• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.
Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
Last edited:

Esurnir

First Lieutenant
88 Badges
Jun 22, 2016
230
71
  • Tyranny - Tales from the Tiers
  • Europa Universalis IV
  • Stellaris: Galaxy Edition
  • Ship Simulator Extremes
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Magicka
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Age of Wonders: Planetfall
  • Crusader Kings III: Royal Edition
  • Stellaris: Nemesis
  • Cities: Skylines
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • BATTLETECH
  • Age of Wonders III
I don't know if it's the right thread for feedback but i'm a bit unhappy with the current implementation of war exhaustion. Before 2.0.2 War exhaustion was a way for the winner to force the defender to give up.

Now it is a way for the winner to punish the defender, with no recourse on his side.

Here's what happened in a game of mine : My friend was on the defender side of a war between the new khanate (my overlord) and some ai power.

War exhaustion clmbed to 100% and my overlord who was stuck in an endless loop of doing nothing decided not to accept a status quo and continue. Now you got the loser reeling with nothing it can do (it can't demand a status quo because of naval difference), suffering tremendous penalties while the winner doesn't want to press its advantage.

I got another idea: I like the fact the loser isn't forced to status quo but why not do it this way :

Penalties only kicks in if the defender REFUSE a status quo.

And penalties get bigger every time (with a cooldown) a surrender is refused. Start with -10% happiness and progress upward to force a loser in an untenable position. That way if the winner wants to continue the war, the defender isn't penalised by the winner refusing a status quo.

Currently the implementation encourage the winner not to ask a status quo, as a reeling defender is an even juicier target.
 

Ixal

Field Marshal
77 Badges
Apr 5, 2008
2.719
4.578
  • Crusader Kings II: Jade Dragon
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • BATTLETECH - Backer
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Tyranny - Bastards Wound
  • Tyranny - Tales from the Tiers
  • Stellaris: Distant Stars
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Tyranny: Archon Edition
  • Crusader Kings II: Reapers Due
  • Prison Architect
  • Stellaris: Nemesis
  • Europa Universalis 4: Emperor
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Prison Architect: Psych Ward
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris Sign-up
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Art of War
  • Warlock: Master of the Arcane
  • Stellaris: Galaxy Edition
  • Victoria 2: A House Divided
  • Victoria 2
  • Europa Universalis IV: Res Publica
  • Majesty 2 Collection
  • King Arthur II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
I don't know if it's the right thread for feedback but i'm a bit unhappy with the current implementation of war exhaustion. Before 2.0.2 War exhaustion was a way for the winner to force the defender to give up.

Now it is a way for the winner to punish the defender, with no recourse on his side.

Here's what happened in a game of mine : My friend was on the defender side of a war between the new khanate (my overlord) and some ai power.

War exhaustion clmbed to 100% and my overlord who was stuck in an endless loop of doing nothing decided not to accept a status quo and continue. Now you got the loser reeling with nothing it can do (it can't demand a status quo because of naval difference), suffering tremendous penalties while the winner doesn't want to press its advantage.

I got another idea: I like the fact the loser isn't forced to status quo but why not do it this way :

Penalties only kicks in if the defender REFUSE a status quo.

And penalties get bigger every time (with a cooldown) a surrender is refused. Start with -10% happiness and progress upward to force a loser in an untenable position. That way if the winner wants to continue the war, the defender isn't penalised by the winner refusing a status quo.

Currently the implementation encourage the winner not to ask a status quo, as a reeling defender is an even juicier target.

More importantly, forced SQ was a way for the loser to force the stronger attacker into an "good enough" peace through guerilla tactics which allowed the weaker faction to survive wars more often and gave them a chance to rebuild and seek alliances. With the 2.02 changes we are back to one single devestating war with War Exhaustion not stopping the attacker until he achieved all goals.
 

