@@A_Spec The last actual overhaul of it was what? Back when they overhauled planets back in the 1.0-2.0 era, (I forget what update it was specifically.) Ever since it has just been whoever has bigger number. Adding the ability to recruit armies from a sector starbase was the biggest thing they have done since.
Am I the only one who thinks ground combat is fine as it is? I don’t want to manage a whole complicated army battle on a planet while I’m also managing several fleet battles against an entire empire
@@VenikHue100% agree. Ground combat is a minor part of the game, and works just fine the way it is. Most of the recommendations to change it seem like they’d vastly lengthen the amount of time each battle would take, which I imagine most people would regret after the 3rd or 4th battle.
From the last Q and As answer it seems that they struggle with two things: It being to big for a single dlc possible, the community being very vague whith what it means. Maybe I should try to set up a proper post for that on the forum some day, so people can define what they want from it and maybe how they imagine it woud look like. Tho I expect people having wildly different ideas on that.
I honestly kind of like Divided Loyalties adding extra forms of Fanatic Beliefs. Fanatic Egalitarians being divided between Individualists and Workerists, Militarists being divided between Isolationists and Imperialists, et cetera.
I'm surprised there was no mention of the removal of Warp Travel and Wormhole Generator Travel. I still hear people complain about the removal of multiple different FTL methods for their empires. I still miss Warp Travel because it was faster than Hyperlane but I understand why it was removed since you could bypass FTL inhibitors and it made space travel less strategically defensible.
i miss my wormhole travel and fleets, pasting 4 to 8 wormhole generators in busy systems so that everything can smothly fly through. Also Battleship Aura's are duely missed, the space disco was awesome late game with hundreds of battleships with different auras.
Exactly. Those first few games Ive had, where I got surprised by the different methods of travel in warfare... like wormhole appaering in my capital system out of nowhere, are still some of the most memorable ones. Also there was the beginner weapons removal at the same time I believe. I created numerous scifi empires for myself since the beginning. Star Wars empires had hyperspace travel and laser weapons. Mass Effect ones wormhole travel to mimic mass effect relays, and kinetic weapons. Warp travel for Warhammer 40k or rockets for Earth-based factions like Stargate Command... and now everyone just has hyperspace and multiple weapons from get go, which I still find way more boring and worse for immersion. All these various galaxies interacting, but they all have the same tech tree... I know there are mods, I just get a kick out of seeing the Krogan being overrun by replicators, watching the Sith Empire ally with the 40k Imperium against the Zerg or the Hutt Cartel trying its best to corrupt the Timelords of Gallifrey. And its just less thematic with those removals.
The thing with Crises is that were designed around these other FTL methods. Now they lack a lot of personality and threat that they used to. The Scourge were organic swarm ships that relied on Warp technology to react rapidly to attacks. You'd attack one of their starbases and suddenly there are 5 nearby fleets en route via warp. The Unbidden were masters of the Jump Drive, the late game FTL method and the fastest way to get around by far (no gateways back then). Attack one of their starbases and they could respond quickly from anywhere in the galaxy. The Contingency is post-update, but I always imagined them as masters of the Hyperlane: adding new ones and deleting others. They'd effectively reshape the galaxy in their wake as they took and held new choke points. Now... they're all basically the same AI. They just beeline to the biggest nearby threat and they have virtually zero ability to respond to threats like they used to. Worst of all, you have to take down each and every starbase in each and every system. Imagine how much more dangerous the Scourge and Unbidden would be if they could just ignore hyperlanes like they used to and spread their influence along defended (or under-defended) hyperlanes. The player might actually have to try to out-maneuver them instead of a systematic war of attrition. It's so sad that if they get a bad spawn you can just hole them up behind a single choke point and they can't do anything about it. Old Crisis cannot be contained.
I've never played stellaris in that era, but it just sounds like such an interesting concept! And apparently early stellaris also had multiple different government types you could choose from for each authority, which would is also such a fascinating concept, i just don't know why they removed it lol
When you brought up the nomad fleets, I thought you were going to mention how we never got nomadic gameplay that people were clamouring after for some time.
Well there's hope, Crusader Kings 3 is getting nomadic gameplay...maybe someone at the stellaris team sees it and thinks "maybe, just maybe...we can make it work"
i’ve seen the Nomads twice, when i first played and when i used a mod to spawn them in it makes no sense why they disabled them with MegaCorp, as they still add new content to them
Regarding Star Trek Infinite, the dev studio was apparently shut down around february with little to no warning by Paradox, thats why the game just died. And yes, it WAS built on top of Stellaris, to such an extent that the files for all the stellaris content is actually in the game, there are entries for dyson sphere, matter decompressor and ring world, two of which NEVER showed up in star trek lore.
@@synthetic240 I think it's a cool concept. There is also one in the bad (?) ending of Mission: Critical (adventure game by legendary no pun intended Legend Entertainment), SPOILER ALERT: where our machine overlords give the humanity the final gift of heaven in a post-scarcity Dyson Sphere world on one condition that humanity will never get to see the stars ever again leaving the universe for the AI to inhabit and explore.
The dev studio was shut down by Embracer, who made a lot of layoff recently. Paradox was the publisher and owner of the engine. Paramount is owner of the Star Trek IP. They didn't found an agreement to continue the maintenance of Star Trek Infite. Paramount is known to be very protective of their IP. I don't think the fault of abounding the game is from Paradox, at least not entirely.
This. I get why they did it (Balance) but I am still mad. having unique FTL methods made each faction even more unique and forced you to consider different races and their abilities.
The mobile game is actually a modified version of Nova Empire, made by the same plagiarizing developers. And the clothes that woman was wearing in the stolen Halo art are from Eve Online, which they also stole from. Paradox was so horrified that they unlaunched Galaxy Command for several weeks and forced Gamebear to delete every last piece of stolen art in the game.
The outfit she's wearing is the male variant of Eve Online's Exploration Suit, Gallente colors. Look for it in ArtStation (I tried to post the link, but TH-cam deleted my post in seconds). The Halo art was just the tip of the Iceberg. we'll probably never know how much art Gamebear plagiarized as few had played the game before Paradox took it down to purge the stolen art.
@@kraosdadafusfus8034 I tried that mobile game a while back. The fact that you can pay money to get your fleet travel instantly made me quit it as soon as I saw the "mechanic". If you want Stellaris as a 4x space fleet autobattler on your phone, play Infinite Lagrange instead.
I don't even run Astral Planes in my games anymore. As much as I enjoyed most of the expansion, it was infuriating to deal with a HUGE Unbidden-style fleet that the AI can just pull out of its behind. Sure, you can get one too and they're easily countered with the right ship designs, but to suddenly have to deal with it in the middle of a war you've basically won already is just a huge pain in the behind.
I know the tiles were mechanically inferior to what we have now, but imo they gave the planets a lot more character. Whereas now they feel more like spreadsheets that need to be carefully micromanaged. Not to mention they were capped to 25 pops max, which meant very little lag even in the endgame.
@@aleks5405 because despite it's flaws it's still one of the best space grand strategy games. That one problem didn't ruin the game, just made planet management a hassle until they changed it.
I've always defended Stellaris as being a successful live-service game. I'd rather have 200€ of DLCs that add meanignful content rather than microtransactions for cosmetic stuff.
Folding admin cap into unity was a disgrace although I think I'm the only one who thinks that way. I loved the roleplay idea behind whole planets of nighmtarish bureacratic centres. Felt very 40k. I know bureacrat planets are still a thing but it empire size and admin cap worked.
