My thoughts exactly. If there are no other features worth paying for, I'll probably skip this one until it goes on a deep sale, pending great post-release reviews.
@CzarnyBonek I definitely plan to turn them off for early game, seems like too much rng before you can get established and reasonably mitigate the downsides.
About gravity storms: When 2 black holes collide, the surroundings REALLY do not like it - the center of gravity around them will keep moving swiftly, massively shifting the direction of gravity over time which can mess up a galaxy.
@@peterdavis7557 the toxic god in the shoud just decides to make a toxic panet, the fire focused one a volcanic planet and the third could be a tomb world.
Honestly, the thing I don't like about this DLC isn't the storms, but the buildings. There is already such precious little room on planets for necessities let alone room for extras like storm buildings
@@XCerykX With feature creep, I think building slots will need to be reworked someday to keep up. And I do not mean only increasing in number, I mean a scaleable solution that will adjust to the growth of the game going forward.
@@333animemaster still, at this point the amount of "really should have" - buildings is growing, the slot count should keep up with feature creep in some form.
Whether the weather be magnets, Or whether the weather be shocks, Whether the weather be Shroud, Or whether the weather be dust. We'll weather the weather, Whatever the weather, Whether we like it or not!
These space storms seem to affect planets way more than space.... Kinda wish there would have been more effects on mining/research stations, observatories, and mega structures. Science and construction ships as well. Also would have been cool if storms had positive and negative effects on fleets. Electric storm increasing shield hp while turning off them and increasing projectile damage but reducing laser damage. Ect
16:40 - Just to clarify, I believe what it's saying about the Shroud storm is that it can change both habitable and uninhabitable worlds, not necessarily that it will flip them from one to the other. Now it still might! But just a heads-up.
I think it's really important that the storms are there for a long period of time so there is actually an incentive to play around it. The effects also need to be relevant, so I'd prefer fewer useless effects (stuff like "+50% enforcer output"). Also, hopefully the visuals for the storms will be nice, vanilla Stellaris systems are kinda lacking when it comes to visuals.
It seems to be going against the grain, but I am kind of looking forward to this. It really seems to be a pack aimed at making the single player games a bit more interesting and varied. The one thing I would like to see is a slight reduction in the research cost ramp up if they are adding more techs - or we should have more control over which 'theme' of research we want to head into (since we now have astral threads, all the ascension paths, archeotech, and new storm mechanics).
i actually Like this Kind of randomness in stellaris, you AS a Underdog Empire with a unlucky start or a Empire with a verry lucky start keeps the gameplay varied each time
@@gmradio2436if they ever deserved some time to cook it would be now tbh, pleasantly surprised by MA and the previous pack updates. Actual props to them lol. You can legit see the team getting better with time.
I'm still very skeptical about this DLC, 4X games have added weather mechanics, it's rarely interesting it's just like a random event that destroys terrain kills populations and makes things generally less enjoyable.
Civilization 6 comes closest to getting it right. Floods and volcanic eruptions can permantly make the terrain more productive, so it's not all bad. It's your decision If you want to settle on a flood plain or near a volcano and you can research dams.
It is true most times weather is use to inflict damage on a player to make games not be the same economy grinds. I don't normally see ways to use the same mechanics as an active weapon. I will not say good or nad until about a month after the DLC drops and we get time with it, but it is interesting. First it makes your neighbors more important than just potential warfronts. If your neighbor starts down the storm tree it should both be visible and demand counter play. If they are going storm repulsion, part of your boarder is safer from economic damage and might be someone to ally with or watch for military build up in a "safe harbor". It they are playing Storm Attraction, you probably want to invest in weather research yourself to prevent storms being dragged through your territory. Or you can weaponize your neighbor's storms be directing them to your enemies. You might have to sacrifice a few planets, but it could weaken two other empires. There seems to be more play and counter play than just bad weather.
Thank you so much for making these videos! I'm playing a Storm Chasers megacorp with Storm Influencers and Weather Exploitation. One of my first big decisions is what kind of storm I'm going to create - and of course, the game doesn't even give a hint as to what each storm's effects will be. Of course the Stellaris Wiki hasn't been updated yet. So naturally I come here, back to your videos - as it's seemingly one of the few places on the internet I can find information about the new content!
Honestly don't care about the storm DLC, just seems like its gonna go the way of espionage, it'll be technically a thing but to weak to bother with. The next update after it though looks really interesting, messing with the space fauna could be fun on its own, might also tie into the fruitful partnership origin which would be neat.
Imagine trying to bring real-world physics into your sci-fi space game 🤣 I would really love if there was a mechanic where stars could become unstable and go nova or supernova
Great video, really interesting changes to an existing mechanic that previously only stemmed from VLUUR and the zroni storm casters. I'm looking forward to seeing how they impact the new features. I don't quite understand the negative responses - we already have any number of RNG determined events that can help or hinder your systems. Additional content is always welcome, especially where it develops existing mechanics thematically.