Sapa Inca

Lt. General
33 Badges
Jan 21, 2017
1.672
1.624
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 3 Sign Up
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Are primitive species that spawn on their own planet supposed to be able to have the Servile trait?
In my last game a AI empire (harmonious collective, ocean preference with the halfling/gnome portrait) spawned with their primary specie having servile trait, I found this funny.
 

Veggiesama

Recruit
1 Badges
Sep 4, 2013
1
0
  • Crusader Kings II
- MAJOR: It's possible to set a negative maximum number of titans in a fleet. It's then impossible to recover from this; the game won't let you increase the limit back up to zero. Trying to disband a fleet with negative maximum of titans will crash the game.

I've got this issue too, except it's for Corvettes. When going down to 0 units in the fleet manager, it doesn't automatically remove the entry. It then lets you go down to -1, -2, etc. As soon as you try to disband or merge it with another fleet, it crashes.

I've attached a save game file of the issue. Try disbanding my fleets and you'll see it crash.
 

Attachments

  • 2332.11.02 v2.zip
    1,4 MB · Views: 13

Spartan322

Second Lieutenant
59 Badges
Jul 18, 2017
116
7
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Lithoids
  • Prison Architect
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
More importantly, forced SQ was a way for the loser to force the stronger attacker into an "good enough" peace through guerilla tactics which allowed the weaker faction to survive wars more often and gave them a chance to rebuild and seek alliances. With the 2.02 changes we are back to one single devestating war with War Exhaustion not stopping the attacker until he achieved all goals.
The problem with forced SQ is its arbitrary in a game where the player is suppose to be making the choices for things, the biggest complaint about 2.0 is the arbitrary things it enforces, like the fact you can't even try to subjugate other empires unless their relative power is below you. You should be able to make decisions like that and incur the risk as a player instead of letting the game do it for you. I'd argue that WE should scale a penalty (that can get really bad) for 100%+ WE (and of course scales quicker the more WE you get) and even more penalties if you deny peace at 100% WE or something. In those cases you wouldn't have a arbitrary hard limit that the player questions for annoyance, but a logical, reasonable, and well designed soft limit that you can't ignore.
 

whowhatwhyhow

Private
14 Badges
Mar 5, 2018
14
0
  • Cities: Skylines
  • Stellaris
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Megacorp
  • Crusader Kings III
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
2.0.2 (Opt-In) Beta Bugs:
  • Sometimes when you build a new habitat, instead of building on the planetoid / moon / planet you chose, it gets built instead right over the sun (where a starbase should be instead), and if you build multiple, they stack on top of each other (this bug is also present in 2.0 vanilla). Since you can't choose "build right over the sun" as one of the initial Habitat locations, it is somehow incorrectly getting "moved" there. You notice this when you get the notification the habitat is complete -- it will appear to be building in the correct / original location during build, it only "bug moves" to the center of the system / right over the star when it's finished.
  • "Habitat Complete" messages, when you click the "go to the finished habitat" (camera?) button, it doesn't take you anywhere / doesn't move the camera to the newly finished Habitat. You always have to manually go to it.
  • Gateways (not wormholes) are not working at all in my current 2.0.2 game. Ships don't think Gateways (existing, or newly build) exist and will only route through the normal hyperlanes or naturally ocurring Wormholes. Gateways completely non-functioning.
2.02. (Opt-In) Possible Bugs:
  • AI's constantly spam requests for all the following: non-agression, defense agreement, associate of Federation offer, and Federation offers
2.02. (Opt-In) Design Issues:
  • In Fleet Manager, you can't copy a fleet.
  • You can't create a template from scratch (ie, no ships / not starting from an existing fleet), name it and thenfulfill it. You can only manage fleets in Fleet manager you've already built
2.02. (Opt-In) UI Issues:
  • Fleet Designer fleets has a very narrow window (only two rows tall) to view your fleets. Sometimes this has the side effect of thinking that a fleet you can see in the Outlier doesn't have a way to manage it in the Fleet manager -- but what is happening is there is a bunch of (or at least one) row of useless / one ship templates (with the default name of "New Template") making it look like you simply havn't chosen a template for those slots yet, but the Fleet Manager is filling them with one Destroyer only templates with the default template name. You have to scroll down the tiny little scrollbar just to the right of your templates to actually see / manage the one fleet you thought wasn't in Fleet Manager. Fix: Make the view of existing fleets be at least 4-6 rows, and don't ever make existing fleet templates (even silly auto generated ones with only one destroyer in them) ever use the name "New Template") -- makes them appear unused even when they are, in fact, used / auto generated. Alternatively, don't let the system auto-create a template containing only one destroyer -- perhaps there should be some minimum number of ships / fleet power before a fleet "graduates" to Fleet manger?
 

