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MrBug708 05-11-2016 12:07 AM

How do you set sections?

NobodyHere 05-11-2016 12:23 AM

There's a "Create New Sector" Button on top right of the Empire panel.

Brian Swartz 05-11-2016 12:25 AM

I really, really like the sector mechanic in theory. In practice? Too soon to tell. I play slowly, so I'm just getting to the point in my positively weird-starting 'test game' where I'm about to need to make my first one. Sixth planet is getting the colony set up now so ... I'm about to start figuring it out.

spleen1015 05-11-2016 08:01 AM

From what I am reading about Sectors on the official forums, the AI doesn't do a very good job controlling them.

Looks like they are fairly necessary which kind of sucks.

It seems they put them in for multiplayer considering once you get to the point of having 50 planets it will be hard to manage.

Hopefully they make it an option for single player.

Thomkal 05-11-2016 08:18 AM

first hotfix for Stellaris:

https://forum.paradoxplaza.com/forum...orts.928210%2F

spleen1015 05-11-2016 08:34 AM

You guys probably already know this if you are familiar with Paradox games.

You can only earn achievements by playing Ironman mode.

Lonnie 05-11-2016 10:14 AM

I wish they had more almost human species. They are probably saving that for DLC.

Neon_Chaos 05-11-2016 11:33 AM

Question for guys who have been playing through mid-game: How many pops do you usually maintain before the research penalty gets too high and research starts to bog down?

lungs 05-11-2016 11:34 AM

Quote:

Originally Posted by Lonnie (Post 3099988)
I wish they had more almost human species. They are probably saving that for DLC.


+1

Otherwise the game has sucked me in. I'm about 20 years into my United Nations of Earth game. It was pretty easy for me to pick up, I guess having played a lot of EU and Victoria helps.

Diplomacy does seem a little bland, first race I met up with was friendly, established an embassy, made an alliance. Second race I met up with was basically like, "Hi, I don't like you" and we haven't spoken since, despite now sharing a large border.

Currently trying to make friends with a further away race that I need to go do some research missions in their space but they don't let me in.

Built up a nice energy and mineral surplus. Influence seems to be the one I have trouble banking. Took out a frontier outpost for more influence and proceeded to have my border shift back, losing a 6 mineral system I had put mining stations in. Try to build another frontier outpost further out, and I don't have enough influence points.

Brian Swartz 05-11-2016 11:55 AM

I really hope that, if the AI is bad with the Sectors, that they improve that instead of getting rid of the sectors. I think they are a really important gameplay thing, not just to cut down on micro but just from the sensible standpoint of controlling every aspect of all planets is like the president setting zoning laws for Peoria. It's just not going to happen.

So far it does seem that my favorite parts about the game are things a lot of people don't like -- the naval combat, the sectors thing, the fact that frontier outposts cost considerable influence(can't tell you how happy I am that you pay a big price for spamming the things which is exactly how it should be). I'd rather have PDX work on bugs/AI aggressiveness/improving trade & diplo.

Quote:

Originally Posted by lungs
seems to be the one I have trouble banking. Took out a frontier outpost for more influence and proceeded to have my border shift back, losing a 6 mineral system I had put mining stations in. Try to build another frontier outpost further out, and I don't have enough influence points.


Yep. I've already taken down two of mine. I have a good ally, which basically means I don't have enough influence to have more than one or two frontier outposts. These are the decisions I really enjoy.

lungs 05-11-2016 12:00 PM

Quote:

Originally Posted by Brian Swartz (Post 3100010)
Yep. I've already taken down two of mine. I have a good ally, which basically means I don't have enough influence to have more than one or two frontier outposts. These are the decisions I really enjoy.


If I establish a colony near a frontier outpost, would it make sense to take the outpost down?

Brian Swartz 05-11-2016 12:34 PM

Yes, definitely. Particularly if you can't colonize a system but intend to do so later, for example if you don't have the technology to colonize a planet or need a larger resource base to support it, this a good way to expand.

Mizzou B-ball fan 05-11-2016 01:23 PM

Publisher Defends Negative IGN Review Of Their Game, Shoots Down 'Supposed Conspiracy'

NobodyHere 05-11-2016 01:50 PM

Quote:

Originally Posted by Mizzou B-ball fan (Post 3100026)


Just so everyone remembers, it was IGN who awarded MoO3 a 9.2/10

SirFozzie 05-11-2016 02:03 PM

Also, IGN US was the one who gave a version of Football Manager a 2.0 a few years ago because it wasn't FIFA or PES.]

Vince, Pt. II 05-11-2016 02:13 PM

So it took me a long while to realize I would need to send in ground troops to conquer an opponent planet once I finally declared war. I didn't want to fight them, but they were extraordinarily weak and refused to even offer civilian ship passage for science missions due to ethics choices.

How do I go about eliminating their influence? I've vassalized them and taken control of two colonies, but it's still their space, keeping me from being able to colonize the super juicy system right on their side of our border.

MizzouRah 05-11-2016 02:27 PM

Who cares about IGN.. Stellaris had record sales and overwhelmingly positive reviews on Steam as well as many glowing reviews from other sites. I doubt Paradox gives a hoot about IGN's score.

Brian Swartz 05-11-2016 02:35 PM

Quote:

Originally Posted by NobodyHere
Just so everyone remembers, it was IGN who awarded MoO3 a 9.2/10


And an 8.8 to TW Rome 2. It's debatable which is worse.

Quote:

Originally Posted by Vince
I've vassalized them and taken control of two colonies, but it's still their space, keeping me from being able to colonize the super juicy system right on their side of our border.


