>WE nerfed >Statut quo peace removed >Unity cost per system nerfed from 2% to 1% >And more
Chase Ross
Read somewhere: >Strategy First used to publish good games, most notably co-publishing Jagged Alliance. Today, however, they basically act as a loophole on Steam helping talentless amateurs and shovelware games circumvent the Steam Greenlight process simply by virtue of being a publisher. They are credited with publishing hundreds of Steam games, with more games every few days, making it clear they don't actually look at the software they're "helping" to publish.
That's sad to read. Greenlight and Eshop were a mistake.
Nathan Harris
So what's the verdict on 2.0, I really miss the early game real estate rush and muh wormholes so I'll probably just retire this shit unless they actually improved the game instead of removing features.
Bentley Scott
>Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
Nathaniel Cook
More : >Reimagining a classic PC strategy game such as Dungeon Keeper for the smartphone generation is a tricky proposition, since most of its target audience has never played the original. Unfortunately, Electronic Arts decided to do so in the worst way possible—creating a lame Clash of Clans clone in Dungeon Keeper's clothing and art assets inexplicably lifted from Minecraft, constantly goading the player into spending money on overpriced in-app purchases to get around the long wait times for performing simple actions as building a single room (clearing a single map square, an action that took only a second or two in the original games, can take up to 24 hours here), throwing mean-spirited insults at fans of the original game (by using the old Bullfrog logo as an indicator of a destroyed room), and deliberately inflating the game's rating on the App store by making it so that writing a 1-4 star review will redirect you to a service page, and not actually publishing the review. The part about reviews actually infuriate me.
Sebastian Long
Both of those things are better in this patch. Carving out your borders is more frantic if anything and wormholes are actually wormholes now.
Juan Taylor
Nice. I hope they don't fix megastructure build cap. It's a feature, not a bug.
Jackson Cruz
HOTFIX OUT NOW >"temporarily" disables WE and brings back WS >reduced ship upkeep
Jace Wright
>Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
Parker Brooks
I like how they made energy credits even more useless in the game
James Stewart
owning borders are a trap, the good strategy now is having access to the lanes without owning them yourself.
early rush is still on, but its a science rush not a strictly territory one. discovery tradition is now best first pick 100% of the time for super fast surveying to cherry pick good planets and black holes
John Ross
liar
Levi Smith
he's a tech-let who doesn't have enough energy storage to actually use all of that
Brayden Scott
everyone is like this always
Jacob Sanders
pacifism and materialism are ethics of the bugman
Lincoln Williams
It's a little bigger than a hotfix.
Jaxson Nguyen
>2447 Does the game continue to be fun at that point? I think I've only made it past 2350 once, if that
Easton Butler
thats fine, cos robutts are meta
Grayson Thompson
...
Dylan Gomez
outposts should have influence upkeep and no tech/unity malus
Cameron Harris
From my experience you are correct, nobody wants to trade shit, hence trade enclaves being so important
can I get some support here guys everyone's downvoting me
Cameron Bennett
F E D E R A T I O N E D E R A T I O N
Christopher Mitchell
They should have food upkeep.
Oliver Adams
>can only trade a maximum of 300 energy per month for a measily 150 mineral I have planets that generate twice that
Ethan Perry
let's dissect this: features first >status quo isn't forced at 100% WE, instead it makes pops unhappy and nullifies influence and unity income good >Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview ??? >War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side nothing changes, game just tricks you into thinking you gained more than you lost >Marauder fleets are neutral to bystanders YES >It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space what's the point? >Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships attack fallen empires not to be slow as shit >Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap HAHAHAHAHA >Megastructure resources are now affected by country modifiers >Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier they call it new feature instead of bug fix, fucking Swedes >ship design generating improvements there are people who use this?
BALANCE >Reduced War Exhaustion per ship and army killed WAD t. Wiz >Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus wow, it's actually useful >Technologies that reduce claim cost now also decrease war exhaustion gain make warmongering harder, then make it easier. t-thanks >less war exhaustion when fighting a liberation war dunno if it was ever a factor >Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance Starbase change is nothing because it's, at best, -50 energy in the late game, while outpost change is really fucking shit. They were bad enough already. >Base unity income increased from 1 to 2 but wait...
Chase Wilson
Sorry, but I think you have downs syndrome
Wyatt Martinez
>reduced ship upkeep Where, 2.0.2 patch doesn't say anything.
Justin Davis
...
Mason Bennett
>* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus Am I retarded or this only apply to Military-Fanatic Militarist? Which means Ravenous Swarm, Defense Matrix and Fanatical Purifiers don't get any bonus to WE?
Eli Hall
And my syncretic slaves
Benjamin Bell
There's techs that reduces the ship costs. Upkeep is a fraction of the ship's cost.
Kevin Long
Which mod?
Noah Jackson
robots are still balanced
Jackson Butler
I agree food and a small mineral upkeep for organic empires. Energy and minerals for robot empires.
