Stellaris - Paradox Interactive

Man of Honour
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thats first 3 games lost,
1st due to new mechanics, which I will now play differently.
2nd one it placed other civilisation next door and me in a choke, had 5 stars sytems and just home world.
3rd one, started right next to a fallen empire which took an instant disliking to me. my fleet around 700, there's 3 x 3k

can I have a bit of luck please on the starting conditions?
 
Associate
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19 Oct 2002
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I bought the base game a little while ago whilst it was cheap but I'm unsure if i should get any DLC before starting.

My plan is to play the base game and if i get on with it get the DLC, but which ones? Some appear to be cosmetic and bring little to the game.

Whats peoples thoughts on the DLC?

Thanks
 
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Associate
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359
Enjoying the dlc and update but it takes some getting used too.

I am just shy of 250 years in on normal with a inward perfection agrarian idyll pacifist. This with default settings on huge galaxy.

On huge galaxy I have about 48 planets and 32 starbases. Starbases are Uber powerful especially with a tradition perk. I have one that is 38k, like building your own egmatic fortress.

Fleet wise my current cap is 450, with 3 30k fleets, fleets are a lot smaller but each individual ship has experience levels now so you want to look after them. Battles are a lot better.

Jump drives are different, you control them manually now with the j key and they have 120 day cool down. Ship speed is a lot slower, ships have to cross the system now before they can leave it in that direction.

Wormholes can take you across the galaxy, to its partner. Jump gates gives you an option to go too 4 or 5 other. Be careful as the other end could be hostile space or fallen empire territory.

Resources are more plentiful, I have 65k energy with another 100k in sector, minerals about 1 k month.

Ai gives you lots of resources for trade, not been attacked yet expect by marauders and pirates. Marauder fleet are Uber powerful for first 100 years. Pirates spawn in systems with no outposts in if you leave them for too long. More an annoyance then a danger.

Pacing is a lot slower, not even onto repeatable techs yet in 2 trees and only have 5 tradition perks even with my unity at 2.2k a month. I reckon at least 300 years until onto all repeatable techs and possible 400 until I don’t need unity anymore.

I can’t take On fallen empires yet, they have between 150k -200k in fleet power before being awakened.

No sign of a khan or end game crisis yet, ai are happily fighting each other but not me.

Powerful starbases seem to disuade them however I was sneak attacked my maureders - instead of coming via my fortress systems they came through a worm hole behind my lines, would have caused serious damage but they flew into a system with an ether Drake which was in my territory . That was about 100 years in.

Game is a lot more tactical, mastering starbases I feel will be the key. Each one can raise your fleet cap by 36 or give you 45 energy is you spec them right.

Will keep playing onto the end. One bit of advice would be if you control a wormhole or jump gate system, turn the starbase into a bastion in that system with 28 defensive platforms.
 
Man of Honour
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this is really annoying.
does anyone know what these are? an unknown fleet and always 3.3k strength sometimes multiple 3.3k fleets but always unknown and always 3.3k and just goes around blowing stuff up, this is the third game with them. and my fleet is always around 1k. I don't know who they are and I don't know how I'm **** them off and there's no way I can fight them. thought maybe the race i am, so changed to a peaceful diplomatic race and same.
Doesn't happen every game but think I've only played 6 or 7 so that's like half of them.

also hope they fix the fleet designer bug, that gets totally confused with upgrades and what its meant to have in it. not a game stopper but is annoying.
 
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Don't know of any unknown fleet early on, but it does sound like the pirate faction that can be funded by your rivals/neighbours to raid your territory. Yes annoying as ****. Sometimes you get lucky and they ask for tribute.

Turning off marauders will probably stop it but then you miss out on the Khan event.
 
Soldato
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@Thumpsta I highly recommend all the DLC, they all add something to the game some of it is cosmetic but they tend to add more events, play styles etc that really flesh out the base game and give you so many more options.