I remember a bit of controversy regarding set of mods on Steam. These most were named something like: ● *African Phenotypes and Names Only* ● *European Phenotypes and Names Only* ● *etc.* These mods would add all the human portraits (back when there was only one human portrait set) with phenotypes that resembled various racial demographics as a separate species group for those that wanted to play althistory earth empires. The controversy wasn't that Paradox removed these mods citing that they _"embrace the idea that players mod the game to best represent how they want to play but do not wish to enable discriminatory practices."_ The controversy was that Paradox _only_ took issue and removed the _European Phenotypes_ mod. All other mods left untouched despite many players pointing this inconsistency out. The only (semi-)response the players got was: _"The spokesperson also encouraged users to continue flagging "inappropriate mods" on the game's Steam Workshop page (which is controlled by Paradox and appears alongside the game's Steam sales page)."._ Which to many players felt like Paradox was somewhat condoning _"discriminatory practices"_ as long as they were done against Europeans.
@@A_Spec please touch it. Its ever increasingly becoming common that woke ie far left poltics is giving a free pass & far left extremism is considered virtuous amongst government, new, hollywod, university, & even the arts including video games. Everything else except for far leftism is labeled extreme or as conspiracy & labeled with some kind of racist something-a-phobia . When pointing the portrait thing out You dont even have to appear to pick a side you can put it across in a way that still makes you sound neutral & respectful & maybe even A-poltical. & no @all im not far right im a centrist.
Stefan Anon... that's a name I've not heard in a long time... a long time. I miss his deep dives of the dev diaries/patch notes and his live play examples of meta builds/exploits. I also miss him being in the Creator Clashes/official promo MP sessions, the rivalry between you two was always entertaining to watch.
Removal of the tile system wouldn't be so badly remembered if the new system worked from the get-go. Instead we got a broken mess, including but not limited to: infinite resources via market manipulation (2.2) MASSIVE pop lag droid tech instantly putting your entire population into unemployment due to robots suddenly hoarding all the specialist jobs balance getting thrown out a window AI getting completely gutted in terms of planetary development and it basically coercing the player to get the DLC for ecumenopolis (or rerolling the galaxy until you got a correct spawnpoint for first league) to get enough alloys Other missing controversies would be FTL removal, handling of the phenotypes mod, xeno-compatibility and maybe a few other minor gameplay elements (gun install order deciding ship computer range...) Tangentially related: closing of a certain studio, development of console edition and it going back and forth between 3rd party contractors Bonus point: while nomads are basically upgraded to caravaneers, something else is removed when you enable the dlc: Corporate Dominion civic. And that one was actually decent for early-game.
Personally, I miss... 1. the nomads... Always an interesting group to run into. Always thought they should have added some sort of additional DLC nomadic content to the game. 2. designable science ships, loved being able to make various types of mission specific science ships, especially after the mid game where the galaxy is effectively explored 3. Multiple defensive bases in star systems... was great to design a trap centered around one side of the system with those multiple drive systems 4. being able to design system ships* that didn't count towards ship cap. great for building that nightmare shieldless system all armor fleet armed with hull and armor melting weapons 5. gestalt machine empires... just don't seem to spawn all that often since the latest DLC... already missing them * a system ship has no FTL drive
When they got rid of the tile system (which was a good thing IMO) they also removed FTL types. you had an option to choose from hyperplane, warp, and wormhole. i still wish those game modes were available.
@@electraelpindrai1964yeah don't let him fool you, you can use war drives until you research FTL drives. And if you don't research them you'd be a fool since the AI will beat the living shit out of you.
@@brokengamer9675but this isn't the same as the *Ascendancy*-based FTL-subcategories system where your *type*of FTL would have multiple effects on ships In Ascendancy you built fewer ships overall but it was worth going into the minutiae of what equipment to fit and how that would suit your civilization
I had no idea the nomads werent active with megacorp on, now i am kinda relieved of not having that dlc because i only survived a fanatic purifier in a game because the nomads showed up and i bought their fleet
I believe the ones against the ditching of the tile system were the people that liked to min max production by making specialized robotic workers for each task. Which isn't so easily controlled with the district system. It won't favor a pop being good at mining for mining district jobs for example. Putting them pretty much at random. But Machine age puts it so that you can give pops a trait at which they will self-modify to the task they are working at. So, if they are mining it makes them better at it. That is how I understand it. But what was a good change was the change from your borders being determined by your pops to being determined by building outpost in the system to claim it. No more does your neighbor just push your influence out of a system by spamming pops to make their borders expand faster.
It seems to be possible to bring them back. In Steam, you can go to the properties of the game, and enable the beta. Then you can select 2.1.3. I just discovered it, but it would be a great win if it works.
I actually miss the tile system. As someone else said, weird how they touched everything except ground warfare. Really takes you out of it when you're trying to roleplay certain empires.
I talked with them there as well. They are also a little frustrated but have been using the delays to refine the game. The models were waiting on final approval if I recall correctly. We asked about a date but they can't give one since everything depends on when approval is given from the IP owners.
@@FaelNum The game was advertised in 2021in the KS campaign as fully developed. We are now 830 days after the promised Kickstarter delivery date. Come on. Refinement? Approvals? seriously?
i think star trek infinite got cancelled because after a while, modders backported everything back to the main game and noone wanted to pay money for an experience you could get by doing like 5 clicks on the workshop...
And this, this is why you make sure new games run on new executable files, otherwise, you can just port the whole dang thing. To be fair, as others have mentioned, it was a cash grab
We also already had the star trek total coversion mod for years by the time infinite was released. So most people who would have had any interrest in a star trek version of stellaris had already experienced it.
I find the mod argument to be a shallow one. "Just get the mod." Is an easy argument to pass the blame, and dismiss the product. The Star Trek Infinite game was not just a skin pack for Stellaris, but no one wants to listen to that argument. Shame it died quietly, I would have liked some Dominion War DLC out of it.
Star Trek Infinite was developed by Nimble Giant, Paradox only served as a publisher. The game was discontinued after Nimble Giant's parent company Embracer fired a number of Nimble Giant's devs and killed the game before selling the studio.
6:29 There's a balance problem with the Nomads. They offer to sell a big fleet of warships for very cheap. That can skew an SP game, but of course even more so in MP where only one of the players gets this boon. So while there's a mod that re-enables the Nomads, I very strongly recommend not using it. The Nomads are not well designed, and they never got fixed.
I really rather enjoyed the nomads, the idea of an extragalactic species that just... travels between galaxies due to some spiritual cultural quirk is fascinating to me, and they were pretty chill dudes. I might have to disable MegaCorp now and again I didn't realise they could still be encountered with it off!
i feel like the devs lost track of difficulty. you can tell that the difficulty settings just give the AI a economy bust I feel they should do more than that. i am sick of getting wiped by empires a tiny portion of my size.
You can also tell that's how it worked, because they stated it. It was ages ago, maybe in a dev diary, where they stated that there is just so much going on, there's no way they could create an AI that could compete with a human.
I think the tile system was an amazing and interesting idea that could've been expanded upon hugely, but like, if we've got to be honest- that idea was never fully realized in the end product. I get a lot of dissapointment at the time was at the fact that they were abandoning rather then reworking the system, but people who still are upset about it now probably have a bit too much nostalgia.
I miss being the variety of starting FTL types. Sure it wasn't balanced, but it was a distinguishing feature between Stellaris and other space 4x games
Not really. Several space 4x games had different travel types before Stellaris. For example, Sword of he Stars had 4 FTL types (6 with expansions IIRC), of which 3 are very similar to the 3 Stellaris had...
4.2 out of 5 stars is like saying "this game barely is enjoyable" for future reference. any game below 4.2 and on the 4.2 mark, is classed as "shovelware". why? becuase the mobile market is just full of trash. keep your standards up aspec. dont let the evil shovelware consume you!