Benjamin Cruz
>Megastructure build cap WHAT. DOES IT MEAN I CAN'T COVER THE UNIVERSE IN RING WORLDS? HOW HIGH IS THIS CAP ANYWAY?
Austin Mitchell
they fucked it up on purpouse just to make that joke didn't they?
Brandon Perry
Are robots the way to go for maximum yelds? Wouldn't pacifist + massive use of synths + Spiritualist bonuses give the highest yeld? Or does the Machine World thing compensate/gives more than what i have listed? Care to share your build for another fellow min-maxer of yelds?
Josiah Young
I meant sensor arrays, dyson spheres and science nexoses. Though I admit I still haven't tried building multiple spheres and haven't built even one sensor array.
Andrew Reed
I thought this too, I didn't know there was a cap to how many ringworlds or habitats you could potentially build.
Jason Miller
>44 per tile if on a FE homeworld
Robert Johnson
>It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
It should be possible to test fire it at anything with various effects pic related.
nigga just go with the resource producing traits on your robots as an end goal, then just tech mad, then terraform your shit, then get a high level governor megaconstruction out the ass while producing massive fleets lategame
Blake Brooks
>Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions) THERE'S MORE! >Tradition unity cost per system reduced from 2% to 1% let's ignore it's awful by design and tweak the numbers >Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5% heh, going full circle >Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection Was Wiz cockblocked by 12 fortress habitat? >It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension jej >Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
>Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible) fuck off >Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster) doesn't change the fact that a lot of traits now increase sublight speed and they stack >Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to No retreat minmaxers beware >Drone Mining Lasers are now a bit worse against hull and a bit better against shields why? >Broken and shattered planets spawned on galaxy generation can now have deposits k >Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc) changes nothing since everybody will still stick the best ones everywhere for more speed >Reduced cost of hiring Marauder leaders to 2000 energy ofc AI will still be able to afford it whenever >Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month that was a bit broken, yeah >Increased opinion bonuses for ally of ally and mutual rivals, opinion penalties of allying rivals
Jacob Ortiz
That was retconned by Wiz with a "oh I though it wasn't important, it's just a misunderstanding".
Hudson Ramirez
>2.0.1 didn't fix multiple megastructures >I guess they're so bad they don't impact multiplayer balance at all. They really, unironically are though. It's nonsensical that they would make them either of underpowered or only-allowed-one, but it's doubly nonsensical that they would make them both.
Cameron Flores
>My WE increases every time I take a starbase by at least 2% >Enemy's WE increases by ~1% every time he takes a starbase back >Takes months to travel across a star system >Enemy is fielding a 12K fleet while I can't have more than 50 ships in a fleet because of the lolsorandumb order of appearance for technologies means I can't decide to research increased fleet size because of retards who bought into the 'deathstacks ruin the game' meme who convinced the developers to put a hard limit on how many ships can be in one fleet Fuck this game
Ayden Reed
I'm certain now that 2.0 had no beta testing at all, they just made sure the came worked and there weren't any huge bugs.
We are all currently beta testing for Paradox, for example if the increase in outpost maintenance is too much it'll get reduced or removed without second thoughts.
I'll just wait for 2.1.0 maybe in a month.
William Evans
> Monthly influence -1 > As a pop trait oh shit nigga what are you doing
Jaxson Myers
>Megastructure resources are now affected by country modifiers what does this mean?
Bentley Russell
Wait, isn't research still fucked up by multiple systems?
Cooper Diaz
man FUCK federations. the AI is so fucking bad it makes me angry
Camden Hill
>>It is now possible to mod away pre-sapient traits Why? For what reason? What's the point of uplifting tech now?
Ian Torres
>make a fleet of 50 corvettes >make a destroyer design with same name >upgrade fleet >now you have a 50 destroyer fleet and you only pay 50 naval capacity for them It's a bug though.
Isaac Ortiz
>* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
>Scout Admiral. >Can't actually Scout the Galaxy.
Nolan Ortiz
>Can see ion trails from so far. >Can't see the star types, planets or pick up transmission from other empires, though. >If you set systems to be explored in queue, your science ship will go to the center star everytime, literally wasting days or weeks even with modded sublight speed. >And once he leaves the system without surveying, your mighty empire capable of FTL travel forgets what was there. Alright, fuck this, I'll go play something else entirely and just stick to playing Aurora when I want space stuff. I guess I just can't go through this bullshit twice in a row so fast.
Let's say Dyson Spheres give you +1000 energy Previously they just gave you 1000 energy. Now with "Cosmic ray catalysis" it's 1050. Plus "Efficient solar cells", 1100 Plus that 10% wraith thing: 1200 Plus the Investor leader trait: 1300 Plus the Grow Economy agenda: 1400 etc, etc
Robert Gonzalez
Actually scout admirals can scout the galaxy, they got sensor range from their trait, meaning they can see one system ahead (unless it's a nebula). Still a retarded system, mind.