There are tech options to expand your 'border push', but who knows when you'll draw those. If possible, built a frontier outpost just inside your borders to give you more push. Aside from that, war is the only way that I know of. Bite the bullet and just conquer them if the planet is worth that much to you.

lighthousekeeper 05-11-2016 02:43 PM

Quote:

Originally Posted by MizzouRah (Post 3100049)
Who cares about IGN


IGN is still very influential

(assuming the year is currently 2004)

MizzouRah 05-11-2016 04:18 PM

Quote:

Originally Posted by lighthousekeeper (Post 3100054)
IGN is still very influential

(assuming the year is currently 2004)



:lol:

dzilla77 05-11-2016 04:29 PM

Quote:

Originally Posted by Abe Sargent (Post 3099939)
Well there goes my Alzar dynasty :)


YOu just need to send Alaz to Space. :)

Brian Swartz 05-11-2016 04:39 PM

Just looked at the victory page for the first time in a while. Got a bit of a chuckle. I'm 36 game years in.

Domination -- 40% of the galaxy owned. Actually have a bit of progress on the bar so I mouse over it. "You have 7 of the 333 planets required!" Um, not too encouraging there.

Conquest -- Conquer or subjugate all other empires. There are 30 of them left. About 20 years ago there were 29. So that's actually going the wrong way, I think due to new races reaching the FTL stage as I've seen one nearby, but not bordering empire get conquered already.

Quote:

Originally Posted by dzilla7
YOu just need to send Alaz to Space.


Exactly! There's already a mod for a race of Kerbals. And probably others. Won't be too long before we're throwing all of the Mass Effect, Star Trek, Star Wars, etc. races together in one galaxy.

Vince, Pt. II 05-11-2016 05:48 PM

Quote:

Originally Posted by Brian Swartz (Post 3100051)
Bite the bullet and just conquer them if the planet is worth that much to you.


That's the thing, I obliterated their defenses and rolled in 6 assault armies, conquered...and it stayed their territory. Is that because I made them my vassal?

Brian Swartz 05-11-2016 05:53 PM

Yes it is. If you want to control the planet, you want the Cede Planet wargoal. By agreeing to make them your vassal, you are allowing them sovereignty over their territory, but they have to fight with you in any wars you wage, which they have no control over(as opposed to an ally, who has to agree to the war).

Mizzou B-ball fan 05-11-2016 06:37 PM

Quote:

Originally Posted by MizzouRah (Post 3100049)
Who cares about IGN.. Stellaris had record sales and overwhelmingly positive reviews on Steam as well as many glowing reviews from other sites. I doubt Paradox gives a hoot about IGN's score.


LOL. Someone didn't read the article. It had nothing to do with the average score. ;)

Abe Sargent 05-11-2016 06:52 PM

Alright played a few hours last night to get up to speed, and now it's time to create a non-human race and get to it. I'm teh spider people in the upgraded version of the game with Enduring and Strong, Fanatic Xenophile and Pacifist. We like you! You don't suck! Come fight for the Chittering Confederation!

Vince, Pt. II 05-11-2016 06:54 PM

Quote:

Originally Posted by Brian Swartz (Post 3100089)
Yes it is. If you want to control the planet, you want the Cede Planet wargoal. By agreeing to make them your vassal, you are allowing them sovereignty over their territory, but they have to fight with you in any wars you wage, which they have no control over(as opposed to an ally, who has to agree to the war).


So out of curiosity, do we know how they determine which planets are available to be ceded when I declare war? I wanted three systems of theirs - two for science purposes, one for colonization - but the colonization system was not an option for me.

Brian Swartz 05-11-2016 07:27 PM

I don't know for sure. My operating assumption for now is that it's all of them that you can choose from -- I know that's the case in terms of a small empire. For larger ones maybe it's those within a certain distance of your border? Haven't really gotten into that yet.

bhlloy 05-11-2016 08:46 PM

I think I hate sectors. It sucks to finally be getting shit together and to be able to colonize multiple planet types, and you are artificially limited to not actually be able to manage anything yourself. I just lost interest in a game because even if I expand much more it feels like I'm just sinking credits into bad sectors.

Hopefully it's not long until people are either able to mod the limit or get rid of it altogether.

Abe Sargent 05-11-2016 10:04 PM

Damn I just unlocked Titanic Beast infantry - these things are nasty

Brian Swartz 05-11-2016 10:26 PM

It wouldn't be hard to mod out sectors -- worst-case scenario would be a tech that you give everyone at the beginning that gives them +5000 core planets or whatever. It's like the demesne in one of the other Paradox games though -- I really don't think most people want to go through dozens or hundreds of planets all the time and change things. Maybe I underestimate the desire to micro.

Quote:

Originally Posted by bhlloy
. I just lost interest in a game because even if I expand much more it feels like I'm just sinking credits into bad sectors.


I'd like to more about this. Maybe I can help you with it, or maybe you can help me understand your perspective on it. I have a couple of recently colonized planets with a few pops each now that I have put into a sector, and so far they are doing fine. I would do a few things differently but what the AI has done has been very reasonable. They are self-sufficient with minimal mineral investment from me at the start -- I'm curious why you think you have to sink credits into them?

To me, if the sector AI is bad then what needs to happen is improve the AI.

/rant

SirFozzie 05-11-2016 11:23 PM

it's a minor tweak in one of the files.

Thomkal 05-12-2016 08:40 AM

secomd patch out this morning:

https://forum.paradoxplaza.com/forum...eports.929477/

MrBug708 05-12-2016 08:43 AM

How do you gain more influence?

lungs 05-12-2016 09:09 AM

Quote:

Originally Posted by MrBug708 (Post 3100164)
How do you gain more influence?


Not sure how it works with other types of government but with the United Nations of Earth, when a new president is elected they set a mandate to build stuff (usually four research stations) where if you fulfill the mandate you get a nice influence boost (can't remember exactly how much it is)

Abe Sargent 05-12-2016 09:23 AM

It's a random bonus, something like 50-150 or so if I recall.