If that's your definition of shovelware then your standards are too high, then again not like reviews on the playstore are in any way accurate to reality.
That was one of the key features that made me buy the game. When 2.0 landed I was livid. Just release stellaris 2 instead of changing 75% of the game, ffs. I'm still livid.
It is much more balanced and you can actually defend in space now. Star trek infinite shows just how bad it is to fight someone who's space travel isn't limited to hyperlanes. Then of course there's the huge amount of extra work the devs wouldve had to put in to allow each travel type to be balanced vs the others. Which is explained in great detail in the dev diaries of the time.
I tend to forget how broken the game was post tiles and things that used to work just stayed broken. The the tile system allowed you to place or plan everything in advance, no need to babysit a planet when you had extra resources, the performance was better and to top it off the auto AI specialization/development worked, while in the new system it was so broken for some years that even the AI struggled to maintain viable planets mid game.
and no strata, I fucking hate strata, now I gotta wait till I have jobless pops on a planet before I construct a new building. With the tiles, you could preplan everything. Or play robots, robots made that a non-issue, but I haven't played since the new DLCs came out so idk how it is now
One thing people forget about the tile system is that it allowed for multi-pop growth - i.e. two species on the planet? Two pops can grow at a time. This let Fast Breeders and Slow Breeders to shine as you'd naturally get more Fast Breeders on a planet than Slow ones rather than rely on "percentage of pops" thing for choosing which pop to grow next (which tries to have Fast Breeders chosen more often to help emulate their trait past Growth Speed, other traits not withstanding).
I remember when some new advisor voices came out and people didn’t like the militarist voice. Lead developer got mad at people on the forums and called them sexist
The only change I really hate is how they just changed leaders - people began to have fun with it - and then literally nerfed it into the ground. It made me quit. I have my hours and my fun but those nerfs... nah that was enough. Oh and I miss the Dynamic Borders. Starbases you build could capture multiple Systems and you had to fight over controll with the Ai with Border Tech.
The tile system was awful, the new pop and job system is amazing in all aspects beside performance. The real issue is that the moment you snowball with a wide playstyle you end up fighting your CPU and the lack if interesting thing to do because you're too ahead. And the "solution" of making a ridiculous logarithmic curving of the growth based of the empire's amount of population is a messy hotfix at best and I despise it. It's like "yeah we won't address performance that much therefore we'll just put a stupid blocker that stops any growth past a point and we'll balance the game from here". Artificially limiting pop growth potential isn't fun when the biggest part of the game is around your population.
Oh I hate that as well. Like you made game based with its economy based on pops and then you Nerf the shit out of it with shitty bandage of a fix and pretend it was suppose to be like that.
For the boardgame kickstarter, don't worry it's always like that lol. Overall it's very very rare compared to videogames that a project actually doesn't get delivered ! It's just that it takes a few more years usually, 3 to 6
I've funded quite a lot of board games and most of them took 6-12 months from the start of the printing to the actual delivery. It is a lengthy process and sometimes it takes months just for the ship containers to be available. Since the infinite legacy was showcasing the prototypes of the ship miniatures in recent update I do not believe in a possibility of it being delivered anytime this year.
IIRC, with the nomads you don't need to disable Megacorp as a whole in order to see them, you just need to disable the caravaneers during galaxy creation?
I remember the Nomads! In my VERY FIRST campaign I managed to beat an awakened empire, they visited my game in the first 5 years deposited some pops, and moved on, their leaders are immortal quite strangely
The biggest issue i had for the longest time was that after the LeGuine update, it utterly broke sector automation meaning you had to micro manage EVERY SINGLE PLANET YOU HAD! It was fucking awful and I'm so greatful they FINALLY fixed it. I still want manual sector control back so i choose my own sectors instead of it being automatically made but it's not such an issue that i cant live with it.
You're really underselling some of these - Megacorp was completely broken at launch. Your economy could suddenly die because one pop in one planet changed job and created a disaster domino effect. It took like a year to become a good game again. And they released way too soon to hit the Christmas time. And they deflected all criticisms using that shitty tactic of fully ignoring the overwhelming majority of reasonable posts and only adressing the 0.01% of shitheads sending personal attacks and threats. - Star Trek infinite was feature starved to the point that it wasn't even a good introduction to Stellaris, nor really engaging. It was way less interesting than the Star Trek mod, which should never happen with a gaiden game. If a mod sets a bar this high, your game must aim higher.
Still waiting for the Stellaris boardgame to be released, it is taking a longer while. I tend to expect things to take longer than the stated time line, and understand that things have to be redone, but this has been a hell of a wait.
In an email, Uwe mentioned the board game delivery is Feb/Mar 2025 (hahaha), and it is now at a minimum of 14,539 backers and 3,097,657$ . Thx for mentioning it, what is going is on in this project so many levels not ok.
Stellaris difficulty has always been weird. If you were unable to play for a year you could probably still smash through a commodore run, but the game is so min maxy and optimized that any tactic you learn from commodore and below does not matter at grand admiral. You basically have to relearn the game, a version I might add that is extremely boring micromanaging and tech rushing They need to find a way to increase AI intelligence, especially in war (thats the fun stuff) and not just giving them insane boosts to keep up
They would have to redo the entire driver for the game. Brand new executable and everything to get it running well. Though I'd be down for returning to the tile system. The lag only seemed to start once the individual pop system became a thing. Maybe go for a Gal Civ style pop system where the numbers are much lower but more impactful at break points. But I could see that having issues with completely redoing the economy, which I am also not opposed to
Admittedly, it's been a while since I last played Stellaris (my PC is mid-range from 2016...it just doesn't handle the game that well). What I do remember being weird, is that even in 2023, the gestalt consciousness civilization types didn't have a tutorial. Sure many things are similar to non-GC factions, but it is still different enough that a proper tutorial would have been appreciated.
I wish they improved the immersion by adding options to scale down ships to a realistic level, or add planets rotating around the sun. This is the definitive simulation of a space empire game, and I want it to also be a simulation of space itself, but it's a nitpick from me
The biggest controversy to me as a preorder player is the replacement of satramane gases and other OG rare resources with something so mundane as "Exotic gases" . Stellaris was not the same after that.
I dont miss the tiles at all, but I do miss the space travel variants. Sword of the Stars is an amazing (old) game where the different ways the factions travel is a core aspect of the game.
Last time I checked, achievement tied to Nomads was removed from the game. I no longer have it on Steam, but GOG Galaxy lists it as one of the achievements I have. I haven't check are they still in the game for two years now, like having Megacorp on.
Was it 2.2 that also locked everyone into using hyperlanes? I mean, I only used warp for my first playthrough, so it didn't affect me too much, but I'm sure there were folks who enjoyed the other methods. Choice and all.
All I want in terms of a Stellaris spinoff is a Mass Effect 1 style space RPG. Not necessarily of the whole ME series' scope, but just something that same experience of flying to uncharted worlds to find the small specs of intelligent life on the fringes of inhabited space with the grandeur of the more space magic-y stuff to flesh out the setting. Earlygame Stellaris is the only game other than ME1 that captures the exact tone I want so, especially given how bad games like No Man's Sky and Starfield fumbled the ball, a Stellaris spinoff from the perspective of a small team exploring the galaxy would be the best bet.
I would say Paragons DLC (and the update that came with it) since it made rulers so busted. Just farm so many resources, very efficiently without any pops. Until they finally got it balanced out a few months ago. I quite like it now.