@@MontuPlays The way it's worded, I think it might just be RNG, with the system being randomly assigned a value for intensity between 1 and 3 after the system passes. It probably wouldn't be even RNG, I suspect 1 would be the most heavily weighted value to denote low intensity, while the highest of 3 would be least weighted. That's what makes the most sense to me at any rate.
Magnetism and electromagnetism are 2 different things, radiation is not inherently particles and particles are not inherently radioactive and not sure where the electromagnetism you mentioned comes from. The gravity storms are definitely an unusual one, however there is sort of a precedent. Fairly recently (2020) we actually experienced I guess what you could call a gravitational storm where a wave of gravity hit us in exactly the way described in the tooltip but im not entirely sure how it could be a "storm".
It shouldn't be too bad provided that storms avoid home systems and guaranteed habitable planet systems for the first 50 years or so. I hope they implement something like that. You can also turn off early game storms altogether I think. It's also worth noting that while some of the storms are absolutely terrible when they affect your colonies they may be quite beneficial in your other systems. If I had the possibility to attract or create a radiant storm in a system with a kilostructure I'd definitely do so. Weaponising storms also looks potentially fun.
Sounds like going wide is good insurance from any of the storms. Losing some production from a planet or ten is basically unnoticeable once you get big enough. In my last playthrough there were many planets I just forgot about for a while, or even missed the colonization notification entirely because I was busy.
100% and tall empires will have the opposite effect. Needing more buildings can kill productivity of each planet and a storm can absolutely crash a tall economy.
You can still play tall with this. Instead of playing an alone self sufficient tall empire, you can play a tall vassal abusing empire which your most production relies on your vassals while you focus on alloy production only. So this DLC is going to force player to have vassals to handle their resource production for them.
10:06 "If you're a battleship you'll get minus 10%" If they're basing ship size on it's likely using the ship scaling that torpedos use, which would be a -22.5% damage output for battleships, -12.5% damage output for cruisers, -7.5% damage output for destroyers, and -5% damage output for corvettes and frigates.
Ahh the classic, “here have a good dlc” “Here have a bad dlc” “Here have a good dlc” “Here have a bad dlc” Legit you will never be able to tell with paradox lol
Hey montu, would you be willing to do a Fanatic Spiritualist playthrough, seeking to unite the Galaxy under a Galaxtic Imperium lead by a Chosen One God Emperor?
@@fatchins9126 No. Xenophilic or at least neither of those and egalitarian for the bonus to faction unity and specialist outputs. You're to spread the True Faith, not hide it for yourselves only.
@@duncanharrell5009 for the record, imo, if you’re talking big E, dude was definitely a militaristic, authoritarian, materialist. Not the xenophobic, spiritualist empire people think of. That’s later. The faith comes later directly against the emperor wishes. He was all about science and progress and VERY MUCH did not like any religion, at all. A legit technocrat or Meritocracy guy. The imperium ends with the opposite beliefs to what it started on lol.
i love the intro matey also love this dlc idea holy shit warp storms RAISE THE GELLAR FIELD (hopefully we get more psi tech none shroud related from this)
My big wants before release: I want to see more storms that have benefits for fleet combat. I love the negative effects. I think this will make space combat more interesting with the idea that you could make a storm and fling it towards a target system and have the entire path of systems, if they're your space, prepared for a certain type of issue for your fleet. But, it would be interesting to see if certain weapons were outright stronger with better range or alternative combat effects. And I'd like to start seeing what this means for modders, in how previous expansions showed off what these actual new effects would be. I hope to see storm related mods within the week of release to enhance the base ideas presented here. I hope this is the huge shake up to fleet combat I've been hoping for.
Whatever they do with the storms, I just hope they improve/update the original UI to be able to trigger some of the screen clutter. I don't really care what systems have finished archeology digs or finished astral rifts when I'm fighting the endgame crisis at 2400something. Also, if I build orbitals on every planet/moon/asteroid in a very dense system, all I see are orbital icons, nothing else.
At first I was like: Oh cool, storms. That sounds kinda neat! Now after watching It's just: So what I am hearing is there is at minimum 2 ways for RNG to severely cripple an empire with zero ways to counter it because you need a special structure to just START to defend against it and that just forces you to rush that structure 24/7 as well as more mandatory researches added onto everyone's overfull plates to prevent it from fleet-wiping you. Thus I predict the meta will be: Decentralize everything, never specialize planets, mandatory structures EVERYWHERE, rush that mandatory research HARD, have multiple prepared fallback homeworlds in case of instant death approaching your current one, just completely only ever build ultra-wide because if you ever have anything vaguely specialized then the wrong RNG storm will cripple you until you are strong enough to basically render the entire mechanic non-existent, then just play like it isn't there anymore. So basically, new mechanic that stresses the player out and annoys the crap out of them until the player develops enough to ignore it completely. So it's only ever either a negative source of stress, annoyance, and general negativity with some consolation prizes or something you forget is there. Not very good candidate for a payed product
You can also invite the syorms to your territory and use the new tools to make use of the storms. New origin and 3 new civics that receive buffs from storms, several new buildings. Might play tall and use storms as a defensive barricade. Or place the storm repulsion modules on stations on your boarder. Inversely you could place a storm attractor to draw storms away from important systems. Or ignore the storm tax and out rush the other players. Storms move around the galaxy and then go on cool down. Play roulette with the galaxy. The final option is to set the storms to off. You still get everything in the pack, including player made storms.
finally the storms that swolfin has sung about have come. "I'll sing you a song of our fish from the sea. And it's windy weather, boys, stormy weather. When the wind blows, then we're all together. Boys blow ye winds fringeward, blow ye winds, blow."
one thing i would love is the longer you run the game the more frequent the storms, so earlier on they would be far and few between but say by midgame they would be occasional, etc.