Here are techs you can get to bump for FLu as wel

And you can name folks as your rival, that pumps it up

Shoveler 05-12-2016 09:31 AM

I have not played any of the previous paradox games, so is this game overly complicated to play and understand what is going on? I'm very tempted to pick it up as I'm a sucker for sci-fi space games. However, I am worried that the scope of the game may get so large that I would eventually get overwhelmed by everything you have to do... sort of torn on whether to pull the trigger or not at this point.

Also, I have to play in bursts rather than long play sessions. Do you have to commit a lot of what you are doing to memory or is it fairly easy to keep track of what you are doing inside a large empire?

Uncle Briggs 05-12-2016 09:57 AM

Quote:

Originally Posted by Vince, Pt. II (Post 3100104)
So out of curiosity, do we know how they determine which planets are available to be ceded when I declare war? I wanted three systems of theirs - two for science purposes, one for colonization - but the colonization system was not an option for me.


I think wargoals can only be colonies, not empty systems. So you have to try and guess which one puts the empty system you want in your borders.

Vince, Pt. II 05-12-2016 10:06 AM

Quote:

Originally Posted by bhlloy (Post 3100118)
I think I hate sectors. It sucks to finally be getting shit together and to be able to colonize multiple planet types, and you are artificially limited to not actually be able to manage anything yourself. I just lost interest in a game because even if I expand much more it feels like I'm just sinking credits into bad sectors.

Hopefully it's not long until people are either able to mod the limit or get rid of it altogether.


I think the real problem is with the AI, as has been mentioned. The other bummer is that they force you to start with sectors fairly early - before micro-management becomes an issue - so it feels like an artificial handicap in the early game.

Vince, Pt. II 05-12-2016 10:06 AM

Also, as a caveat, I only just developed my first sector, and cannot tell how inefficient it will be yet.

MizzouRah 05-12-2016 10:34 AM

I'm really going slow.. just making sure I tend to all my duties. :)

Peregrine 05-12-2016 10:47 AM

Can you ever trade with fallen empires? I started a new game and in my area it's just me and a big ol' FE. Fortunately they like me since we have the same ethos but seems like all its trade options I tried are -1000.

bhlloy 05-12-2016 11:14 AM

Quote:

Originally Posted by Vince, Pt. II (Post 3100180)
I think the real problem is with the AI, as has been mentioned. The other bummer is that they force you to start with sectors fairly early - before micro-management becomes an issue - so it feels like an artificial handicap in the early game.


Yeah, I'd agree with both of these comments. To answer Brian's question above, I have a sector with 2 planets, 4 pops and a a decent number of systems with resources/mines running a -4 (think it was -6 at first) energy credit deficit. And there's nothing I can do about it except keep shoveling in credits and hope they are building things that will eventually turn that around. To have that happen with a feature that was essentially forced on me because of game design decision is just dumb.

I don't disagree there should be some penalty for having 30 planets, but making it 5 when the game is just starting to get good is horrible. I never would have stuck with CK or EU if I'd have been forced to detach and vassalize any regions over 5. Or imagine Civ where you aren't allowed to manage more than 5 cities. Just a bad game decision that is hugely limiting, in my humble opinion.

bhlloy 05-12-2016 11:16 AM

Quote:

Originally Posted by Peregrine (Post 3100193)
Can you ever trade with fallen empires? I started a new game and in my area it's just me and a big ol' FE. Fortunately they like me since we have the same ethos but seems like all its trade options I tried are -1000.


Yeah, the Fallen Empires are interesting to me too. I'm sure they probably have end of game events or event chains that justify their existence, but not having got there yet they just feel like a giant limiting blob that is far too powerful for you to do anything with.

Brian Swartz 05-12-2016 04:00 PM

I'm going to be looking into doing some modding, but thought I'd leave some feedback for everyone to consider on some things I've found related to the AI.

** It does some things well. Leaders are assigned appropriately, and I think it is forming sectors quite intelligently(not talking about how the sector AI itself works, but how they are formed on the empire level). They are developing their planets with appropriate buildings on the right tiles in general, and they do upgrade them(though not as fast as they should in some cases).

** They keep larger reserves of minerals than I'd like, but they are using them. It's been rare for me to see them getting close to the cap.

** They use frontier outposts but not often enough, and rarely use edicts. Empires that get blocked in sit on tons and tons of influence.

** Energy is the big one. They simply won't abide not having a small(at least) energy surplus. Ever. For any reason. Every AI empire sits on max energy credits and will still deactivate buildings/refuse to upgrade them if it gets too close to 'break-even' for its monthly energy income. I'm seriously considering just removing all maintenance for planetary buildings just because it is having such a big impact here.

The AI should be able to be made a lot more competitive, so I'm hopeful it'll happen. The sectors thing looks like it's going to get some early changes, though too early to know what exactly. I'm still super-hyped, I'm just transitioning into the 'ok, how do we smooth over the rough spots and make this work better' mentality. Changing the core planet limit is where a lot of people are starting.

Brian Swartz 05-12-2016 04:40 PM

Quote:

Originally Posted by bhlloy
don't disagree there should be some penalty for having 30 planets, but making it 5 when the game is just starting to get good is horrible. I never would have stuck with CK or EU if I'd have been forced to detach and vassalize any regions over 5. Or imagine Civ where you aren't allowed to manage more than 5 cities. Just a bad game decision that is hugely limiting, in my humble opinion.


I can get on board with this. I think it's a good idea with decidedly subpar implementation. I'm going to look at ways to have you start small(maybe even smaller than 5), but have the number grow as you expand. That way you aren't just stuck with a small number forever, you can increase your core but have to decide what systems are going to be part of that core and what ones are part of the outlying territories.

bhlloy 05-12-2016 04:49 PM

Out of interest Brian do you mod for any of the other paradox games?