One thing that allways bothers me: you cant merge federations or act in a diplomatic way with them once you have your own. Even after the Federation DLC
im so sad nexus isnt stellaris anymore. I was really hoping we might see the portraits like the taller rats, being put into the main game. also controversial shoutout to every time an rng mechanic is added to the game, and people start ranting and raving about it to no end.
Played many hours, bought expansions...the game just doesn't feel like it has a soul. I feel like I am playing a spread sheet. The Original Master Of Orion really nailed it for me. Great espionage, fun diplomacy, enough diversity and limitations in resarch. I would like more eye candy, big epic full screen events like you have in your videos when ever a momentous achievement or contact has been made. It just drags on and on. Really sad for this game as I want it to be so much more than figuring ourt what percentages will help me win
I have an embarrassingly large amount of hours in Stellaris but I haven't touched it since last June. Too many large overhauls to basic game systems in a relatively short amount of time. It felt like I had to re-learn the game every 2-3 months
While I don't care about the tile system there's one thing that you didn't add. Stellaris used to have 3 different ftl systems. My favorite was the wormhole drive. Now all you have is a weak version of it you can get from a research with a huge cool down and when you use it it gives a massive debuff cutting your fleet power in half for a time.
Thankfully pops (looking at you virtuality) aren't too much of a lag contributor anymore depending on galaxy size of course. What i've noticed is the largest lag machine is trade networks. Instead of calculating a million pops and job production every month it lags calculating the shortest trade routes and piracy. ESPECIALLY IN MODDED GAMES and when wormholes and gateways are made.
Every single time I hear "board game spin off" I begin counting in my head and I stop when crowd funding goals are mentioned. I never get past "3" in my count.
2.5M budget for a board game is wild. The fact that it's still not out is wilder still. Glad to hear you liked ST: Infinite, I thought I was the only one. It was extremely rough and janky, but so does every PDX game at start. With some work it could've been the greatest ST game ever made (I know there is a Stellaris mod, but I don't like playing mods).
I don't know if anyone ever mentioned this, but in that same mobile game screenshot with the Halo art, the suit the girl is wearing is taken directly from EVE (Gallente exploration suit). The game actually still seems to rip off a lot of EVE's new UI design.
I miss Stephan too but he quit because, from what I could tell, he didn't like that unity because useful and less abundant and he couldn't just tech rush like he used to.
The true controversy is that we haven't gotten: -Internal politics expansion. Currently it's way too easy to maintain unity in huge empires IMO and empires with the same ethics are essentially the same. A way to differentiate the cultures within and having to actually struggle to maintain either unity across differences or enforce one would be nice. Factions, unrest, and crime too feel like they should be more than they are. -A religion system to, you know, actually define what your people believe specifically. As is, every "spiritualist" empire apparently believes the same thing, which is crazy lol. Sending missionaries, having laws on expression, setting like worshipping machine gods/psionics/the toxic god/death/the stars/etc -A different types of Hive Minds or at least better ways to differentiate them. Like a distributed collective, centralized collective, the Not-Actually-A-Hive-Mind-But-Act-Like-One like bees and ants. It really feels kinda sad that Gestalts don't get the same range of flexibility that non-gestalts get. -Please, for all that is good, make espionage, cloaking, and syndicates more impactful. I want to be a devious little menace in games. 😭
You missed TTCombat making a resin dreadnought and ether dragon or whatever it’s called. They were supposed to work on a ship combat board game, and the models were proof of concept (I think).
The main issue I had with the star trek game is paradox fans are an investment with all the dlc. To basically start over with a bare bones game that looked so similar to stellaris and then have to wait and pay for more successful seemed silly.
How did that tabletop fail so badly, when Homeworld: Fleet Command, another big-time strategy PC->tabletop conversion, went very well, with schedule met and the entire project going shockingly smooth.
The fact that tbe planetary combat is still wait for your circles to make the enemies circles go away is disappointing. They could divide the planetary battles into the districts it has, planet features could affect the battle, modifications to armies perhaps, i just want something for a bit of flavor, ill take pepper at this point.
I still miss getting to chose what you’re starting FTL tech was. Sure there was a meta but I liked to have the options when playing solo just seemed strange they took that away still
The only Controversy is the fact they overhauled literally every aspect of the game except ground warfare.
Expect, they totally changed ground combat, several times
@@A_Spec The last actual overhaul of it was what? Back when they overhauled planets back in the 1.0-2.0 era, (I forget what update it was specifically.) Ever since it has just been whoever has bigger number. Adding the ability to recruit armies from a sector starbase was the biggest thing they have done since.
They did, though.
Am I the only one who thinks ground combat is fine as it is? I don’t want to manage a whole complicated army battle on a planet while I’m also managing several fleet battles against an entire empire
@@VenikHue100% agree. Ground combat is a minor part of the game, and works just fine the way it is. Most of the recommendations to change it seem like they’d vastly lengthen the amount of time each battle would take, which I imagine most people would regret after the 3rd or 4th battle.
No Internal Politics DLC STILL. That in itself is controversy.
Or an Espionage overhaul.
From the last Q and As answer it seems that they struggle with two things: It being to big for a single dlc possible, the community being very vague whith what it means.
Maybe I should try to set up a proper post for that on the forum some day, so people can define what they want from it and maybe how they imagine it woud look like. Tho I expect people having wildly different ideas on that.
There is a good mod for it made by someone who went on to become a dev for stellaris
I honestly kind of like Divided Loyalties adding extra forms of Fanatic Beliefs. Fanatic Egalitarians being divided between Individualists and Workerists, Militarists being divided between Isolationists and Imperialists, et cetera.
it’s prob gonna be one of the next major updates imo i don’t see where else they can improve the game besides internal politics or ground invasion
I'm surprised there was no mention of the removal of Warp Travel and Wormhole Generator Travel. I still hear people complain about the removal of multiple different FTL methods for their empires. I still miss Warp Travel because it was faster than Hyperlane but I understand why it was removed since you could bypass FTL inhibitors and it made space travel less strategically defensible.
i miss my wormhole travel and fleets, pasting 4 to 8 wormhole generators in busy systems so that everything can smothly fly through.
Also Battleship Aura's are duely missed, the space disco was awesome late game with hundreds of battleships with different auras.
Exactly. Those first few games Ive had, where I got surprised by the different methods of travel in warfare... like wormhole appaering in my capital system out of nowhere, are still some of the most memorable ones. Also there was the beginner weapons removal at the same time I believe.
I created numerous scifi empires for myself since the beginning. Star Wars empires had hyperspace travel and laser weapons. Mass Effect ones wormhole travel to mimic mass effect relays, and kinetic weapons. Warp travel for Warhammer 40k or rockets for Earth-based factions like Stargate Command... and now everyone just has hyperspace and multiple weapons from get go, which I still find way more boring and worse for immersion. All these various galaxies interacting, but they all have the same tech tree...
I know there are mods, I just get a kick out of seeing the Krogan being overrun by replicators, watching the Sith Empire ally with the 40k Imperium against the Zerg or the Hutt Cartel trying its best to corrupt the Timelords of Gallifrey. And its just less thematic with those removals.
The thing with Crises is that were designed around these other FTL methods. Now they lack a lot of personality and threat that they used to.
The Scourge were organic swarm ships that relied on Warp technology to react rapidly to attacks. You'd attack one of their starbases and suddenly there are 5 nearby fleets en route via warp.
The Unbidden were masters of the Jump Drive, the late game FTL method and the fastest way to get around by far (no gateways back then). Attack one of their starbases and they could respond quickly from anywhere in the galaxy.
The Contingency is post-update, but I always imagined them as masters of the Hyperlane: adding new ones and deleting others. They'd effectively reshape the galaxy in their wake as they took and held new choke points.