One of my favorite things was completing a science excavation chain that granted the ability to fortify starbases with storms. I enjoyed the idea of sealing my empire behind a wall of crackling mystery.
This DLC is great for someone who wants to play on the fly. Or someone who wants to roleplay an actual space empire as it introduces new challenges. It's also good if you want to have a realistic run (let's be honest, Space is supposed to be cruel). If someone doesn't like it, there is always the option of disabling it.
You know what I would LOVE to see is a new end game crisis that works this way; another galaxy finally drifts close enough toward us that FTL between them is now possible. But this galaxy is similar to ours they have a federation but they are hostile. Meaning we need to unite ourselves to fight them. Massive ship battles raging though the systems. I know the mechanics would need to he worked out a certain way because we clearly can't have 2 huge galaxy's because lag but I'm sure the devs could find a creative way around it.
I can see it now: Game Start, I spawn next my devouring swarm premade empire, and then a storm spawns on top of me decimating my fleet... You guys know where this goes. Anyone else notice that these storm effects could truly be horrible when combined with the debuffs caused by altering reality?
Honestly I'll probably get this just for the rng challenges it would bring making the game tougher means I will have to be a lot more strategic in my thinking
honestly i think this is a good thing for pvp, in the sense that it allows for a different of skill test to shake things up normal tournaments are based on optimal execution of a predetermined strat without rng, this tests the ability of improvisation if things go wrong horribly probably you dont want to play with it on all the time tho
Ultimately this feels essentially like a new layer of RNG to add onto your galaxy and i think that for those who enjoy that will enjoy this DLC. Feel pretty skippable though if thats not your cup of tea
The one thing I will say is that hopefully the defensive tree will get a special repellant or something because having a storm just completely invalidate one entire tree is a bit much.
I'm actually excited for this. So far it seems like the storms could potentially break nations apart to cause more chaos, but I'm someone who enjoys the chaos of the game.
Good way to break the stale period, manipulating storms for your advantage could be a fun maneuver. Hopefully tunned down early when you have no tools to deal with it.
I would have preferred the storm to affect battles and systems deposits more than planets. Like affecting the effectiveness of certain weapon type, giving tracking or evasion,... Even more if we know where the storms are going, it would make planning important Here, I just see electric storms (and stardust storms if you need a cloaking device) giving me more reasons to go armor instead of shields I love the concept, I think it could bring a lot of nice content (while overwhelming new players even more but hey, it's a paradox game), but as it is right now I'm not sure I want it in my galaxie.
TH-cam has been very uncooperative when it comes to showing me your videos on time. So posting here to see if it unconfuses the algorithm about what I want to watch.
I guess unpopular opinion I think this will be a fun dlc. What separates Stellaris from games like Endless Space is the events. The game throws things at you to deal with traditionally this has been minor events from science ships and larger events like the Great Khan and the end game crises.
Dlcs i wish paradox made for stellaris: 1 unic ships for empires with pacts with shroud and psonic, religion system, similar to machine age 2 plague system(zombies, xenomorphs, corona virus 2), more mechanics for animal life forms, biological acension ship sets, similar to machine age 3 criminal organizations and pirate clans mechanics, some phisical representation of trade routes and civilian ships. i like the simulation aspect of stellaris of seeing a galact empire, i dont want to just win the game.
Seems like something I would like, but probably because I just play by myself for RP reasons. But I would probably still keep them on minimal or close minimal settings. It does sound like something which if too much will just be an annoyance.
It might be fun with the storms...but I fear it won't. Look, I just fought Cetana's fleets for the first time while she had a "Cetana storm effect." And there was the usual galaxzy wide storm effect, too. A snail could outrun my poor ships, so slowly were they moving (and this was with two speed buffs.) It was not that it made Cetana crazy dangerous...it started out being very scary as I had no idea what she could do, and then it got boring. I fear what might happen when a third kind of storm hits me. One storm is annoying, two extremely much so, and three is...well, we'll just have to see. Maybe It'll be fun 🙂
This reminds me of the Natural Disasters in Civilization. I will probably have these settings on minimum or off. I like to actually enjoy my game and the difficulty of the AI at Admiral and up is sufficient
I think it will add a fun challenge or layer to roleplay which is my primary reason for playing this game anyway. These storms can also plow through AI territory as well which could lead to some interesting sudden downfalls or unexpected changes to the political enviroment
I'll wait to see what else comes about with the info of the dlc to form an opinion. Cause not for nothing, maybe the origin that's coming will have a different effect and be beneficial instead of a hindrance.