JonInMiddleGA 05-12-2016 04:59 PM

Quote:

Originally Posted by bhlloy (Post 3100196)
Or imagine Civ where you aren't allowed to manage more than 5 cities. Just a bad game decision that is hugely limiting, in my humble opinion.


This was pretty much my reaction to it. I'm fairly unlikely to ever play the game anyway, not into a computer upgrade any time soon (and everything here is pretty ancient) but this would pretty much be a deal breaker for me. That's just a ridiculously low number.

Brian Swartz 05-12-2016 05:04 PM

Quote:

Originally Posted by bhlloy
Out of interest Brian do you mod for any of the other paradox games?


Nope. Crusader Kings interested me but a lot of the terminology I never really got past. Didn't put a whole lot of effort in it to be honest. Many years ago I did some modding for MOO3. Badly, I might add. I've learned a lot since then, mostly about the need to pay close attention to how the AI reacts to changes you make, and not just change something for change's sake. I've done some stuff for sports sims I've played(FBCB, DDSCB, etc.) to set up certain scenarios but all really pretty basic stuff there.

I love the futuristic sci-fi environment. I was all set to jump all over MOO IV, but having seen both games I laugh at it now. We'll see what can be made of Stellaris.

spleen1015 05-12-2016 05:56 PM

Quote:

Originally Posted by Shoveler (Post 3100176)
I have not played any of the previous paradox games, so is this game overly complicated to play and understand what is going on? I'm very tempted to pick it up as I'm a sucker for sci-fi space games. However, I am worried that the scope of the game may get so large that I would eventually get overwhelmed by everything you have to do... sort of torn on whether to pull the trigger or not at this point.

Also, I have to play in bursts rather than long play sessions. Do you have to commit a lot of what you are doing to memory or is it fairly easy to keep track of what you are doing inside a large empire?


I suggest watching YouTube videos. You will learn the game a lot that way.

I don't have a lot of experience with other PI games, but I don't think this one has a large learning curve.

Shoveler 05-12-2016 06:40 PM

Quote:

Originally Posted by spleen1015 (Post 3100268)
I suggest watching YouTube videos. You will learn the game a lot that way.

I don't have a lot of experience with other PI games, but I don't think this one has a large learning curve.


I picked it up this afternoon. :)

MizzouRah 05-12-2016 07:07 PM

I'm only a few hours in as I'm going slow... but damn if I'm not totally into this game and I'm glad I didn't hold off on it. I've played many 4x games, but Stellaris really gives me that "unknown universe" feeling that no other 4x game has ever done for me. I'm always checking up on my survey ships to make sure aliens aren't stalking them.

The UI is so damn impressive too. I've never played a Paradox game and I figured this game would be too much for me to really want to get into, but they have done an excellent job, at least in the early game.

Eaglesfan27 05-12-2016 07:21 PM

Quote:

Originally Posted by MizzouRah (Post 3100279)
I'm only a few hours in as I'm going slow... but damn if I'm not totally into this game and I'm glad I didn't hold off on it. I've played many 4x games, but Stellaris really gives me that "unknown universe" feeling that no other 4x game has ever done for me. I'm always checking up on my survey ships to make sure aliens aren't stalking them.

The UI is so damn impressive too. I've never played a Paradox game and I figured this game would be too much for me to really want to get into, but they have done an excellent job, at least in the early game.


I'm not usually able to get into Paradox games, but this one has me completely hooked. I'll echo everything said here.

Brian Swartz 05-12-2016 07:27 PM

Sweet! I think the early game beats the pants off anything I've played, ever. The trick is to raise everything else closer to that standard.

dzilla77 05-12-2016 08:05 PM

For those scared off by the typical learning curve of a Paradox game, this doesn't have it. The tutorial was pretty well done. If you are familiar with Space 4x concepts, this game will not be hard for you to grasp. The UI is excellent, although I would love to make the text in the pop ups a little bigger without changing screen resolution.

This is really an excellent game for me so far. I am sure I will find some things I don't like, but the innovative ideas around the tech tree are awesome.

MizzouRah 05-12-2016 08:13 PM

I love when something is done building on a planet, you get that green pulsating circle.. just little things like that make me giddy. First RTS game I've actually liked, typically I like turned based. :)

It has been a complete experience so far, starting with customizing your race.. something I NEVER do, but did in Stellaris.

Ryno 05-12-2016 08:29 PM

I really like the game so far. It's my first day one purchase in eight years, and I'm glad I didn't wait. Exploration is usually my favorite part of 4x games, and this has been fantastic. I read on the Paradox forums that there may be some sort of archeology victory condition. I'm looking forward to seeing how that plays out. I'll also add a big +1 to the UI praise.

My one complaint is sectors, and it appears that I'm not alone. The tutorial prompted me to do it long before I needed to. I think I had only three planets at the time. At least in the one game I've played, there are only so many planets to settle early on, so it wouldn't have been that difficult to mostly develop the planet before forming the sector. I also don't like being penalized for deciding against including a system while initially creating it.

What just bit me was finding out that they aren't able to use strategic resources from outside of the sector. I ended up having to reload after that. Now I have to convert the two Betharian Power Plants into standard ones, then upgrade, then reform the sector all before I can settle another planet. I don't necessarily disagree with the game design, but it would have been helpful to know beforehand.

As far as being inefficient, it seems like a no-brainer to prioritize food tiles until it's fully (or mostly) grown, but they definitely don't do that. It would be one thing if there was some dire need for something else, but there just isn't. Maybe the sectors without governors could be controlled by some empire-wide template. I actually like the sector concept, but it needs some tweaking and maybe a little more granular control.

All things considered, a big thumbs up so far.