Now... they're all basically the same AI. They just beeline to the biggest nearby threat and they have virtually zero ability to respond to threats like they used to. Worst of all, you have to take down each and every starbase in each and every system. Imagine how much more dangerous the Scourge and Unbidden would be if they could just ignore hyperlanes like they used to and spread their influence along defended (or under-defended) hyperlanes. The player might actually have to try to out-maneuver them instead of a systematic war of attrition.
It's so sad that if they get a bad spawn you can just hole them up behind a single choke point and they can't do anything about it. Old Crisis cannot be contained.
I've never played stellaris in that era, but it just sounds like such an interesting concept!
And apparently early stellaris also had multiple different government types you could choose from for each authority, which would is also such a fascinating concept, i just don't know why they removed it lol
I hated those days, it made defending really annoying. I like being able to fortify choke points
When you brought up the nomad fleets, I thought you were going to mention how we never got nomadic gameplay that people were clamouring after for some time.
Well there's hope, Crusader Kings 3 is getting nomadic gameplay...maybe someone at the stellaris team sees it and thinks "maybe, just maybe...we can make it work"
i’ve seen the Nomads twice, when i first played and when i used a mod to spawn them in
it makes no sense why they disabled them with MegaCorp, as they still add new content to them
Regarding Star Trek Infinite, the dev studio was apparently shut down around february with little to no warning by Paradox, thats why the game just died. And yes, it WAS built on top of Stellaris, to such an extent that the files for all the stellaris content is actually in the game, there are entries for dyson sphere, matter decompressor and ring world, two of which NEVER showed up in star trek lore.
it was clear that Star Trek Infinite was just an attempts of Paradox to try to surf on the success of the Stellaris Mod
To be fair, having a habitable ringworld is more believable than a habitable dyson sphere.
Although Star Trek had an inhabitable Dyson Sphere
@@synthetic240 I think it's a cool concept. There is also one in the bad (?) ending of Mission: Critical (adventure game by legendary no pun intended Legend Entertainment), SPOILER ALERT:
where our machine overlords give the humanity the final gift of heaven in a post-scarcity Dyson Sphere world on one condition that humanity will never get to see the stars ever again leaving the universe for the AI to inhabit and explore.
The dev studio was shut down by Embracer, who made a lot of layoff recently. Paradox was the publisher and owner of the engine. Paramount is owner of the Star Trek IP. They didn't found an agreement to continue the maintenance of Star Trek Infite. Paramount is known to be very protective of their IP. I don't think the fault of abounding the game is from Paradox, at least not entirely.
FTL rework was one of the most controversial things I saw
RIP wormhole gates.
This. I get why they did it (Balance) but I am still mad. having unique FTL methods made each faction even more unique and forced you to consider different races and their abilities.
I'll always be mad at the 1.9 --> 2.0 update. This changed so much of the core gameplay that I haven't touched Stellaris ever since...
I stopped playing when this happened.
@ltcshow6175 so you haven't played in 6 years?
The mobile game is actually a modified version of Nova Empire, made by the same plagiarizing developers. And the clothes that woman was wearing in the stolen Halo art are from Eve Online, which they also stole from.
Paradox was so horrified that they unlaunched Galaxy Command for several weeks and forced Gamebear to delete every last piece of stolen art in the game.
I wasn't aware that the clothing was from EVE, do you have any reference to this?
The outfit she's wearing is the male variant of Eve Online's Exploration Suit, Gallente colors. Look for it in ArtStation (I tried to post the link, but TH-cam deleted my post in seconds). The Halo art was just the tip of the Iceberg. we'll probably never know how much art Gamebear plagiarized as few had played the game before Paradox took it down to purge the stolen art.
@@kraosdadafusfus8034
I tried that mobile game a while back. The fact that you can pay money to get your fleet travel instantly made me quit it as soon as I saw the "mechanic". If you want Stellaris as a 4x space fleet autobattler on your phone, play Infinite Lagrange instead.
You neglected to mention Stellaris: Astral Planes, and the controversy over its pricing. And how many people downvoted it & refused to purchase it.
Fair, it's the lowest ranked expansion
ima be honest i did buy it until this year and ive had fun with it, it certainly isnt ground breaking but its nice to have
Astral Planes is the only expansion (aside from some of the species packs, most of them don't interest me) I didn't buy.
I honestly find astral planes insulting
I don't even run Astral Planes in my games anymore. As much as I enjoyed most of the expansion, it was infuriating to deal with a HUGE Unbidden-style fleet that the AI can just pull out of its behind. Sure, you can get one too and they're easily countered with the right ship designs, but to suddenly have to deal with it in the middle of a war you've basically won already is just a huge pain in the behind.
I know the tiles were mechanically inferior to what we have now, but imo they gave the planets a lot more character. Whereas now they feel more like spreadsheets that need to be carefully micromanaged. Not to mention they were capped to 25 pops max, which meant very little lag even in the endgame.
Exactly, to this day i HATE with a big grudge how they just removed the tile system!!!
I despised the tile system lol
@@hardcorelace7565 Then why did you buy the game that had it? We were conned.
@@aleks5405 because despite it's flaws it's still one of the best space grand strategy games.
That one problem didn't ruin the game, just made planet management a hassle until they changed it.
I've always defended Stellaris as being a successful live-service game. I'd rather have 200€ of DLCs that add meanignful content rather than microtransactions for cosmetic stuff.
That's the model it grew into, it was incredibly lean in terms of content when it launched.
@@A_Spec It's the model for most Paradox games
@@A_Spec Have to disagree, there a few games that could have you ~~waste~~ spend a whole day at once
1.0 was very bare content wise, especially in the mid game, that wasn't really fixed till apocalypse
I am not a fan of them taking an existing feature, completely revamp it, then give you half of it for free then sell you the other half.
Folding admin cap into unity was a disgrace although I think I'm the only one who thinks that way. I loved the roleplay idea behind whole planets of nighmtarish bureacratic centres. Felt very 40k. I know bureacrat planets are still a thing but it empire size and admin cap worked.
I remember a bit of controversy regarding set of mods on Steam.
These most were named something like:
● *African Phenotypes and Names Only*
● *European Phenotypes and Names Only*
● *etc.*
These mods would add all the human portraits (back when there was only one human portrait set) with phenotypes that resembled various racial demographics as a separate species group for those that wanted to play althistory earth empires.
The controversy wasn't that Paradox removed these mods citing that they _"embrace the idea that players mod the game to best represent how they want to play but do not wish to enable discriminatory practices."_
The controversy was that Paradox _only_ took issue and removed the _European Phenotypes_ mod.
All other mods left untouched despite many players pointing this inconsistency out.
The only (semi-)response the players got was:
_"The spokesperson also encouraged users to continue flagging "inappropriate mods" on the game's Steam Workshop page (which is controlled by Paradox and appears alongside the game's Steam sales page)."._
Which to many players felt like Paradox was somewhat condoning _"discriminatory practices"_ as long as they were done against Europeans.
I was originally gonna add that, but I ain't touching that topic with a 50ft pole
@@A_Spec
Fair enough '^^
@@A_Spec please touch it. Its ever increasingly becoming common that woke ie far left poltics is giving a free pass & far left extremism is considered virtuous amongst government, new, hollywod, university, & even the arts including video games. Everything else except for far leftism is labeled extreme or as conspiracy & labeled with some kind of racist something-a-phobia . When pointing the portrait thing out You dont even have to appear to pick a side you can put it across in a way that still makes you sound neutral & respectful & maybe even A-poltical. & no @all im not far right im a centrist.