I like it, the early game will be harder, but the fact it makes meta builds harder is a good thing in my mind, they now have a risk factor correspondent with them. I can see myself turning the frequency low as too many storms in a game would probably feel monotonous but just like space fauna I like anything that makes the galaxy feel more alive. Gota agree though, the names and science are wack
Still upset that space shanty isn’t in the game music. I don’t want my strategy game to be predictable these random storms sound like a great addition to spice up the game
Imagine claiming a colony in the center of another player's empire and putting down a storm attractor there. If there are components that completely negate storm effects, depending on how powerful the storm attractor is, I can sort of see this turning into an arms race. Place a storm attractor near a virtual habitat and watch them get destroyed as their upkeep skyrockets and their economy comes crashing down. If there are storm guidance stuff then it's going to be chaotic. Send a bunch of storm at your enemy and clean them all up as soon as the storm passes. I'm kinda looking forward to the storm riders origin now
DLC looks really unfun, probably will skip it. might pick up one of the older DLCs i skipped like Astral planes if it goes on 50% off when storms comes out, as bad as that DLC is it doesn't make your game worse just for owning it (except the free fleet astral action, has that been fixed yet?)
As someone who LOVES using environmental effects for tactical and strategic purposes, I absolutely CANNOT wait for this to come out. However I also acknowledge that I'm probably in the minority for that
I wonder if being a subterranean nation would help resist effects from these storms... At least for planets. After all; if said civilisation lives beneath the ground, it would make thematic sense to receive such a defence. Just a thought that I hope the devs take into consideration...
The biggest thing here is the fact we have game settings for storms.
Absolutely. I feel like i will keep them off. Too bad that you can't disable event ones.
My thoughts exactly. If there are no other features worth paying for, I'll probably skip this one until it goes on a deep sale, pending great post-release reviews.
I prefer opposite - maximum setting. At least for now :)
@CzarnyBonek I definitely plan to turn them off for early game, seems like too much rng before you can get established and reasonably mitigate the downsides.
Yes that huge. I wish we had settings for "Hyper Relais"
"Moving a bit to science fantasy there" he says about the game that has people with psychic powers, extradimensional invasions, and necromancers
Don't forget the dimentional eldritch horrors and space dragons
And bubbles!
@@windoverwaves6781 you can't forget bubby.
About gravity storms: When 2 black holes collide, the surroundings REALLY do not like it - the center of gravity around them will keep moving swiftly, massively shifting the direction of gravity over time which can mess up a galaxy.
Yeah, that happens to me sometimes;]...
center of mass, not gravity
@@TheRealEtaoinShrdlu The center of mass is where gravity pulls towards...
gravitational waves are F U N
Three body problem with Grand Admiral difficulty settings.
Game starts: *shroud storm touches your home system and changes habitability to low*
The Shroud: No need to thank me!
@@aze94 Your gaia world is now (drumroll please...) a DESERT! You're welcome :)
gellar field go bbbbrrrrrrrrr
@@MrSpelljack Nah, a barren. Would be so much nastier.
@@peterdavis7557 the toxic god in the shoud just decides to make a toxic panet, the fire focused one a volcanic planet and the third could be a tomb world.
Honestly, the thing I don't like about this DLC isn't the storms, but the buildings. There is already such precious little room on planets for necessities let alone room for extras like storm buildings
There will be Starbase equivalents available as well, although the relief center will probably have to be planetside
The relief center won't be required on worlds which starbase equivalent of storm repulsion exist.
@@XCerykX With feature creep, I think building slots will need to be reworked someday to keep up. And I do not mean only increasing in number, I mean a scaleable solution that will adjust to the growth of the game going forward.
I mean... building slots are meant to be a cost/benifit thing. The devs didnt want everyone building everything on every planet like the tile system
@@333animemaster still, at this point the amount of "really should have" - buildings is growing, the slot count should keep up with feature creep in some form.
Whether the weather be magnets,
Or whether the weather be shocks,
Whether the weather be Shroud,
Or whether the weather be dust.
We'll weather the weather,
Whatever the weather,
Whether we like it or not!
Spoken like a true Man
These space storms seem to affect planets way more than space....
Kinda wish there would have been more effects on mining/research stations, observatories, and mega structures.
Science and construction ships as well. Also would have been cool if storms had positive and negative effects on fleets.
Electric storm increasing shield hp while turning off them and increasing projectile damage but reducing laser damage. Ect
16:40 - Just to clarify, I believe what it's saying about the Shroud storm is that it can change both habitable and uninhabitable worlds, not necessarily that it will flip them from one to the other. Now it still might! But just a heads-up.
I think it's really important that the storms are there for a long period of time so there is actually an incentive to play around it. The effects also need to be relevant, so I'd prefer fewer useless effects (stuff like "+50% enforcer output").
Also, hopefully the visuals for the storms will be nice, vanilla Stellaris systems are kinda lacking when it comes to visuals.
