Stellaris

Furry

Russians think sails are Magic
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So playing the new beta ooh boy does this change shit a lot. Unity rushing seems important, like so important you'd dump your research building early for extra unity. Also kills a lot of early cheese. Gonna take a bit to wrap my head around this one.
 

Tananthalas

<Gold Donor>
389
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Good. They said they were real tired of Unity being less than desireable and that early game tech rush should not be the only viable strategy.
 

Abigailicious

Golden Knight of the Realm
134
295
1d 9h 38m
"Galactic Community" still appears far too early. Only forty years in on average, when the thrill of exploration is not gone, yet, "Oh, hi, everyone meet everyone, let's vote on boring laws for the next five hundred years."
 
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Gavinmad

Mr. Poopybutthole
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Overlord getting roasted pretty hard on Steam, although it seems like people are pissed at both Overlord and the Cepheus update.
 
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rhinohelix

<Gold Donor>
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The fact that Paradox games change SO MUCH between updates. Live Service games don't have this delta between DLCs. I set something aside with a 1000+ hours in it and come back to a completely different game. I don't know if its the case here but I was thinking about redownloading this and then thinking; 1)How much to buy all the DLC to catch up 2) Do I want to learn how to play whatever it is now all over again. I guarantee no Khan events when I played it last.
 

Julian The Apostate

Blackwing Lair Raider
2,139
2,065
I’m going to give this game another go after playing for like 40 hrs many years ago. I only have the base game. Are any expansion considered mandatory? If not, what is the top 3-4 dlcs I should consider first?
 

Gavinmad

Mr. Poopybutthole
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Are any expansion considered mandatory? If not, what is the top 3-4 dlcs I should consider first?
This is a bit dated since it came out before Aquatics or Overlord, but the dude has pretty solid opinions when it comes to Stellaris and I don't see anything on his tier list that I particularly disagree with, maaaybe you could bump Synthetic Dawn up to A tier.

I can't really say any DLC is worth skipping, the species packs generally add the least but also are the cheapest. The Aquatics DLC is more on par with the story packs rather than the other species packs in terms of content added. I'd probably put Aquatics at the end of B-tier, haven't played with Overlord.

 

yerm

Silver Baronet of the Realm
4,989
12,805
136d 5h 55m
That tier list is pretty solid, although I'd argue recent additions have moved leviathans up into probably s tier, alongside distant stars imo the most essential. None are too bad. Species packs are obviously a choose as you will.

The game seems to be going in a decent direction. Early tech is still the way to go imo but they got rid of some of the sillier stuff like bureaucracy making wide LESS sprawling than tall. Vassals can be semi cool. The parades are interesting (especially for an elder god).
 
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Comrade Araysar

Chief Russia Correspondent
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The year is 2490 and I'm engaged in a brutal long conflict against an Awakened Fallen Empire. We had 2 wars thus far, and I lost both. Their fleet power keeps getting better and they cruise around with 10-20 stacks of fleets that are 200K-275K each.

1st war was a total shitshow and I got mauled since my entire force mix was 100% shield/kinetic corvettes

2nd war I did better but still lost turf. For the 2nd war, I retrofitted my entire corvette force to an armor build instead of shield build since I noticed that the AFE is using lots of kinetic weapons. I also added lasers to my corvettes since AFE ships are half shields, half armor. I also added titans and battleships to the mix but I hate making them because the build to firepower ratio seems to be way better in corvettes than capital ships. My retrofitted corvette has a 666 fire power with a 16 day build time while a battleship has 3500 with 129 day build time. It also annoys me to spend a lot of time making sure that there is a proper mix of titans/battleships/corvettes in every battle group when I'm losing dozens of ships every month.

Anyways, what do you guys think should be the optimal weapon/defense/ship type combo to take on these 2 types of ships? Also for my "utility" slot I have regenerative hull issue slotted in because I cant spend the time getting back to starbase to repair. Would it be better to replace it with Afterburners II for more sublight speed and evasion or is the regen better overall to repair while in travel between battles?