Good
@@aturchomicz821
I wouldn't exactly call Paradox appearing to condone discriminatory practices against European ethnicities _"good"...._
Stefan Anon... that's a name I've not heard in a long time... a long time.
I miss his deep dives of the dev diaries/patch notes and his live play examples of meta builds/exploits. I also miss him being in the Creator Clashes/official promo MP sessions, the rivalry between you two was always entertaining to watch.
Removal of the tile system wouldn't be so badly remembered if the new system worked from the get-go. Instead we got a broken mess, including but not limited to:
infinite resources via market manipulation (2.2)
MASSIVE pop lag
droid tech instantly putting your entire population into unemployment due to robots suddenly hoarding all the specialist jobs
balance getting thrown out a window
AI getting completely gutted in terms of planetary development
and it basically coercing the player to get the DLC for ecumenopolis (or rerolling the galaxy until you got a correct spawnpoint for first league) to get enough alloys
Other missing controversies would be FTL removal, handling of the phenotypes mod, xeno-compatibility and maybe a few other minor gameplay elements (gun install order deciding ship computer range...)
Tangentially related: closing of a certain studio, development of console edition and it going back and forth between 3rd party contractors
Bonus point: while nomads are basically upgraded to caravaneers, something else is removed when you enable the dlc: Corporate Dominion civic. And that one was actually decent for early-game.
Personally, I miss...
1. the nomads... Always an interesting group to run into. Always thought they should have added some sort of additional DLC nomadic content to the game.
2. designable science ships, loved being able to make various types of mission specific science ships, especially after the mid game where the galaxy is effectively explored
3. Multiple defensive bases in star systems... was great to design a trap centered around one side of the system with those multiple drive systems
4. being able to design system ships* that didn't count towards ship cap. great for building that nightmare shieldless system all armor fleet armed with hull and armor melting weapons
5. gestalt machine empires... just don't seem to spawn all that often since the latest DLC... already missing them
* a system ship has no FTL drive
the controversy is that I can't buy a Blorg body pillow
Many body pillow manufacturers will do custom designs, you could definitely get one if you really wanted to.
When they got rid of the tile system (which was a good thing IMO) they also removed FTL types. you had an option to choose from hyperplane, warp, and wormhole. i still wish those game modes were available.
You can still have warp, if you play as primitives
@@A_Spec ah didn't know that, I didn't buy any DLC
@@electraelpindrai1964yeah don't let him fool you, you can use war drives until you research FTL drives. And if you don't research them you'd be a fool since the AI will beat the living shit out of you.
@@brokengamer9675but this isn't the same as the *Ascendancy*-based FTL-subcategories system where your *type*of FTL would have multiple effects on ships
In Ascendancy you built fewer ships overall but it was worth going into the minutiae of what equipment to fit and how that would suit your civilization
man i really miss wormholes, completely different feel
I had no idea the nomads werent active with megacorp on, now i am kinda relieved of not having that dlc because i only survived a fanatic purifier in a game because the nomads showed up and i bought their fleet
I am still waiting for Stefan Anon to comeback. Maybe
I miss him too.
Me too
I've been out of the loop, what happened with Stefan Anon?
I believe the ones against the ditching of the tile system were the people that liked to min max production by making specialized robotic workers for each task. Which isn't so easily controlled with the district system. It won't favor a pop being good at mining for mining district jobs for example. Putting them pretty much at random. But Machine age puts it so that you can give pops a trait at which they will self-modify to the task they are working at. So, if they are mining it makes them better at it. That is how I understand it. But what was a good change was the change from your borders being determined by your pops to being determined by building outpost in the system to claim it. No more does your neighbor just push your influence out of a system by spamming pops to make their borders expand faster.
I really enjoyed nexus, I think starting with stellaris branding is what killed it
I just realized one controvercy he did not mention, you killed bubbles, you absolute monster
Why? How so? You would think it would help it.
@@David-bf2cg everyone assumed it was a crappy lazy mobile like spin off. When it was its own game just utilising some stellaris IP
Ah, the simplicity of the Tile Era...
It seems to be possible to bring them back. In Steam, you can go to the properties of the game, and enable the beta. Then you can select 2.1.3. I just discovered it, but it would be a great win if it works.
I actually miss the tile system. As someone else said, weird how they touched everything except ground warfare. Really takes you out of it when you're trying to roleplay certain empires.
The boardgame was advertised at Gencon a few weeks back. It’s box and contents were displayed. I have a picture
Was it on sale tho? Did they have a shipping date?
@@A_Spec no, just a barcode scan to make a late pledge. I didn’t ask about it ☹️
I talked with them there as well. They are also a little frustrated but have been using the delays to refine the game. The models were waiting on final approval if I recall correctly.
We asked about a date but they can't give one since everything depends on when approval is given from the IP owners.
The latest "delivery date" is Mar/Apr 2025.
@@FaelNum The game was advertised in 2021in the KS campaign as fully developed. We are now 830 days after the promised Kickstarter delivery date. Come on. Refinement? Approvals? seriously?
i think star trek infinite got cancelled because after a while, modders backported everything back to the main game and noone wanted to pay money for an experience you could get by doing like 5 clicks on the workshop...
And this, this is why you make sure new games run on new executable files, otherwise, you can just port the whole dang thing.
To be fair, as others have mentioned, it was a cash grab
@@goldenhate6649 and this is how you can kill your modding community in one easy step!
We also already had the star trek total coversion mod for years by the time infinite was released. So most people who would have had any interrest in a star trek version of stellaris had already experienced it.
Based modders🤣🤣
I find the mod argument to be a shallow one.
"Just get the mod." Is an easy argument to pass the blame, and dismiss the product. The Star Trek Infinite game was not just a skin pack for Stellaris, but no one wants to listen to that argument.
Shame it died quietly, I would have liked some Dominion War DLC out of it.
Star Trek Infinite was developed by Nimble Giant, Paradox only served as a publisher. The game was discontinued after Nimble Giant's parent company Embracer fired a number of Nimble Giant's devs and killed the game before selling the studio.
6:29 There's a balance problem with the Nomads. They offer to sell a big fleet of warships for very cheap. That can skew an SP game, but of course even more so in MP where only one of the players gets this boon. So while there's a mod that re-enables the Nomads, I very strongly recommend not using it. The Nomads are not well designed, and they never got fixed.
I really rather enjoyed the nomads, the idea of an extragalactic species that just... travels between galaxies due to some spiritual cultural quirk is fascinating to me, and they were pretty chill dudes. I might have to disable MegaCorp now and again I didn't realise they could still be encountered with it off!
Maybe a mod could be made to have them be in the game again with megacorp enabled by someone? :)
i feel like the devs lost track of difficulty. you can tell that the difficulty settings just give the AI a economy bust
I feel they should do more than that.
i am sick of getting wiped by empires a tiny portion of my size.
they also give weapon damage, shield & armor percentage buffs to crisis & FE.
its not just an eco buff.
You can also tell that's how it worked, because they stated it. It was ages ago, maybe in a dev diary, where they stated that there is just so much going on, there's no way they could create an AI that could compete with a human.
I think the tile system was an amazing and interesting idea that could've been expanded upon hugely, but like, if we've got to be honest- that idea was never fully realized in the end product. I get a lot of dissapointment at the time was at the fact that they were abandoning rather then reworking the system, but people who still are upset about it now probably have a bit too much nostalgia.
I miss being the variety of starting FTL types. Sure it wasn't balanced, but it was a distinguishing feature between Stellaris and other space 4x games
Not really. Several space 4x games had different travel types before Stellaris.
For example, Sword of he Stars had 4 FTL types (6 with expansions IIRC), of which 3 are very similar to the 3 Stellaris had...
