is based
Jaxson Martin
>Be Honor Bound Warriors (Fanatic Militarist, Spiritualist) >The biggest Military Superpower in the Southern Galactic hemisphere, my only real rival is all the way in the north, unreachable >all my neighbors either fear me, or constantly kiss my ass >Spend my time policing and and defending smaller nations from assholes, and bullying said assholes >Pitiful weaklings always bothering me to fight they're battles for them >Nobody goes to war without my consent >Nobody does anything without my consent
is this what it feels like to be the USA?
Carter Perez
Is Distant Worlds better game then Stellaris? Yes. Why? Let me tell you:
Isaiah Foster
nip nong ching chong bong bing ling
Jordan Anderson
I have registered stellaris but for some reason I cant access the user mods section in the forum anymore?
James Ross
>race specific victory condition - they provide more diverse gameplay - green skinned babes need to have happy population, arachnids need to conquer and enslave - shared victory condition doesn't include only conquest and domination
Dominic Hughes
In my opinion, the Asimov patch is a good step in the right direction. The reason the active players are greatly reduced is because they are releasing these updates gradually, while people who buy a product usually expect good shit (and with good reason) at purchase.
For example, the diplomacy now is actually important and feels decent enough, both for trade (trade increases reputation now) and federation votes.
Mason Williams
>easy colonization - possible colonies (and colonization ships) are clearly presented - can be sorted by distance, quality, resources etc.
Justin Martinez
>easy diplomacy - in one window you can see relations between xeno empires, why they (don't) like you, their military and economical power and minimap with their territory
Leo Taylor
>trade - you can trade with technologies, disputed bases, offer to join their wars, threaten with sanction or war
Connor King
I don't even think you can destroy buildings or pops with Bombing liteā¢