Brian Swartz 05-12-2016 09:04 PM

Quote:

Originally Posted by Ryno
it seems like a no-brainer to prioritize food tiles until it's fully (or mostly) grown,


FYI while there are a lot of issues right now with sectors -- one of the worst seems to be that they don't have the influence cost required to upgrade the planetary capital buildings -- this is actually not a no-brainer. There isn't a huge difference between, say, having a surplus of 5 food versus 2. It's not a linear improvement, which I think is fantastic. You can only jumpstart growth to a minor degree. The strategic resource thing is another concern. The project lead has basically commented that they are paying close attention to sectors, so they know it's a problem. I'm interested to see what they do with it, it appears it hasn't been fully decided yet, which makes sense at this point but it's something I think they need to take significant steps on ASAP. Then everyone will move on to something else to complain about :).

Ryno 05-12-2016 09:16 PM

Interesting. That's what I get for making assumptions. I guess I've played too much Civ :)

Brian Swartz 05-12-2016 09:32 PM

I made the same assumption at first. Basically you get 1.0 toward your next growth target with 1 food surplus, and if you have like 7 food you get like 1.5 or 1.6. So it helps ... but you can't just grow pops like 4x faster or whatever just because you have more food.

MizzouRah 05-12-2016 10:01 PM

Quote:

Originally Posted by Brian Swartz (Post 3100298)
I made the same assumption at first. Basically you get 1.0 toward your next growth target with 1 food surplus, and if you have like 7 food you get like 1.5 or 1.6. So it helps ... but you can't just grow pops like 4x faster or whatever just because you have more food.


That is good to know. I know most LP's I've watched seem to focus on minerals.

Brian Swartz 05-12-2016 10:15 PM

Quote:

Originally Posted by Bryan Swartz
one of the worst seems to be that they don't have the influence cost required to upgrade the planetary capital buildings


Discovering more stuff that I was wrong about. So I should announce here. This shouldn't be a problem. I'm mostly through digging through the files to see what mod possibilities there are though basic editing. Getting to where they deal with the resources I find this under influence:

"sector_ignore_cost = yes"

In other words, sectors shouldn't have to pay the influence cost for stuff. Which causes exploits(giving a sector a frontier outpost, for example), but also means they should be building those key planetary capitals without worry. I need to stop believing what I read on the forums, there's so much misinformation right now about sectors :).

Ryno 05-12-2016 11:20 PM

Quote:

Originally Posted by MizzouRah (Post 3100300)
I know most LP's I've watched seem to focus on minerals.


That's probably the way to go at first. There's no shortage of things you need minerals for -- especially early.

After a decade or two though I found energy much harder to come by than minerals. For power you need power plants. You can't build power plants upgrade without an admin building. You can't build an admin building without 5 pops. Even with what Brian pointed out, I still think I'm going to go with food for the first four tiles. After that, I may very well change things up.

This isn't meant as any sort of advice though. I'm pretty much just winging it my first run through. But that's been my observation to this point (just finished colonizing my eighth planet).

Brian Swartz 05-13-2016 12:07 AM

I agree with focusing on minerals. Basically you need minerals except when you run out of energy to do the upkeep on the buildings getting you the minerals. Then you need more energy, so you can pay for the buildings that are getting you the minerals :). It's sort of a tug of war between those two.

Also, if I may vent a little. I found this near the very bottom of the biggest 'catch-all' file that we can easily change(defines.lua if you care). If you've played the game much you know how important each planet's 'capital' building is. They increase production on the four adjacent tiles for any food, minerals, or energy produced there. Getting the right buildings in those places is super-important.

Quote:

MAX_CAPITAL_UPGRADE_BEFORE_PLANET_FULL = 1, -- AI will not upgrade capital above this level before the planet is full (in pops)

I ... guh ... WHYWHYWHYWHYWHYWHYWHY??? If that does what I think it does, simply changing that 1 to like a 3, or 4, or whatever the heck the biggest number is, should do a crapton to help the AI not being a complete idiot(and it sure explains why they are so hesitant to build up sector capitals).

I've found, and it's just plain logical, that upgrading those capitals as soon as humanly possible(i.e.,. when you hit the pop requirement for them), is huge. I'm both happy to have found this, and at the same time I want to scream. Somebody put that in there. On purpose.

WHY? :)

Vince, Pt. II 05-13-2016 12:32 AM

Understanding how important planet / colony buildings are was a huge moment for me. I had been driving my economy almost entirely from mining planets that I did not colonize; once I realized how valuable a single power plant (let alone a Betharian Power Plant) was, it changed my world. I, like most, opted to push for a huge mineral surplus early. Which was awesome, until a few hours and a few outposts in when I started facing huge energy concerns. I was worried, because I had gone a long while since finding a system that had ANY energy available in it, until I started looking into planetary upgrades. Between surface buildings and Spaceport modules, I was able to completely flip around my energy problem in no time at all.

Almost makes me want to start over so I can build things up properly from the beginning!

JonInMiddleGA 05-13-2016 12:46 AM

Quote:

Originally Posted by Brian Swartz (Post 3100320)
Somebody put that in there. On purpose.
WHY? :)


This has kinda been the view-from-the-peanut-gallery question for me since the discussion about sectors started to emerge.

My gut reaction -- and still my guess at this point honestly -- is that the limits on human control might be an attempt to cover up some AI shortcomings (that may or may not have even appeared at early stages of the game). Maybe humans kicked the crap outta the AI routinely in testing if they had full or highly expanded control, so this could be a means of artificially preventing that kind of imbalance.

MrBug708 05-13-2016 12:51 AM

I ran into the sanctuary. Interesting

Brian Swartz 05-13-2016 01:23 AM

There's some truth to that Jon, but I think it's more in the inherent design category than Stellaris-specific AI weakness. There's got to be a better way to say that :P. What I mean is, they have talked about that fact that no AI will compete with a good human player. That's more of an issue here than in CK or EU because you've basically got symmetrical starts going on, not a wide variety in nations, holdings, and so on which is the opposite.