Still waiting for MSI to upload a Ukulele applogy video to ShroudTube
4.2 out of 5 stars is like saying "this game barely is enjoyable"
for future reference. any game below 4.2 and on the 4.2 mark, is classed as "shovelware". why? becuase the mobile market is just full of trash. keep your standards up aspec. dont let the evil shovelware consume you!
When I worked for a mobile game publisher a game rated below 4.2 would not be considered financially viable
@@A_Specim sorry you had to take a hit like that. i didnt know you made games though thats pretty cool.
If that's your definition of shovelware then your standards are too high, then again not like reviews on the playstore are in any way accurate to reality.
Yet, anything above a 4.6 is suspect.
@@mystic-malevolence yeah i just assume mild botting. especially if the game is tied to AAA or is genuine shovelware.
Where's the mention of removed FTL? That changed the game drastically in my opinion
That was one of the key features that made me buy the game. When 2.0 landed I was livid. Just release stellaris 2 instead of changing 75% of the game, ffs. I'm still livid.
It is much more balanced and you can actually defend in space now.
Star trek infinite shows just how bad it is to fight someone who's space travel isn't limited to hyperlanes.
Then of course there's the huge amount of extra work the devs wouldve had to put in to allow each travel type to be balanced vs the others. Which is explained in great detail in the dev diaries of the time.
I tend to forget how broken the game was post tiles and things that used to work just stayed broken.
The the tile system allowed you to place or plan everything in advance, no need to babysit a planet when you had extra resources, the performance was better and to top it off the auto AI specialization/development worked, while in the new system it was so broken for some years that even the AI struggled to maintain viable planets mid game.
and no strata, I fucking hate strata, now I gotta wait till I have jobless pops on a planet before I construct a new building. With the tiles, you could preplan everything. Or play robots, robots made that a non-issue, but I haven't played since the new DLCs came out so idk how it is now
One thing people forget about the tile system is that it allowed for multi-pop growth - i.e. two species on the planet? Two pops can grow at a time. This let Fast Breeders and Slow Breeders to shine as you'd naturally get more Fast Breeders on a planet than Slow ones rather than rely on "percentage of pops" thing for choosing which pop to grow next (which tries to have Fast Breeders chosen more often to help emulate their trait past Growth Speed, other traits not withstanding).
I remember when some new advisor voices came out and people didn’t like the militarist voice. Lead developer got mad at people on the forums and called them sexist
Oh man, ye the super aggressive klingon-esqu one. I remember the discourse.
The only change I really hate is how they just changed leaders - people began to have fun with it - and then literally nerfed it into the ground. It made me quit. I have my hours and my fun but those nerfs... nah that was enough.
Oh and I miss the Dynamic Borders. Starbases you build could capture multiple Systems and you had to fight over controll with the Ai with Border Tech.
The biggest controversy imo was the removal of the types of space travel.
The tile system was awful, the new pop and job system is amazing in all aspects beside performance. The real issue is that the moment you snowball with a wide playstyle you end up fighting your CPU and the lack if interesting thing to do because you're too ahead.
And the "solution" of making a ridiculous logarithmic curving of the growth based of the empire's amount of population is a messy hotfix at best and I despise it. It's like "yeah we won't address performance that much therefore we'll just put a stupid blocker that stops any growth past a point and we'll balance the game from here". Artificially limiting pop growth potential isn't fun when the biggest part of the game is around your population.
Oh I hate that as well.
Like you made game based with its economy based on pops and then you Nerf the shit out of it with shitty bandage of a fix and pretend it was suppose to be like that.
Disagree i feel tile was more fun
For the boardgame kickstarter, don't worry it's always like that lol. Overall it's very very rare compared to videogames that a project actually doesn't get delivered !
It's just that it takes a few more years usually, 3 to 6
I've funded quite a lot of board games and most of them took 6-12 months from the start of the printing to the actual delivery. It is a lengthy process and sometimes it takes months just for the ship containers to be available. Since the infinite legacy was showcasing the prototypes of the ship miniatures in recent update I do not believe in a possibility of it being delivered anytime this year.
The only controversy is the friends we made along the way.
* the friends we purged along the way
having different ftl types and weapon types choosable at the start and then removing them later was pretty controversial too
IIRC, with the nomads you don't need to disable Megacorp as a whole in order to see them, you just need to disable the caravaneers during galaxy creation?
Star Trek Legacy game failed because the Star Trek New Horizons mod is more popular.
No, it failed because the Star Trek New Horizons is both better and cheaper
I would say any Kickstarter in the past few years post COVID has been delayed one way or another...
The legacy tile system should make a come back. Classic stellaris.
Ill miss you my beloved sweet planet tile system.
The fact you have to keep relearning how to play the game
I remember the Nomads! In my VERY FIRST campaign I managed to beat an awakened empire, they visited my game in the first 5 years deposited some pops, and moved on, their leaders are immortal quite strangely
The biggest issue i had for the longest time was that after the LeGuine update, it utterly broke sector automation meaning you had to micro manage EVERY SINGLE PLANET YOU HAD! It was fucking awful and I'm so greatful they FINALLY fixed it. I still want manual sector control back so i choose my own sectors instead of it being automatically made but it's not such an issue that i cant live with it.
You're really underselling some of these
- Megacorp was completely broken at launch. Your economy could suddenly die because one pop in one planet changed job and created a disaster domino effect. It took like a year to become a good game again. And they released way too soon to hit the Christmas time. And they deflected all criticisms using that shitty tactic of fully ignoring the overwhelming majority of reasonable posts and only adressing the 0.01% of shitheads sending personal attacks and threats.
- Star Trek infinite was feature starved to the point that it wasn't even a good introduction to Stellaris, nor really engaging. It was way less interesting than the Star Trek mod, which should never happen with a gaiden game. If a mod sets a bar this high, your game must aim higher.
After subscribing to the monthly payments for all of the expansion packs, for some reason after I lost all rights to the stuff I already owned
Prolly want to talk to customer support
Still waiting for the Stellaris boardgame to be released, it is taking a longer while. I tend to expect things to take longer than the stated time line, and understand that things have to be redone, but this has been a hell of a wait.
In an email, Uwe mentioned the board game delivery is Feb/Mar 2025 (hahaha), and it is now at a minimum of 14,539 backers and 3,097,657$ . Thx for mentioning it, what is going is on in this project so many levels not ok.
Stellaris difficulty has always been weird.
If you were unable to play for a year you could probably still smash through a commodore run, but the game is so min maxy and optimized that any tactic you learn from commodore and below does not matter at grand admiral. You basically have to relearn the game, a version I might add that is extremely boring micromanaging and tech rushing
They need to find a way to increase AI intelligence, especially in war (thats the fun stuff) and not just giving them insane boosts to keep up
they didn't fix the late game performance. I've pretty much never had a fun later game because it just stutters to much
They would have to redo the entire driver for the game. Brand new executable and everything to get it running well.
Though I'd be down for returning to the tile system. The lag only seemed to start once the individual pop system became a thing. Maybe go for a Gal Civ style pop system where the numbers are much lower but more impactful at break points. But I could see that having issues with completely redoing the economy, which I am also not opposed to
galactic paragons reworking the leader system but then locking all of its potential behind DLC comes to mind
Admittedly, it's been a while since I last played Stellaris (my PC is mid-range from 2016...it just doesn't handle the game that well). What I do remember being weird, is that even in 2023, the gestalt consciousness civilization types didn't have a tutorial. Sure many things are similar to non-GC factions, but it is still different enough that a proper tutorial would have been appreciated.
Really wish the Star Trek game got more love. But at least we have the great Star Trek mod which shows how good it could be with some more love.
