Post
Sat Oct 27, 2018 8:43 pm
#346
Re: Stellaris
I'll give this game another try when the finally release the next update. Have barely played it since they changed the FTL.
Couldn't agree more. Families making a comeback was not unheard of, and I'm surprised Paradox hasn't implemented a mechanic to represent that phenomenon.Silverware wrote: ↑Wed Oct 31, 2018 3:04 pmIt's where CK2 falls down a little.
It'd be nice if there were a way to continue a game, even after you "lose".
Either take over from a bastard branch, or continue as a Baron trying to scavenge enough power to get a county again.
Or the ability to continue play from someone's Court.
Then you could properly follow an entire world through, even if you are in a position where you have lost, you may eventually be able to make a comeback.
Because it's a "hard" solution to implement in the current system. CK3 may include it.masseffect7 wrote: ↑Thu Nov 01, 2018 11:56 amCouldn't agree more. Families making a comeback was not unheard of, and I'm surprised Paradox hasn't implemented a mechanic to represent that phenomenon.Silverware wrote: ↑Wed Oct 31, 2018 3:04 pmIt's where CK2 falls down a little.
It'd be nice if there were a way to continue a game, even after you "lose".
Either take over from a bastard branch, or continue as a Baron trying to scavenge enough power to get a county again.
Or the ability to continue play from someone's Court.
Then you could properly follow an entire world through, even if you are in a position where you have lost, you may eventually be able to make a comeback.
Looks like you have missed the entire 2.0 and beyond patch set.Damocles wrote: ↑Sat Jan 26, 2019 8:21 amJust started a game again. They have removed the Tiles on the planet, replacing it with a pretty confusing alternative menu. There is no attachment to the planet and its inhabitants. Its only numbers and lists now.
Also the borders of an empire now only grow for every "dominated" system / a system where an outpost ist build. Not really fun anymore...
Looks like changes, just to have changes. Or just to have some streamlining for competitive multiplayer.
because you previously could push influence without building an outpost?Damocles wrote: ↑Mon Jan 28, 2019 1:19 pmThe former border of influence allowed more interesting scenarios of capturing systems, by pushing influence and thus the border. Now its a simple "capture the system via war/building outpost" mechanic. Borders now grow very liniar: if the stat filled up, build another adjacent outpost. Almost every empire has the same area covered in the first part of the game.
separation between what?
You could take over a system without an outpost build within it, even stealing systems from others, as the border moved, for example by increasing the "border size skill" or whatever that was called.Cornflakes_91 wrote: ↑Mon Jan 28, 2019 2:48 pm
because you previously could push influence without building an outpost?
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the mechanic itself isnt unfair (it can be quite fun as i already described)Silverware wrote: ↑Mon Jan 28, 2019 4:32 pmOn the first point: yes you could take over systems without fighting for them. That meant that empires could be sniped by spamming border growth techs and bonuses.
Which is *NOT* a good thing, it meant that, without actually projecting force, you could conquer space from another player, including (potentially) their chokepoint systems. Not 'fair' gameplay by any means.
you dont need pop migration changes directly.Silverware wrote: ↑Mon Jan 28, 2019 4:54 pmSo, basically you are advocating the growth/exchange of culture between different empires?
That'd work, but it'd need to alter how pops migrate a lot, and only work for non-hiveminds.
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