My feelings exactly.
It seems to be going against the grain, but I am kind of looking forward to this. It really seems to be a pack aimed at making the single player games a bit more interesting and varied. The one thing I would like to see is a slight reduction in the research cost ramp up if they are adding more techs - or we should have more control over which 'theme' of research we want to head into (since we now have astral threads, all the ascension paths, archeotech, and new storm mechanics).
Same here! This has the potential to really change the face of the game in a big way for the first time in a while.
i actually Like this Kind of randomness in stellaris, you AS a Underdog Empire with a unlucky start or a Empire with a verry lucky start keeps the gameplay varied each time
It's a good day when he releases a video!
Great vid, I had higher hopes for what the next DLC would be though :)
i am the storm that is approaching
provoking
@@MelonMan647 black clouds in i-so-la-tion
I am the storm that knocks!
I don't even know who you are.
I am reclaimer of my name. Born in flames, I have blessed....
These storms remind me strongly of Civ 6's disasters.
Sure, it hurts to be hit by them but there are potential benefits to reap as well
I think they missed an opportunity to release an Energy Species Pack alongside this one.
We just got Machine Age, the model team needs some lead time for the next big release.
@@gmradio2436if they ever deserved some time to cook it would be now tbh, pleasantly surprised by MA and the previous pack updates. Actual props to them lol. You can legit see the team getting better with time.
@@garymcjerry I agree. I will wait for the next big pack if it was like MA. What were the last two DLC this year? Museum/zoo and a species pack?
I think Ill keep naturally spawning storms off but leave it as an option for empires to use as a form of offensive strategy.
That might actually make them more devastating. If they don't happen naturally, then no one will prepare for them.
Maybe build a storm attraction center at a starbase in a desolate uninhabited system, in order to draw storms away from your populated systems?
I'm still very skeptical about this DLC, 4X games have added weather mechanics, it's rarely interesting it's just like a random event that destroys terrain kills populations and makes things generally less enjoyable.
Yeah, sounds just like a huge RNG element, especially early on.
I agree this on the surface this is one of the least exciting dlcs for me.
Civilization 6 comes closest to getting it right. Floods and volcanic eruptions can permantly make the terrain more productive, so it's not all bad. It's your decision If you want to settle on a flood plain or near a volcano and you can research dams.
It is true most times weather is use to inflict damage on a player to make games not be the same economy grinds. I don't normally see ways to use the same mechanics as an active weapon. I will not say good or nad until about a month after the DLC drops and we get time with it, but it is interesting.
First it makes your neighbors more important than just potential warfronts. If your neighbor starts down the storm tree it should both be visible and demand counter play. If they are going storm repulsion, part of your boarder is safer from economic damage and might be someone to ally with or watch for military build up in a "safe harbor". It they are playing Storm Attraction, you probably want to invest in weather research yourself to prevent storms being dragged through your territory. Or you can weaponize your neighbor's storms be directing them to your enemies. You might have to sacrifice a few planets, but it could weaken two other empires.
There seems to be more play and counter play than just bad weather.
@@bdrago5420 well the storms have also have positive effects as well as negative effects
Thank you so much for making these videos! I'm playing a Storm Chasers megacorp with Storm Influencers and Weather Exploitation. One of my first big decisions is what kind of storm I'm going to create - and of course, the game doesn't even give a hint as to what each storm's effects will be. Of course the Stellaris Wiki hasn't been updated yet. So naturally I come here, back to your videos - as it's seemingly one of the few places on the internet I can find information about the new content!
Honestly don't care about the storm DLC, just seems like its gonna go the way of espionage, it'll be technically a thing but to weak to bother with. The next update after it though looks really interesting, messing with the space fauna could be fun on its own, might also tie into the fruitful partnership origin which would be neat.
Imagine trying to bring real-world physics into your sci-fi space game 🤣 I would really love if there was a mechanic where stars could become unstable and go nova or supernova
I think some mods have events who does that, I don't remember their names tho.
Does the time period the games cover even long enough for this to happen? Naturally unless they were already that way at the start.
Well, Betelgeuse could go any day and there could be events that give indications it could be happening or going to happen
Great video, really interesting changes to an existing mechanic that previously only stemmed from VLUUR and the zroni storm casters. I'm looking forward to seeing how they impact the new features. I don't quite understand the negative responses - we already have any number of RNG determined events that can help or hinder your systems. Additional content is always welcome, especially where it develops existing mechanics thematically.
6:00
"I don't know what determines that"
Text on screen "depending on the storms intensity"
Let me rephrase, I don't know what determins the storm's intensity!
@@MontuPlays The way it's worded, I think it might just be RNG, with the system being randomly assigned a value for intensity between 1 and 3 after the system passes. It probably wouldn't be even RNG, I suspect 1 would be the most heavily weighted value to denote low intensity, while the highest of 3 would be least weighted. That's what makes the most sense to me at any rate.