I do think that issue is part of sectors, but it was announced pretty early in the process and it does have other things associated with it; factions that can potentially rebel based on sectors, the whole limiting micromanagement thing, and so forth.

My educated guesstimate is that feature creep and development schedule stuff happened. The AI behaves very reasonably in some parts of the game -- and in others it falls flat on it's face, then gets up for the sole purpose of falling again. I would surmise that they probably tried to add stuff too close to release instead of cutting it off early enough to test what was there. I don't know though, we're all just guessing on that score. Just going by my limited experience in software and what I've seen and heard from the team.

JonInMiddleGA 05-13-2016 01:32 AM

Quote:

Originally Posted by Brian Swartz (Post 3100326)
What I mean is, they have talked about that fact that no AI will compete with a good human player.


That kind of begs a question, though it's probably one that lends itself to a different thread rather than an outright sidetrack here. But I'll risk it, trusting us not to all go bonkers with it:

How many "good human players" are there? Or rather, what percentage of players would meet that threshold?

I'm not comparing them to each other mind you, simply "good enough to soundly beat the AI routinely & repeatedly" will suffice. Is that 90% of the player base? 20%? 50%? I honestly don't have the foggiest idea, not really.

And if it's a big number (which I'm guessing it's at least in the 33-67 percent range with these games), then shouldn't there be some degree of groupthink possible that would lead to an improved AI? I mean, if that many people are "good" by the beats-up-AI standard then surely there are some common traits/styles/choices among them.

I'm not looking for cheats, handcuffs for the human player, Maddenitis for the AI. I mean genuinely better/smarter/more competitive AI.

What is the AI missing, then, that makes it unable to compete adequately with X number of players?

Vince, Pt. II 05-13-2016 02:14 AM

Heuristics is the short answer. Putting heuristics (the use of a sub-optimal but passable strategy when a perfect strategy is impossible or incredibly time-consuming to determine) into computer logic is nearly impossible - but we're getting there. Essentially, the complexity of the game makes it ridiculously difficult to make that work from an AI standpoint. It's really hard to break down the disparate elements of the game into a simple 'do this' answer to a situation where there are hundreds of variables.

And to be honest, the first part of your question is perhaps more important than the second. For strategy games like this that are incredibly complex and have a difficult learning curve, you're probably at least greater than 50% "good" rating for gamers. Maybe even well clear of that number. But then you get into the issues with the company itself and its solvency. They are trying to make their game as accessible as they can to generate more sales - they don't necessarily WANT a ridiculously good AI, because they want the new business from customers who AREN'T as savvy as the average player, and kicking them around the arena in their first go-around isn't exactly good for business.

Maybe in a game like Civ, with 6 or 7 different difficulty levels, you can really prime the pump on the highest difficulty level. But Stellaris has "Normal" and "Hard" modes, and that's it. Which leaves little margin for error in terms of how good you can make the AI.

JonInMiddleGA 05-13-2016 02:25 AM

Quote:

Originally Posted by Vince, Pt. II (Post 3100328)
And to be honest, the first part of your question is perhaps more important than the second. For strategy games like this that are incredibly complex and have a difficult learning curve, you're probably at least greater than 50% "good" rating for gamers. Maybe even well clear of that number.


Yeah I kinda had a feeling that was the case but honestly wasn't sure how high to set the bar since, well, we may not be an "average" focus group around here to draw conclusions from;) And I'm sure this place does color my perceptions, especially on games of this sort.

By the same token though I also see some fairly well-trafficked YouTubers playing games (not this one yet obviously but HOI comes to mind) and doing incredibly dumb stuff than even I end up #smdh about while only half watching (I usually see these when my son is watching them). That leaves me wondering if, you know, maybe I don't suck quite as bad as I think I do most of the time.

Quote:

Maybe in a game like Civ, with 6 or 7 different difficulty levels, you can really prime the pump on the highest difficulty level. But Stellaris has "Normal" and "Hard" modes, and that's it. Which leaves little margin for error in terms of how good you can make the AI.

And this leads back to my bit about scaling the AI up/down without doing stuff that feels very gamey. Cause that's probably the easiest way to scale the AI ... but it sucks when you know that's happening & you're on the wrong end of it.

Eaglesfan27 05-13-2016 07:09 AM

There is a mod out to raise initial planet cap from 5 to 10. Debating on downloading it and seeing if it works with my current game where I'm at 5 planets and was about to create my first sector...

Eaglesfan27 05-13-2016 08:19 AM

Dola -

It does work on current games. I'm going to use it at least until Sector AI improves.

bhlloy 05-13-2016 09:05 AM

Is that on steam workshop EF?

Thomkal 05-13-2016 09:49 AM

for those of you who have been playing non-stop, and are in no shape to go to work. Paradox understands and has prepared this: :)

https://forum.paradoxplaza.com/forum...nday.930484%2F

Eaglesfan27 05-13-2016 12:24 PM

Quote:

Originally Posted by bhlloy (Post 3100346)
Is that on steam workshop EF?


Yes, it is. I searched for more recent and it was on the 2nd page as of this morning.

Vince, Pt. II 05-13-2016 02:04 PM

Quote:

Originally Posted by JonInMiddleGA (Post 3100329)
Yeah I kinda had a feeling that was the case but honestly wasn't sure how high to set the bar since, well, we may not be an "average" focus group around here to draw conclusions from;) And I'm sure this place does color my perceptions, especially on games of this sort.