Searched for a bit on this, but a lot of info seems out of date and a bit contradictory. Some people say you should use a bunch of capital ships and basically engage at distance because corvettes dont close the gap fast enough. Others say build destroyers instead of corvettes and just do mass destroyer rushes (apparently better survivability and extra slots for point defense against strike craft, etc.)


IMG_20221110_101806160.jpg


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Deathwing

<Bronze Donator>
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How do you know how to play Stellaris but not take a screenshot?
 
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sakkath

Trakanon Raider
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I haven't played stellaris in quite a while but last time I did my usual strategy against FE was large ships at range. Artillery Battleships and support capital ships to give more range (ie Juggernaut with the range aura).

Torp corvette swarm could also work if you don't have enough firepower to alpha strike them, you at least do some damage.. If you are outgunned then battleships can be an expensive mess.
 

Comrade Araysar

Chief Russia Correspondent
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Huge stellaris update today. New galaxies, new civics, new weapons, new ship types, new ascention traditions


Some highlights:

Fleet Combat Rebalance

For a while now we’ve been aware of some issues with fleet combat, mainly that:
  • Artillery Battleships dominate the late-game
  • Disengagement mechanics favor artillery battleships
  • Destroyers and Cruisers have extremely limited uses once the next ship size is unlocked
  • Command Limits are ineffective
  • Doomstacks aren’t fun
The last two combat issues were deemed out of scope for this rework and may be explored in future updates.

Combat Computers

In the Orion update we’ve changed the behavior of most of the combat computers, as well as added a new combat computer. Swarm and Torpedo (New!) computers will charge in, Picket and Line will attempt to stay at the range of your median range weapons, and Artillery and Carrier computers will now attempt to stay at the maximum range of their longest-ranged weapons, and should a ship move closer than that, they will try to maintain that distance from hostile ships.

Weapons Changes

G slots have been repurposed from Missile slots, and are now used for Torpedos, with Missiles moving to S and M slots. G slots are now only available on Frigates (which we will discuss below) and Cruisers. Proton and Neutron Launchers have been reclassed into Torpedo-type weapons. Torpedo-class weapons also gain a multiplicative damage bonus based on the size of the target. Torpedoes targeting battleships will deal more damage than when targeting corvettes, for example.

We’ve also added more differentiation between the different sizes of weapons, smaller weapons will generally fire faster, and large weapons will generally fire slower, but do more damage. We’ve also added a minimum range to most large-class weapons (except lasers).

Strike craft will no longer intercept missiles, but will continue to fight each other and larger ships. Flak has been changed to more strongly counter strike craft, while point defense has been changed to more strongly counter missiles and torpedoes.

Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.

We feel this rework adds a breath of fresh air into space combat in Stellaris, and we can’t wait to see what the community-at-large thinks of these new changes!

Ship Roles

After all these changes, we’ve also changed up how ship autodesign works in Orion. Where previously, the ship designer would autodesign one “best” ship, there are now different roles of ships you can choose, and the auto designer will choose components that best match the ship role you’ve chosen.

Ship roles:
  • Screen - Focuses on Picket Ship sections with armed point defense and flak
    • Available to: Corvettes, Destroyers and Defense Platforms
  • Gunship - Generally prefers to maximize the number of medium-sized weapons available
    • Available to: Corvettes, Destroyers, Cruisers, Battleships, Titans and Defense Platforms
  • Artillery - Prefers large, long-ranged weapons and missiles in smaller slots
    • Available to: Corvettes, Frigates, Destroyers, Cruisers, Battleships, Titans and Defense Platforms
  • Brawler - Gets up close with very short range weapons like autocannons and disruptors
    • Available to: Corvettes and Destroyers
  • Torpedo - Uses short-ranged torpedoes to destroy larger ships
    • Available to: Frigates and Cruisers
  • Carrier - hangs back and launches strike craft from maximum engagement range
    • Available to: Cruisers, Battleships and Defense Platforms
  • Ascension Path Rework

    In 3.6 “Orion”, choosing an Ascension should be more of a gradual process than in previous versions. After unlocking the prerequisites for one of the four ascension paths, you will be able to choose an Ascension Perk that will unlock a special Ascension Tradition Tree.