Magnetism and electromagnetism are 2 different things, radiation is not inherently particles and particles are not inherently radioactive and not sure where the electromagnetism you mentioned comes from. The gravity storms are definitely an unusual one, however there is sort of a precedent. Fairly recently (2020) we actually experienced I guess what you could call a gravitational storm where a wave of gravity hit us in exactly the way described in the tooltip but im not entirely sure how it could be a "storm".
It shouldn't be too bad provided that storms avoid home systems and guaranteed habitable planet systems for the first 50 years or so. I hope they implement something like that. You can also turn off early game storms altogether I think. It's also worth noting that while some of the storms are absolutely terrible when they affect your colonies they may be quite beneficial in your other systems. If I had the possibility to attract or create a radiant storm in a system with a kilostructure I'd definitely do so. Weaponising storms also looks potentially fun.
It's like Stellaris is trying to compete with Cities Skylines 2 in producing dlc that the fanbase do not care for.
Still not convinced about this DLC tbh.
Not sure I like that range of randomness
Seems that if you lean into it, the storms can have nice effects while removing the negatives.
Sounds like going wide is good insurance from any of the storms. Losing some production from a planet or ten is basically unnoticeable once you get big enough. In my last playthrough there were many planets I just forgot about for a while, or even missed the colonization notification entirely because I was busy.
100% and tall empires will have the opposite effect. Needing more buildings can kill productivity of each planet and a storm can absolutely crash a tall economy.
You can still play tall with this. Instead of playing an alone self sufficient tall empire, you can play a tall vassal abusing empire which your most production relies on your vassals while you focus on alloy production only. So this DLC is going to force player to have vassals to handle their resource production for them.
Montu, the radiant storm can actually be amazing the right systems. If it is in an arc furnace system then you have a literal gold mine.
10:06 "If you're a battleship you'll get minus 10%"
If they're basing ship size on it's likely using the ship scaling that torpedos use, which would be a -22.5% damage output for battleships, -12.5% damage output for cruisers, -7.5% damage output for destroyers, and -5% damage output for corvettes and frigates.
I'm regretting getting the season pass when machine age came out. I really hope this dlc turns out to be much better than it sounds.
Ahh the classic,
“here have a good dlc”
“Here have a bad dlc”
“Here have a good dlc”
“Here have a bad dlc”
Legit you will never be able to tell with paradox lol
Hey montu, would you be willing to do a Fanatic Spiritualist playthrough, seeking to unite the Galaxy under a Galaxtic Imperium lead by a Chosen One God Emperor?
BOOOORING
Everyone and their grandparents did that already
Let me guess its also xenophobic
@@fatchins9126 No. Xenophilic or at least neither of those and egalitarian for the bonus to faction unity and specialist outputs. You're to spread the True Faith, not hide it for yourselves only.
@@duncanharrell5009 for the record, imo, if you’re talking big E, dude was definitely a militaristic, authoritarian, materialist.
Not the xenophobic, spiritualist empire people think of. That’s later.
The faith comes later directly against the emperor wishes.
He was all about science and progress and VERY MUCH did not like any religion, at all. A legit technocrat or Meritocracy guy.
The imperium ends with the opposite beliefs to what it started on lol.
i love the intro matey also love this dlc idea
holy shit
warp storms
RAISE THE GELLAR FIELD
(hopefully we get more psi tech none shroud related from this)
My big wants before release: I want to see more storms that have benefits for fleet combat. I love the negative effects. I think this will make space combat more interesting with the idea that you could make a storm and fling it towards a target system and have the entire path of systems, if they're your space, prepared for a certain type of issue for your fleet. But, it would be interesting to see if certain weapons were outright stronger with better range or alternative combat effects.
And I'd like to start seeing what this means for modders, in how previous expansions showed off what these actual new effects would be. I hope to see storm related mods within the week of release to enhance the base ideas presented here.
I hope this is the huge shake up to fleet combat I've been hoping for.
Such an awesome sounding DLC. Love the shroud and nexus storm ideas especially.
As a primarily single player mode player, this looks fun actually. I can see several of these really helping you out, even early game.
Whatever they do with the storms, I just hope they improve/update the original UI to be able to trigger some of the screen clutter.
I don't really care what systems have finished archeology digs or finished astral rifts when I'm fighting the endgame crisis at 2400something.
Also, if I build orbitals on every planet/moon/asteroid in a very dense system, all I see are orbital icons, nothing else.
At first I was like: Oh cool, storms. That sounds kinda neat!
Now after watching It's just: So what I am hearing is there is at minimum 2 ways for RNG to severely cripple an empire with zero ways to counter it because you need a special structure to just START to defend against it and that just forces you to rush that structure 24/7 as well as more mandatory researches added onto everyone's overfull plates to prevent it from fleet-wiping you.
Thus I predict the meta will be: Decentralize everything, never specialize planets, mandatory structures EVERYWHERE, rush that mandatory research HARD, have multiple prepared fallback homeworlds in case of instant death approaching your current one, just completely only ever build ultra-wide because if you ever have anything vaguely specialized then the wrong RNG storm will cripple you until you are strong enough to basically render the entire mechanic non-existent, then just play like it isn't there anymore.
