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Welcome to Stellaris This is a sub-reddit for Stellaris. It is a general subreddit for the Grand Strategy/4X Game from Paradox Development Studio: Stellaris. Our Discord Address is: • Hover your mouse over any of the boxes below to view relevant information. Rules For the full rules, click • Posts must be related to Stellaris. Just the title of the post being relevant does not qualify. • No memes, image macros, reaction pictures, or similar. Post those in.

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I've been playing 1.3 for the past week, and while I am pleased with many of the improvements Paradox has made to the game, there are still some glaring issues that get in the way of the fun in the mid-game: • Warscore - I understand this is a staple of Paradox games, and I agree that this works for games like CKII and EUIV, where a casus belli is required in order for war to be declared. However, 4x space games are a little different, and in this case, I find the warscore system to be quite a hindrance. If I have an empire that spans a quarter of the galaxy, and a 70k fleet at my disposal, exactly why am I limited to taking only one or two planets?

In many cases, I'm dealing with empires that have one or two planets total. And yet, the warscore cost to vassalize them is almost always more than 100. To make it worse, many of these two or three planet empires create mutual defense pacts, which means if I want to declare war on this tiny empire, it means I have to go to war with six or seven at the same time - and when the war ends, I have to wait ten years before I can declare war on any of them. So if I want to win, I literally have to conquor every empire one or two planets at a time, and only in ten year intervals.

This makes it practically impossible to win a game unless you put in the time and effort to play it for two months straight. Netflix Key Generator. Can't we scale warscore to account for the relative size of the two empires involved?

Or scale it according to the number of participants involved? In fact, why do we even need warscore at all? If I go up against seven empires, and I have the overwhelming power to conquor all seven empires, then why should I be limited by this game mechanic? • Auto-explore: I'm sure we've all said it by now.

By the time you get this technology, you don't need it, because the entire galaxy had been explored already. It's a waste of time. And while we're on the topic, some of the technologies offered by the Curators are useless - such as the ones that give you a bonus to survey speed and anomoly fail risk. Again, by the time these techs are offered, the entire galaxy has been explored (and I like to play on the largest maps, so this should really say something).

• Federations - The mechanic is still broken, and once again, it comes down to warscore. If I want to declare war on someone, the other members of my Federation won't agree to it unless they get a piece. Which means all the same problems from issue #1 are still in play, only now I have to divide my miniscule spoils among my Feeration, because 'Humiliate Empire X'is never enough for them. They want planets. But then those same empires have no problems asking me to declare wars, and in those offers, they take two or three planets for themselves and offer you 'Humiliate Empire X'.

And if I get dragged into said war, I'm pretty much committed until it ends. I can't negotiate a separate peace. I can't leave the Federation I'm in. And the social dynamics of all the empires in play means that, even if empires have Federation association status, they will never build up enough trust to be allowed into the Federation. In effect, Federation Victories can't really happen because no Federation ever gets bigger than two or three empires.

• The AI - Is it just me, or is the AI not playing to win? Yes, they declare war on you sometimes. To stop atrocities or slavery, or to free an empire you conquered. But more often then not, as long as you don't play stupid, you will end up with the biggest empire in the galaxy, second only to fallen empires and end game crises, while everyone else is nothing but one or two planet empires. Why aren't they trying for a Federation victory? How come they don't try to colonize every planet imaginable? • Game Speed - This might be more of a bug than a game mechanics issue, but the longer the game goes on, the slower the time passes.

Time passes faster when you're in a system vs. The galaxy map, and the time differential is so significant that if I'm waiting for something to research or for a fleet to upgrade, I basically have to watch an empty system for ten minutes. On the fastest speed, time ticks by at about a second and a half of real time per one day tick in the game. I've been playing my game for a week and only 130 years have passed.

I love this game, and I love the complexity of it. And I love the effort you need to put into it to build a strong empire.

But the other empires feel more like sideline participants than actual enemies that could threaten your empire. The effort required to conquer them and actually win the game is ridiculous.

Paradox needs to understand that 4x Space games are different from their historical counterparts. The goal is to conquor the galaxy and win. The whole 'Immerse yourself in the story and see what happens' concept doesn't work here. The AI - Is it just me, or is the AI not playing to win? Yes, they declare war on you sometimes.

To stop atrocities or slavery, or to free an empire you conquered. But more often then not, as long as you don't play stupid, you will end up with the biggest empire in the galaxy, second only to fallen empires and end game crises, while everyone else is nothing but one or two planet empires. Why aren't they trying for a Federation victory? How come they don't try to colonize every planet imaginable? What game settings are you using?

In my game there are usually 2-3 AI blobs that take up most of the galaxy, along with myself. A smattering of smaller AIs exist but they are all vassals or parts of federations involving the large AIs. As far as warscore goes, I suggest a mod to lower it by some amount. For auto-explore, it does come late if you intend to use it to explore your general vicinity.

Don't trade for star charts and you'll have a use for it. Game speed is a problem with optimization and/or hardware. I agree with you that it is good that the AI can decide to vulture a weak player. Especially when the AI is set to high aggressiveness. The AI is fine in some ways, in other ways it is not. Ever complained about the sector AI failing to build up your planets?

Imagine how it is for the regular AIs. Sometimes I'll take their planets and they will have 10 pops with an unupgraded shelter and a bunch of uncleared tiles. Sometimes I'll get declared on by a stronger AI, but no fleets will show up in my systems for years despite sharing a border. Ever send a fleet into the territory of an FE/AE? It'll right click on your fleet with its offensive doomstack and follow it in circles until it reaches its target or you send another fleet into its territory.

You can often completely stall AI offensives by scattering 1unit transports and retake planets after the AI fleets leave. Especially against FE/AE. I'm not really complaining about the AI, I don't expect it to play like a human. For the moment I am satisfied with the AIs performance most of the time. In the future, however, I do expect the AI to be improved.

There is no reason for the AI and the sector AI to badly mismanage planets in the long-term. For example, the autobuild mod that is available on the workshop could be used by the AI and would be a huge improvement over the current AI and sector AI. I think the biggest challenge would be deciding how the AI will decide what resources it will need in the future. Maybe ratios and innate planet resources would be simple enough to solve that. Edit: In my current game I just found an AI purging it's pops off its homeworld. Not sure what is happening.

Planet is built up but it only has 3 pops, 1 to be purged in 6 months. Here's some tips for you to rush Precursor chains, it'll increase your odds of finishing them.

Setup a game with clustered starts off. This is nice anyways because it gives you a decent Exploration phase in a 4X game.

Start of the game, build a second science ship. Best to have warp or wormhole drives. Scan outwards like normal for anomalies. When you find a precursor anomaly, realize that: All precursor anomalies are in proximity to each other. If you sent one science vessel east and one west, and found the anomaly in the west, pull your other science vessel back to assist the other.

Candy Crush Hack Cydia Repo. Ignore all non-Precursor anomalies, they will waste your time. The problem with these precursor chains is that the final event is generally significantly further away than the anomalies were from each other. The AI generally doesn't do a lot of exploration, but if the system appeared near an AI's borders, it will bum rush it to explore it.

I've finished like 3 of the chains so far with 269 hours using this method, and gotten to the final system of the Yuht and First League chains a good 6 times with no anom available, but at least I got that far, eh? The Precursor chains really need to be revamped to be exclusive to the player.