Sebastian Sanchez
>>Increased opinion bonuses for ally of ally and mutual rivals, opinion penalties of allying rivals Hey guys, do you miss those galaxy blocks forming and never fading? >Tributary wargoal is now a bit easier to enforce I don't trust them >Combat computers now give evasion_mult instead of evasion_add LETS BUFF CORVETTES YES >Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
>First pirate event now tells you the system where they are based jej >Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years) good >Federation fleet is now limited to an absolute max naval capacity of 500 but the player is still limited to 1000 because balance >It is now possible to get the gateway activation tech if you know any other empire that has the technology good >When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation heh >Citizen Service civic now also increases unity output from fortress and strongholds by 1 >Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost breddy good >Distinguished Admiralty civic increases leader cap by +2 does that mean admirals no longer get +2 level cap? >Driven Assimilators now have the 'Assimilate' total war CB ME don't play by rules, again >Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players) you can't hate xenos anymore in your comfy corner of the galaxy >Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
>Free Haven now gives xeno migration attraction instead of migration attraction Swedenistan
Nicholas Morgan
If you find some Proles trait primitives (+industry, -research), but what you want is research, you can mod Proles off them
Lucas Davis
OH I forgot to mention The icons for the Traditionalist and Conservationist traits are now identical >It's a bug though. It also sounds like too much effort.
Thomas Wilson
Pacifism was a mistake.
Aiden Hernandez
cos trait cap
Evan Lewis
I have no idea what this image is.
Is she going to try killing herself? shes a mermaid, she breaths underwater.
Adam Reyes
>still no way to see what claims are being made how do I downgrade to 1.9 pls someone tell
Isaac Cox
That's what she's trying to figure out.
Kevin Allen
>fallen empire
Colton Ramirez
TRADITIONS! >Expansion adoption effect now gives +50% colony development speed (down from +100%) reee stop being better than Wiz >Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity expansion ambition makes you more defensive, I think Paradox is getting clues from Canada this time >Shared Destiny effect on integration cost reduction changed from -50% to -75% You can't end up with a vassal, unless you deliberately make one, in which case why would you want to annex him? >Nihilistic Acquisition can now be taken by purifier-style empires So do they want to kill all xenos or not?
Edicts >Drone Campaign food cost increased from 100 to 500 >Learning Campaign food cost increased from 50 to 500 >War Drone Campaign food cost increased from 50 to 500 >Patrol Drones planetary edict is now available to all Gestalt Consciousness-empire If you have unrest, you're killing alien pops, so the problem will solve itself in time... Anyway, which one didn't have this edict?
UI >Added building descriptions to traditions that unlock buildings >Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them >Renamed Growth Speed to Pop Growth Speed to be clearer >Added the correct icons for megastructures and starbases in the control-groups UI >Contacts view has been improved >Government view now displays ruler & heir skill stars >Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler) :thinking: >Clicking your ruler or heir name in Government View will now allow you to change their name and/or title >Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers >Resource modifier no longer show decimal values >Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity >Added the country resources add and multipliers modifiers to the budget tab
Carson Wood
>FEs aren't AI ???
Samuel Rogers
For stellaris is there any way to play with a friend in a multiplayer game without owning it on steam ?
Andrew Perez
>research still tanks from taking systems Why did they only fix unity and not research too? Are we supposed to rush a science nexus or something? Even with a tall empire I usually only build that when I reach repeatables.
Camden Cooper
They aren't normal empires. It's like being surprised that marauders aren't playing by the rules either.
Oliver Perry
those didn't count toward that, like the ones you get from other ascension paths or events
Grayson Bailey
>Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
So instead of nerfing Oligarchy they just fuck over everyone else who doesn't piss credits? Nice.
Sebastian Perez
Marauders don't colonize. Can you give me one good reason why FEs shouldn't have to use the same colonization mechanics as everyone else?
Alexander Wright
1 nrg is nothing
Isaac Barnes
research didnt suffer from the bug that unity did? also research way easier to get
Wyatt Stewart
Some AI changes (fixes) >AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan >Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them >AI no longer picks shared destiny unless it has at least one vassal >Fixed another cause of AI endlessly inviting player to the same war
Bugfixes... you know what fuck it I'll make a screencap of the patchnotes next time and be done with it, this is too fucking long
Christian Baker
200 systems mean -200 at the minimum, not counting how much more bigger stations cost.
Mason Jones
Honestly as a new player I had energy issues, but now I am rolling in it until I get those mineral fabricators. I haven't tried it with this current patch yet, but I think thrifty might counter it if it's a issue.
I just want research to not suck with more than a few outposts
Daniel Jones
>technologically enlighten some primitive civ >they insult me
Asher Walker
It's big for early game which was already pretty slow.
Joseph Powell
They fixed the bug AND then reduced Unity cost per system Kinda weird that did that to unity only
Nathan Myers
whats so technical about round nuts? fucking kek
Jason Edwards
anyhow, it's Steam opt-in beta
Jeremiah Cook
Geez how could this happen
Carson Scott
no 1 energy is never big at any time
Jaxson Hill
Thinking about finally buying rome europe universals, did they fixed bug with crashes? Is it actually possible to play more than 100 years