So basically, new mechanic that stresses the player out and annoys the crap out of them until the player develops enough to ignore it completely. So it's only ever either a negative source of stress, annoyance, and general negativity with some consolation prizes or something you forget is there. Not very good candidate for a payed product
You can also invite the syorms to your territory and use the new tools to make use of the storms. New origin and 3 new civics that receive buffs from storms, several new buildings. Might play tall and use storms as a defensive barricade.
Or place the storm repulsion modules on stations on your boarder. Inversely you could place a storm attractor to draw storms away from important systems.
Or ignore the storm tax and out rush the other players. Storms move around the galaxy and then go on cool down. Play roulette with the galaxy.
The final option is to set the storms to off. You still get everything in the pack, including player made storms.
finally the storms that swolfin has sung about have come.
"I'll sing you a song of our fish from the sea.
And it's windy weather, boys, stormy weather.
When the wind blows, then we're all together.
Boys blow ye winds fringeward, blow ye winds, blow."
Particle Storms and Nanite Swarms will be very interesting for free unity.
one thing i would love is the longer you run the game the more frequent the storms, so earlier on they would be far and few between but say by midgame they would be occasional, etc.
A new video idea.
Planatary features/modifiers tier lists
One of my favorite things was completing a science excavation chain that granted the ability to fortify starbases with storms. I enjoyed the idea of sealing my empire behind a wall of crackling mystery.
This DLC is great for someone who wants to play on the fly. Or someone who wants to roleplay an actual space empire as it introduces new challenges. It's also good if you want to have a realistic run (let's be honest, Space is supposed to be cruel).
If someone doesn't like it, there is always the option of disabling it.
I just now realized that I am absolutely going to have to create an empire called "Riders on the Storms" inhabited by a species called "The Doors"
There better be a "Twister" reference. Maybe an event chain involving Megacorp Storm Chasers?
I hope this dlc adds a lot more visual depth to the universe. I wouldn't mind storms that don't do anything but just look cool
You know what I would LOVE to see is a new end game crisis that works this way; another galaxy finally drifts close enough toward us that FTL between them is now possible. But this galaxy is similar to ours they have a federation but they are hostile. Meaning we need to unite ourselves to fight them. Massive ship battles raging though the systems.
I know the mechanics would need to he worked out a certain way because we clearly can't have 2 huge galaxy's because lag but I'm sure the devs could find a creative way around it.
20:40 I am going to investigate that mysterious unknown alien capsule so hard
I can see it now: Game Start, I spawn next my devouring swarm premade empire, and then a storm spawns on top of me decimating my fleet... You guys know where this goes.
Anyone else notice that these storm effects could truly be horrible when combined with the debuffs caused by altering reality?
Honestly I'll probably get this just for the rng challenges it would bring making the game tougher means I will have to be a lot more strategic in my thinking
I welcome the chaos of the storms. Sounds really fun to be messed up or gain bountiful resources :D very excited for this dlc
Radiant Storm on an Arc Furnace system could be fun.
honestly i think this is a good thing for pvp, in the sense that it allows for a different of skill test to shake things up
normal tournaments are based on optimal execution of a predetermined strat without rng, this tests the ability of improvisation if things go wrong horribly
probably you dont want to play with it on all the time tho
I can see storms being turned off for early game in pvp games
Ultimately this feels essentially like a new layer of RNG to add onto your galaxy and i think that for those who enjoy that will enjoy this DLC. Feel pretty skippable though if thats not your cup of tea
I can’t wait to bring out my sharpie to drive where the storm is going next.
The one thing I will say is that hopefully the defensive tree will get a special repellant or something because having a storm just completely invalidate one entire tree is a bit much.
Paradox looking at sales:
Wey hey and up she raises
I'm actually excited for this. So far it seems like the storms could potentially break nations apart to cause more chaos, but I'm someone who enjoys the chaos of the game.
25:51 - The red area appears to be the storm and the arrows are the way it is traveling.
Good way to break the stale period, manipulating storms for your advantage could be a fun maneuver. Hopefully tunned down early when you have no tools to deal with it.
More and more looking appealing for virtual pops with storms and just ignores so much of these outside things.
I would have preferred the storm to affect battles and systems deposits more than planets. Like affecting the effectiveness of certain weapon type, giving tracking or evasion,... Even more if we know where the storms are going, it would make planning important
Here, I just see electric storms (and stardust storms if you need a cloaking device) giving me more reasons to go armor instead of shields
I love the concept, I think it could bring a lot of nice content (while overwhelming new players even more but hey, it's a paradox game), but as it is right now I'm not sure I want it in my galaxie.
Would be interesting if unique event storms have additional effects
TH-cam has been very uncooperative when it comes to showing me your videos on time. So posting here to see if it unconfuses the algorithm about what I want to watch.
This seems like it should be a free update, not a $10+ DLC
Feeling a bit under the weather with this update
I guess unpopular opinion I think this will be a fun dlc. What separates Stellaris from games like Endless Space is the events. The game throws things at you to deal with traditionally this has been minor events from science ships and larger events like the Great Khan and the end game crises.