Yeah, this is something I meant to touch on. The simple fact that we are on the internet discussing video games puts us on an entirely different tier of gamer than oh, I don't know...maybe 80% of the gaming world? Like I alluded to in the original post, this is probably far less true of this style of game (grand strategy) than most - for example, a game like Madden or The Division probably has a much lower threshold - but still something to consider.

Quote:

Originally Posted by JonInMiddleGA (Post 3100329)
By the same token though I also see some fairly well-trafficked YouTubers playing games (not this one yet obviously but HOI comes to mind) and doing incredibly dumb stuff than even I end up #smdh about while only half watching (I usually see these when my son is watching them). That leaves me wondering if, you know, maybe I don't suck quite as bad as I think I do most of the time.


And this is the other side of the coin - what do you define as 'good?' I first started really considering this when I was raiding at a high level in World of Warcraft. I demanded a really high level from my raiders, and the disparity between one of my guys and a random person 'off the street' was absurd. The discussions that would happen around high-end raid design were intriguing, because all of the top end players wanted an extremely high level challenge - but we're talking about something that would be difficult for literally the top 1% of the player base; things that would be almost impossible for 90% of the people playing the game. So how much development time should be given over to that?

Quote:

Originally Posted by JonInMiddleGA (Post 3100329)
And this leads back to my bit about scaling the AI up/down without doing stuff that feels very gamey. Cause that's probably the easiest way to scale the AI ... but it sucks when you know that's happening & you're on the wrong end of it.


This has long been the most fascinating part of video game design to me. I was a computer programmer for a hot minute in college, with a dream of making video games. That dream died a while back when I realized I liked playing them much more than building them, but this question still intrigues me. I have long since held to the belief that the reason AI is so sucky is that it is predictable - if you can find out what is 'motivating' the AI, you just use that to your advantage and push it into a situation where it makes a wrong move.

I never got far enough into programming to be able to really push things, but my thought was always to program in some sort of limited randomizer, in that when faced with a particular decision the AI would weight the choices, and then choose one at random based on the weighting. If it wasn't so clunky, make several different...I guess call them 'flavors' of AI that weighted different aspects more heavily than others. Make it so that the user cannot precisely predict what is going to happen. The link I put in my original post up there goes to the FiveThirtyEight article about the AI that beat a grand master Go player, and it uses a system called the Monte Carlo method, where an AI 'learns' by repeatedly attempting different moves and finding out how often it puts itself in a better position by making the move. I had never thought up anything as sophisticated as that, but at some point you have to wonder - a computer can calculate things perfectly. If we get the computer to a given place, will it be possible to defeat it? And again, we're back to the original thought - is the point that we want the AI to win all the time? Not exactly.

Ryno 05-13-2016 06:11 PM

I just found that you don't pay monthly influence on outposts that are inside a sector. That will probably change my strategy some.


The first thing I saw while poking around in the defines file was:
TECH_COST_FREE_POPS = 10, -- First X pops do not add any tech cost
TECH_COST_MULT_NUM_POPS = 0.02, -- Each non-free Pop adds +X% tech cost

So I guess each pop over 10 on each planet increases tech costs by 2% ??

Brian Swartz 05-13-2016 06:34 PM

Yeah I think the outposts in sector thing is bad exploit/loophole that needs to be closed. On the tech thing, not on each planet, in your entire empire. Basically, as your pops grow you need to grow your research output also.

Eaglesfan27 05-13-2016 06:37 PM

I've stored up quite a bit of society research. How do I use the stored research?

dzilla77 05-13-2016 06:57 PM

I am not sure what you mean by "stored up." I think as soon as you start research on a society tech, it will all get applied to that tech.

Brian Swartz 05-13-2016 07:10 PM

You research something. Every month you will draw out an amount equal to your current research points from what is stored, doubling your research speed until it's gone.

Example: 150 stored points and 10 research a month in whatever. You will research at a rate of 20, taking 10 out of your storage for 15 months. Then, having used up your stored points, you will go back to researching at 10.

Eaglesfan27 05-13-2016 07:21 PM

Quote:

Originally Posted by Brian Swartz (Post 3100424)
You research something. Every month you will draw out an amount equal to your current research points from what is stored, doubling your research speed until it's gone.

Example: 150 stored points and 10 research a month in whatever. You will research at a rate of 20, taking 10 out of your storage for 15 months. Then, having used up your stored points, you will go back to researching at 10.


That makes sense. Thanks.

NobodyHere 05-13-2016 08:41 PM

I think my biggest complaint about this game so far is the lack of espionage.

I'm sitting next to an empire that I want to conquer. However the only thing I know about them is their pop size and how many planets they have, each which are about half of mine. Is there no way to find out things such as fleet size or technology level? Even knowing what planet types they like would be helpful.

cuervo72 05-13-2016 09:05 PM

Quote:

Originally Posted by JonInMiddleGA (Post 3100329)
By the same token though I also see some fairly well-trafficked YouTubers playing games (not this one yet obviously but HOI comes to mind) and doing incredibly dumb stuff than even I end up #smdh about while only half watching (I usually see these when my son is watching them). That leaves me wondering if, you know, maybe I don't suck quite as bad as I think I do most of the time.


I think it's just the speed factor involved with making videos. Good YouTubers not only have to explain what they are doing (which I bet is much harder than it looks) but they have to maintain a decent pace as to not bore viewers. So, they cut corners. There are things that even I notice when watching Arumba or quill playing EU4, and I've never even played it (quill not using any of his diplomats for oh, 50 years, or Arumba forgetting about an army for three videos).

Sometimes it's just tunnel vision. Focusing on one thing while completely missing something obvious. Probably happens to everybody.

Brian Swartz 05-13-2016 09:41 PM

Quote:

Originally Posted by NobodyHere
Is there no way to find out things such as fleet size or technology level? Even knowing what planet types they like would be helpful.