    As you progress through this tree, you will need to complete at least one special project in order to proceed further down the tree, unlocking gradually more powerful bonuses over time, rather than just saving up two ascension perks and magically changing your species into synthetics while the game is paused.

    We have made these changes to all of the currently existing ascension paths, Genetic, Synthetic and Psionic, as well as the new Cybernetic tradition tree.

    Cybernetic Ascension

    In the Orion update, we have split Cybernetics from the Synthetic Ascension Path and turned it into its own, unique ascension. Available to Regular Empires, Hive Minds and Driven Assimilators for owners of Utopia, Cybernetic Ascension plays into the plug-and-play nature of robotic enhancements in Sci-Fi.

    This Ascension Path is unlocked by the Flesh is Weak Ascension Perk (renamed Organo-Machine Interfacing for Driven Assimilators and Hive-Minds). To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based on the traits available to robotic species, however, they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep.

    Synthetic Age

    One of our goals with the Ascension Path rework was to increase the value of those Ascension Paths that seemed lackluster. To that end, we have repurposed the Synthetic Age Ascension Perk - previously the only ascension available to machines, to allow machine intelligences to complete Synthetic Ascension as well. Unlike Synthetic Ascension for regular empires, this does not require Utopia.

    Psionics Changes

    While Psionic Ascension has received numerous buffs, the biggest change happens when you breach the shroud for the first time. As part of the Ascension Path changes, we have reworked how forming a Covenant with Shroud entities works, now when you breach the shroud for the first time you will be approached to form a Covenant with a Shroud entity, chosen semi-randomly, but weighted by your ethics, civics, ascension perks, and several other choices you’ve made throughout the game to that point.

    If you choose to form the covenant, you will receive a weak modifier from the shroud entity, that will grow more powerful over time, as well as granting various boons and unique components that are only available by forming a Covenant with a shroud entity.

    If you choose not to form a covenant, you may be approached later by another shroud entity to form a covenant, or in exchange for Zro you can choose to approach a specific Shroud Entity and attempt to form a Covenant with them directly -- beware, however, your chosen Shroud Entity may not be willing to form a Covenant with you at this time and may be very displeased to be interacting with your psychics at all. You have been warned.

Holy Covenant Federation

Also coming in the Orion update, is a new specialist Federation type, the Holy Covenant. This Federation type is included in the Federations Expansion and plays into the strengths of a Spiritualist Empire. While Machine Intelligence empires are allowed to join Holy Covenants, they are not permitted to become President of the Federation under normal circumstances.

As your new Holy Covenant levels up, you will receive a range of bonuses to unity production, Priest output, and the Spiritualist faction. At the maximum level, these Federations can turn Spiritualist empires into powerhouses, ready to spread the Good Word at a moment’s notice.

New Orbital Ring Buildings

In 3.6 “Orion” we have added a number of planetary unique buildings to the Orbital Rings that are included in the Overlord expansion. You can now construct Psi Corps, an Orbital Shield Generator, Galactic Stock Exchange, Embassy Complex, Noble Estates, and a Slave Processing Facility on your orbital ring, and save the valuable building slots on your planets. Most of these buildings have the same effect on the Orbital Ring as they do on the planet’s surface.

New Relic

The Crystal of Odryskia has been described as an artifact of incalculable wealth. It is said that the value of even a single shard is enough to drive mortal minds to insanity. When found, this artifact will passively increase your Empire’s Rare Crystal production, and when activated will provide up to 60 months of Energy income for your empire, as well as give one of your scientists the Maniacal trait, as long as you’re not a Hive Mind.