This just makes me think of Paradox doing their own version of Sid Meier's Pirates with more hardcore maritime survival elements.
Dlcs i wish paradox made for stellaris:
1 unic ships for empires with pacts with shroud and psonic, religion system, similar to machine age
2 plague system(zombies, xenomorphs, corona virus 2), more mechanics for animal life forms, biological acension ship sets, similar to machine age
3 criminal organizations and pirate clans mechanics, some phisical representation of trade routes and civilian ships. i like the simulation aspect of stellaris of seeing a galact empire, i dont want to just win the game.
Seems like something I would like, but probably because I just play by myself for RP reasons. But I would probably still keep them on minimal or close minimal settings. It does sound like something which if too much will just be an annoyance.
Really gotta see how much you can counter the storms tbh, undecided if I'll leave them on or not
It might be fun with the storms...but I fear it won't. Look, I just fought Cetana's fleets for the first time while she had a "Cetana storm effect." And there was the usual galaxzy wide storm effect, too. A snail could outrun my poor ships, so slowly were they moving (and this was with two speed buffs.) It was not that it made Cetana crazy dangerous...it started out being very scary as I had no idea what she could do, and then it got boring. I fear what might happen when a third kind of storm hits me. One storm is annoying, two extremely much so, and three is...well, we'll just have to see. Maybe It'll be fun 🙂
This reminds me of the Natural Disasters in Civilization. I will probably have these settings on minimum or off. I like to actually enjoy my game and the difficulty of the AI at Admiral and up is sufficient
Particle storm with Nanotech will be nuts. You don't have ship uppkeep, and by having 1k swarmers you will have free 2k unity
You sound like the Ninth Doctor (Christopher Eccelston). Really nice voice.
I think it will add a fun challenge or layer to roleplay which is my primary reason for playing this game anyway. These storms can also plow through AI territory as well which could lead to some interesting sudden downfalls or unexpected changes to the political enviroment
It sounds like a cool idea. I hope it adds to the gameplay rather than distracts from it.
Magnetic Storm is Electronagnetic Disturbance
Electrical Storm is Ion Discharge
Radiant Storn is Roving Radiation Belts
I'll wait to see what else comes about with the info of the dlc to form an opinion. Cause not for nothing, maybe the origin that's coming will have a different effect and be beneficial instead of a hindrance.
Before watching this, I was planning to skip this DLC.
AFTER watching, I'm DEFINITELY skipping this DLC
19:00 ...he said, while "non-artificial planets only" was on screen
If the shield protects the planet, i hope underground races also get a natural protection from it too.
Shroud storms have me thinking of warp storms from 40k....
There should be a mod adding a storm that has no effects but playing Bury The Light when ever it's on sceen.
radiant storm on an uninhabited system with an ark furnace.
why don't mind if i do!
I like it, the early game will be harder, but the fact it makes meta builds harder is a good thing in my mind, they now have a risk factor correspondent with them. I can see myself turning the frequency low as too many storms in a game would probably feel monotonous but just like space fauna I like anything that makes the galaxy feel more alive. Gota agree though, the names and science are wack
I wonder if planetary shields will play a larger role to protect planets from space storms?
Still upset that space shanty isn’t in the game music. I don’t want my strategy game to be predictable these random storms sound like a great addition to spice up the game
I wish subterranean civilizations were immune to planetary storm effects. Itd be a nice boost to that origin without having to buff anything else.
i wonder if shroud storms will become more common trough the End of the Cycle or Unbidden crises. that could be fun.
can you put that nice black bracket at some side? you have nice animation behind
Imagine claiming a colony in the center of another player's empire and putting down a storm attractor there. If there are components that completely negate storm effects, depending on how powerful the storm attractor is, I can sort of see this turning into an arms race.
Place a storm attractor near a virtual habitat and watch them get destroyed as their upkeep skyrockets and their economy comes crashing down.
If there are storm guidance stuff then it's going to be chaotic. Send a bunch of storm at your enemy and clean them all up as soon as the storm passes. I'm kinda looking forward to the storm riders origin now
Rather than storms I’d like to see them expand on the psionic and genetic ascensions the same way they expanded cybernetic and synthetic ascension
I REALLY like the idea of space weather.. but this honestly isn't selling it for me that much, I'll wait for the next one
DLC looks really unfun, probably will skip it.
might pick up one of the older DLCs i skipped like Astral planes if it goes on 50% off when storms comes out, as bad as that DLC is it doesn't make your game worse just for owning it (except the free fleet astral action, has that been fixed yet?)
20:37 "Libera te tutemet ex inferis"
As someone who LOVES using environmental effects for tactical and strategic purposes, I absolutely CANNOT wait for this to come out. However I also acknowledge that I'm probably in the minority for that
Meanwhile me who stopped updating Stellaris years ago: "ah yes, even more mechanics"
I wonder if being a subterranean nation would help resist effects from these storms... At least for planets. After all; if said civilisation lives beneath the ground, it would make thematic sense to receive such a defence. Just a thought that I hope the devs take into consideration...