Granted I think some of them should have just been included or for free but then this is a Paradox game, I personally find them worth it.
 
Soldato
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Been playing the Apocalypse update recently, I like some of the changes that came with it, but some of them need balance updates/bug fixes.

The starting changes are really good with the explored initial star system, and I actually do quite like the new mechanism of claiming a star system by building an outpost in it, makes more sense than the old one which just expanded your circle of influence occasionally.

The war exhaustion goes up too fast by default, there is a mod for that though to make it a bit more realistic.

Claiming territory is expensive on influence costs, but at some stage you tend to run out of expansion options with outposts as you reach borders with neighbours.

I am OK in theory with everyone starting with hyperlane travel, but the ships travel so slowly now that you can't react to things like pirates before they've taken some things out even if you make a beeline for them. The construction/science ships also take a long time to get around. The pirates are more of an annoyance than anything else. Apparently the "raiders" are bugged so I set it not to spawn any for the moment.

I do quite like the new space fortresses, although you really do need to specialise them, especially on the frontier where you need to install weapons and disruptor buildings to make them any good. Early game my defensive platforms kept getting killed (and they were 200 minerals each!) but later I could see them being amazing if you stack them on top of a weaponised fortress which can look after itself.

The fleet manager is fantastic in theory, but mine is bugged to hell. At the moment it thinks my fleet has no ships in so keeps trying to overpopulate my fleet if I click the reinforce button. With some ironing out of the bugs I think it will be a great way to manage fleets compared to how it was done previously.
 
Man of Honour
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see I think long travel time is one of the best things, even though its taking me a long time to adjust for it.
it changes the game for the best, makes it far more strategic. not only can you not just have one big fleet, it really requires choke points with amazing starports.

ad thank's I will try next game with them turned off.
 
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Powerful starbases seem to disuade them however I was sneak attacked my maureders - instead of coming via my fortress systems they came through a worm hole behind my lines

Yeah Khan did that came in and ****** up my starbase. 11k vs 9k. I reloaded and sent a 4k fleet to lie in wait but then he just trolls me and sends 15k through :/

Not happy about that to be honest. They were the other side of the galaxy and recently spawned, how could they know what I had in that system in real time through a wormhole?
 
Soldato
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I've unlocked jump drives, fitted them to my ships so according to the devs 2.0 patch notes I should be able to travel while ignoring hyperlanes. I don't know how to use them though, is their a button to click or something? As my ships just still seem to travel via the hyperlane routes.

This is really starting to tick me off now as another empire I'm at war with has them as well, however they can use them and have an incredible advantage as a result. Even engaging them is frustrating as when I'm hammering them they jump out and to give chase I've got to go the long way round... grrrrr
 
Soldato
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Well I'm really enjoying v2.0!

Hyperlanes - means you can be strategic in placing stations and fleets, no more blobbing and the AI seems to (for the most part) respect that too. It slows the pace down which is good, it stops you using doom stacks!

Borders - much prefer the way you colonise now, I did the stations because of the above.

War exhaustion - this for me is actually really good. Again, forces you to be more precise and strategic instead of just blobbing and steam rolling over empires. It negates momentum aka easy street where you pummel the AI in to submission in a long, drawn-out war. That no longer happens.

Civics and other tweaks - feels like it's widened the opportunity for play types and styles. This is good, of course.

And there's other stuff too, I own the full DLC suite and now have 115 hours on record. I 'only' played ~40 pre-version 2.0.
 
Associate
Joined
21 Sep 2010
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Pirates are a a bit broken at the moment and paradox are going change how they work.

I have notice that the ones that spawn in adjacent systems to your outposts only attack you.

I have seen a pirate has spawn between 3 empires and they only raided my territory. The ai will race will wipe them though if need be.

Maurader empires are op and are being changed somewhat.

War exhaustion is also going be changed, no more auto peace but you will get a debuff at 100% exhaustion of unhappiness and no unity / influence income.
 
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