I wish they improved the immersion by adding options to scale down ships to a realistic level, or add planets rotating around the sun. This is the definitive simulation of a space empire game, and I want it to also be a simulation of space itself, but it's a nitpick from me
The biggest controversy to me as a preorder player is the replacement of satramane gases and other OG rare resources with something so mundane as "Exotic gases" . Stellaris was not the same after that.
The og strat resources were so strange. Like terraforming liquids and terraforming gasses
talks about removal of old tile system doesnt mention removal of other FTL systems, I WANT MY WORMHOLE DIVES BACK ;(
3:10 We all do, man. We all do.
Funnily enough, I recently used the beta branch system to go back to Stellaris as it was at release, and going back to the tile system drove me nuts.
I dont miss the tiles at all, but I do miss the space travel variants.
Sword of the Stars is an amazing (old) game where the different ways the factions travel is a core aspect of the game.
Ah i remember the old tile system learning the new way was a challenge
Last time I checked, achievement tied to Nomads was removed from the game. I no longer have it on Steam, but GOG Galaxy lists it as one of the achievements I have. I haven't check are they still in the game for two years now, like having Megacorp on.
Thanks Aspec, I actually forgot the stellaris boardgame and that I backed it up
IT IS 8 YEARS OLD? I remember it like it was yesterday...
Was it 2.2 that also locked everyone into using hyperlanes? I mean, I only used warp for my first playthrough, so it didn't affect me too much, but I'm sure there were folks who enjoyed the other methods. Choice and all.
No that was in 2.0 Cherryh.
All I want in terms of a Stellaris spinoff is a Mass Effect 1 style space RPG. Not necessarily of the whole ME series' scope, but just something that same experience of flying to uncharted worlds to find the small specs of intelligent life on the fringes of inhabited space with the grandeur of the more space magic-y stuff to flesh out the setting.
Earlygame Stellaris is the only game other than ME1 that captures the exact tone I want so, especially given how bad games like No Man's Sky and Starfield fumbled the ball, a Stellaris spinoff from the perspective of a small team exploring the galaxy would be the best bet.
I would say Paragons DLC (and the update that came with it) since it made rulers so busted. Just farm so many resources, very efficiently without any pops. Until they finally got it balanced out a few months ago. I quite like it now.
I completely forgot about the nomads until now and I'm still wanting to play as a nomadic empire
That board game kick starter was the first, and last, kickstarter I have ever done.
One thing that allways bothers me: you cant merge federations or act in a diplomatic way with them once you have your own. Even after the Federation DLC
im so sad nexus isnt stellaris anymore. I was really hoping we might see the portraits like the taller rats, being put into the main game.
also controversial shoutout to every time an rng mechanic is added to the game, and people start ranting and raving about it to no end.
Still waiting for my All-in Stellaris Infinite Legacies Set to come....
Played many hours, bought expansions...the game just doesn't feel like it has a soul. I feel like I am playing a spread sheet. The Original Master Of Orion really nailed it for me. Great espionage, fun diplomacy, enough diversity and limitations in resarch. I would like more eye candy, big epic full screen events like you have in your videos when ever a momentous achievement or contact has been made. It just drags on and on. Really sad for this game as I want it to be so much more than figuring ourt what percentages will help me win
I DID NOT KNOW THEY REMOVED THE NOMADS AND THIS NOW MAKES ME REALLY MAD!!! I loved those guys!
wait .. so it's the mega corps dlc that is the reason i never see the nomads anymore? god damn it.
"The worst thing since diced toast"? C'mon now, croutons are awesome.
I have an embarrassingly large amount of hours in Stellaris but I haven't touched it since last June. Too many large overhauls to basic game systems in a relatively short amount of time. It felt like I had to re-learn the game every 2-3 months
While I don't care about the tile system there's one thing that you didn't add. Stellaris used to have 3 different ftl systems. My favorite was the wormhole drive. Now all you have is a weak version of it you can get from a research with a huge cool down and when you use it it gives a massive debuff cutting your fleet power in half for a time.
Whats insane about stellaris is that they made a game and then decided nah i dont like this game let me redo it entirely over time
Thankfully pops (looking at you virtuality) aren't too much of a lag contributor anymore depending on galaxy size of course. What i've noticed is the largest lag machine is trade networks. Instead of calculating a million pops and job production every month it lags calculating the shortest trade routes and piracy. ESPECIALLY IN MODDED GAMES and when wormholes and gateways are made.
Every single time I hear "board game spin off" I begin counting in my head and I stop when crowd funding goals are mentioned. I never get past "3" in my count.
2.5M budget for a board game is wild. The fact that it's still not out is wilder still.
Glad to hear you liked ST: Infinite, I thought I was the only one. It was extremely rough and janky, but so does every PDX game at start. With some work it could've been the greatest ST game ever made (I know there is a Stellaris mod, but I don't like playing mods).
I don't know if anyone ever mentioned this, but in that same mobile game screenshot with the Halo art, the suit the girl is wearing is taken directly from EVE (Gallente exploration suit). The game actually still seems to rip off a lot of EVE's new UI design.
I miss Stephan too but he quit because, from what I could tell, he didn't like that unity because useful and less abundant and he couldn't just tech rush like he used to.
He would have hated the recent tech rebalance.
blorg... body.... pillows?
and they made 50 of them?...
i want
A lot of these aren't really what most people would call "controversies" more like "we tried [thing]" or "we were lazy."
The true controversy is that we haven't gotten:
-Internal politics expansion. Currently it's way too easy to maintain unity in huge empires IMO and empires with the same ethics are essentially the same. A way to differentiate the cultures within and having to actually struggle to maintain either unity across differences or enforce one would be nice. Factions, unrest, and crime too feel like they should be more than they are.
-A religion system to, you know, actually define what your people believe specifically. As is, every "spiritualist" empire apparently believes the same thing, which is crazy lol. Sending missionaries, having laws on expression, setting like worshipping machine gods/psionics/the toxic god/death/the stars/etc
-A different types of Hive Minds or at least better ways to differentiate them. Like a distributed collective, centralized collective, the Not-Actually-A-Hive-Mind-But-Act-Like-One like bees and ants. It really feels kinda sad that Gestalts don't get the same range of flexibility that non-gestalts get.
-Please, for all that is good, make espionage, cloaking, and syndicates more impactful. I want to be a devious little menace in games. 😭
You missed TTCombat making a resin dreadnought and ether dragon or whatever it’s called. They were supposed to work on a ship combat board game, and the models were proof of concept (I think).
There wasn't any there, they made models, then did some tabletop rules whilst making them. I have a full set.
The problem with pops are that I literally have to micro my 3 planet empire so that they don't starve to death from no farmers.
The main issue I had with the star trek game is paradox fans are an investment with all the dlc. To basically start over with a bare bones game that looked so similar to stellaris and then have to wait and pay for more successful seemed silly.
Removal of two out of three FTL methods springs to mind, ASpec!
How did that tabletop fail so badly, when Homeworld: Fleet Command, another big-time strategy PC->tabletop conversion, went very well, with schedule met and the entire project going shockingly smooth.
Infinite Legacy has 6 times the budget as well, it's bizarre.
@@A_Spec Severe case of mismanagement? 🤔
The fact that tbe planetary combat is still wait for your circles to make the enemies circles go away is disappointing. They could divide the planetary battles into the districts it has, planet features could affect the battle, modifications to armies perhaps, i just want something for a bit of flavor, ill take pepper at this point.
I still miss getting to chose what you’re starting FTL tech was. Sure there was a meta but I liked to have the options when playing solo just seemed strange they took that away still