We won’t tell you how to find this Relic but guard it carefully if you do find it in your playthrough.

Accessibility Improvements

We’ve also added some new accessibility improvements to 3.6 “Orion”. By opening Settings, and going to the Accessibility tab, there’s a new option at the bottom, called Text To Speech. Turning this on will use Windows’ or Mac built-in Text to Speech generator, and adds a new icon to event windows and other places that feature long texts, that will allow you to have the event text read to you.

Important to note that if you’re getting text-to-speech in the wrong language, you need to set up Windows Text-to-Speech voice to your language, and this functionality is not supported by Linux at this time.

Other things to know:
  • Pressing the TTS button again will stop the current reading.
  • You can open the pause menu(ESC) at any point while TTS is reading text in order to make it stop. This is useful if you've already closed the window containing the text and you don't want TTS to continue reading.
  • The voice generation itself is handled by your operating system, which means that there may be cases where things sound sub-optimal, but where we cannot address this by adjusting the system itself.
  • Great care should be taken not to feed TTS text pertaining to the individual freedoms of synthetic lifeforms.
And more!

We’ve also gone through the First Contact events and added more randomly triggering events to First Contact, we’ve added a new event chain - Negative Mass, and Terraforming Candidates should now appear on the galaxy map.

This is not the full list of changes, please see the full patch notes.

Thanks for playing Stellaris, and we hope you enjoy this latest batch of new features and changes!
 

Aaron

Goonsquad Officer
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I've always felt that they never really found a good spot for combat, unlike other PDX games. They always seem to be playing whack-a-mole with OP ways the players find to gimmick, like the destroyer swarm a while back.
 

Gavinmad

Mr. Poopybutthole
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For a while now we’ve been aware of some issues with fleet combat, mainly that:
  • Artillery Battleships dominate the late-game

It frustrates me when devs see the natural optimization of gameplay as an issue. I would say that long range strategies tend to dominate combat in the majority of strategy games, Stellaris actually already did better than most by delaying the range advantage until the late game. Pretty sure frigate/destroyer swarms are objectively more powerful than artillery battleship spam, but battleships end up being cheaper due to being less fragile and require less work to build and manage.

  • Destroyers and Cruisers have extremely limited uses once the next ship size is unlocked

Again, just like in most strategy games. You either swarm with cheap units or doomstack with endgame units.


Their obsessive need to constantly try and 'perfect' the game is the main reason why I haven't touched it in a year and a half.
 
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Comrade Araysar

Chief Russia Correspondent
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These changes might have been better received if fleet manager wasnt such a buggy POS

At the end of the day their goal is to make players use all ship types through the game but my main reason for not doing so is because managing 10-20 fleets of various sizes that need a particular ship mix to be effective is a goddamn pain in the ass on top of managing construction on 200 colonies.
 

sakkath

Trakanon Raider
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99d 9h 30m
Their obsessive need to constantly try and 'perfect' the game is the main reason why I haven't touched it in a year and a half.
I think of it more as them trying to change the meta so it doesn't get stale. I enjoy coming back to the game every year and finding things changed.
 
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Furry

Russians think sails are Magic
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Yea, I really don’t get their obsession with making people have all ship types in their fleet. It’s never going to work unless they use a gamey feature to force it, and honestly that’d just make the system more annoying than it already is. Battleships everywhere isn’t a problem to me.
 

Borzak

Karazhan Raider
23,159
29,473
247d 15h 59m
Only played a little of the vanilla game. Think I got from soneone here on FoH. I always get overwhelmed looked at the DLC to see what is worth it or just flavor, except the really obvious graphic stuff.
 

Talos

Ahn'Qiraj Raider
1,670
6,094
Picked this up over the winter sale and having a blast. If anyone else is new, this guy's tutorials are excellent. I had no idea wtf I was looking at when I first started the game but he walks you through everything and explains it well.


P.S. avoid pissing off Fallen Empires