Espionage has been talked about as a potential addition. That said, you can find out all those things you are looking for. Go the diplomacy screen and

-- mouse over relative power(where it says Equivalent or whatever) and you get a rough comparison of your fleet size, naval capacity and technology level

-- mouse over the little mini-portrait at the bottom and see their traits, planet preference, and all their modifiers for the empire's founding species

Peregrine 05-13-2016 09:44 PM

Quote:

Originally Posted by NobodyHere (Post 3100432)
I think my biggest complaint about this game so far is the lack of espionage.

I'm sitting next to an empire that I want to conquer. However the only thing I know about them is their pop size and how many planets they have, each which are about half of mine. Is there no way to find out things such as fleet size or technology level? Even knowing what planet types they like would be helpful.


I think there should be espionage - sending spies into enemy territory, doing missions to slow down their research or kill a leader, would be fun.

Shkspr 05-13-2016 11:26 PM

How exactly would I, as a three legged squidbeast, infiltrate a top secret lab run by xenophobic sentient ferns?

Asking for a friend.

JonInMiddleGA 05-13-2016 11:53 PM

Quote:

Originally Posted by cuervo72 (Post 3100437)
I think it's just the speed factor involved with making videos. Good YouTubers not only have to explain what they are doing (which I bet is much harder than it looks) but they have to maintain a decent pace as to not bore viewers. So, they cut corners. There are things that even I notice when watching Arumba or quill playing EU4, and I've never even played it (quill not using any of his diplomats for oh, 50 years, or Arumba forgetting about an army for three videos).

Sometimes it's just tunnel vision. Focusing on one thing while completely missing something obvious. Probably happens to everybody.


There are some of those situations for sure, but a couple of the guys my son watches regularly (no clue to their names offhand) make the same mistakes over & over & over. The videos are good, they communicate the experience well ... I'm just not sure they're really great players.

Brian Swartz 05-14-2016 04:41 PM

I'll just drop this here. Some of my goals are not things that everyone is going to want to have, but this first version I wouldn't expect to raise many objections. RealTime v 0.1 is now up on the Steam Workshop: Steam Workshop :: RealTime v 0.1. Next up I plan to start getting into some changes relating to the timescale, but I will also be looking into the problem of energy hoarding which, aside from the planetary management AI that I can't touch, is enemy #1 at the moment.

Mod thread with a little more info: https://forum.paradoxplaza.com/forum...altime.929961/


v 0.1 CHANGELOG + REASONING

** Core planets limit set to 30. This is just a placeholder amount until I find a more elegant solution.

** AI will now build planetary capitals before having a full planet of pops. For some reason it was set not to do this. This has a considerable impact on development of new systems.

** AI hoarding tweak -- they will no longer save minerals for things they don't need, freeing them up for other costs. Default is for them to keep 1.4k in the reserve at startup, that amount increasing over time. They'll invest these now when not needed for something specific, aiding their economic growth. Similarly, reduced amount stored up by sectors so they will use what they have.

** AI leaders; they will recruit a bit more governors and a bit less scientists. Was set to always have six scientists, but never more than 2 science ships. In other words, to always have a scientist they couldn't use. They should now move that leader over to governor and administer their planets and sectors a hair better with the extra body.

** Tried to make the AI stop hoarding influence as well. The only thing I was really successful at making them do was to use it on planetary edicts. This is better than not using it at all. I also tweaked a couple things to make them hopefully build more frontier outposts.

** Experience gained by survey scientists is now a third of what it was. They level up ridiculously fast, so this was just an easy quick change. It is probably still too high but should be a lot closer to the right ballpark.

SnowMan 05-14-2016 06:21 PM

I'll just reiterate...Pay attention to how you treat fallen empires. Yeesh.

Eaglesfan27 05-14-2016 07:58 PM

Gulp.. I just ran into my first fallen empire... worried to see what happens next.

hollmt 05-14-2016 08:12 PM

Quote:

Originally Posted by Eaglesfan27 (Post 3100491)
Gulp.. I just ran into my first fallen empire... worried to see what happens next.


pain.

Brian Swartz 05-14-2016 08:36 PM

Eh, you should be fine if you treat them with respect. If you don't ... well, there's always next galaxy ...

Eaglesfan27 05-14-2016 09:10 PM

Quote:

Originally Posted by Brian Swartz (Post 3100493)
Eh, you should be fine if you treat them with respect. If you don't ... well, there's always next galaxy ...


They already don't like me because of xenophobia and some border tension... it's only minus 75 right now. Hopefully, that is not enough to provoke them. Now, that I know they are out there, I'm focusing my expansion efforts in other directions.

sabotai 05-14-2016 09:22 PM

Maybe I missed it, but it'd be really nice to let the AI take over the science ships. After a short, bloody war, I had debris fields all over the place and it was annoying as hell having to manually tell the science ships to research a debris field every minute.

bronconick 05-14-2016 09:54 PM

Quote:

Originally Posted by NobodyHere (Post 3100432)
I think my biggest complaint about this game so far is the lack of espionage.


Given that we're talking about Paradox, you'll see espionage included in the 1st or 2nd DLC for $14.99.

Brian Swartz 05-14-2016 10:28 PM

You didn't miss it sabotai, it's not there :popcorn: That's the kind of thing I hope they add. You can queue up umpteen of them via Shift-Click, but telling the science ships to just 'go research all the debris' would be better.

JonInMiddleGA 05-14-2016 10:38 PM

I googled that "fallen empire" shit.

Damn.

Vince, Pt. II 05-15-2016 02:44 AM

Quote:

Originally Posted by Brian Swartz (Post 3100497)
You didn't miss it sabotai, it's not there :popcorn: That's the kind of thing I hope they add. You can queue up umpteen of them via Shift-Click, but telling the science ships to just 'go research all the debris' would be better.


Yeah, I'd love a System-wide research debris button.


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