Jin_Cardassian

Major
48 Badges
Jul 25, 2005
780
10
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
What is arbitrary about your enemy forcing you to declare a truce by a war of attrition?

What's more narratively interesting: being forced into an auto-peace because the clock ticked down, or being forced into it because rebellions are flaring on half your worlds, the miners are on strike and a third of your fleet has defected to the pirates?

EU4 relies entirely on soft-penalties to force peace and you never have the issues described here. It's just a question of finding the balance points.
 

Zenicetus

Captain
22 Badges
May 10, 2016
447
877
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Empire of Sin
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
What is arbitrary about your enemy forcing you to declare a truce by a war of attrition?

If I'm at war and suffering attrition, it should be *my * choice to end the war, accept a truce, or whatever. Not some arbitrary game mechanic telling me I need to stop.

In a nutshell, that's my main complaint about the war mechanics in Stellaris, not just this version but pre-2.0. I don't want the game telling me I can't do something that I logically should be able to pursue, even if it ruins my empire. Let the player make those choices and suffer the consequences. Let the penalties for pursuing war past a faction's resources be organic, and tied to systems like an economy that can't support it, not some arbitrary game mechanic.
 

sejemaset

First Lieutenant
63 Badges
May 19, 2014
247
37
  • Stellaris: Galaxy Edition
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris Sign-up
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall Deluxe edition
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall
  • Imperator: Rome Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Cities: Skylines
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: El Dorado
  • Stellaris: Ancient Relics
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
If I'm at war and suffering attrition, it should be *my * choice to end the war, accept a truce, or whatever. Not some arbitrary game mechanic telling me I need to stop.

You are the "leader" of the empire, the "arbitrary" game mechanic is the people of your empire. In light of that, here is a suggested alternative to forced status quo: When at 100% war exhaustion make refusal of a peace offer cost 1000 influence.
 

pezao39

Sergeant
58 Badges
May 15, 2016
59
1
  • Cities in Motion 2
  • Age of Wonders III
  • Cities: Skylines - Mass Transit
  • Victoria 3 Sign Up
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Cities: Skylines - After Dark
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Cities: Skylines
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Dungeonland
  • Lead and Gold
  • Magicka
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Ancient Relics
2.0.2

I always receive weird requests for immigration treat, sometimes I have an arid planet and the civilization requesting is from a frozen one or ocean planet. I think this is a bug.
 

Lexgrad

First Lieutenant
52 Badges
Apr 28, 2012
282
193
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Imperator: Rome
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Ancient Relics
  • Europa Universalis IV
  • Prison Architect
  • Europa Universalis 4: Emperor
  • Stellaris: Megacorp
  • Victoria 2
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Really it just needs stacking debuffs. Prob a global war exhaustion system like eu4s would be better as once you finish one war you can hop into another.
 

Zenicetus

Captain
22 Badges
May 10, 2016
447
877
  • Stellaris: Synthetic Dawn
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Empire of Sin
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Pillars of Eternity
You are the "leader" of the empire, the "arbitrary" game mechanic is the people of your empire. In light of that, here is a suggested alternative to forced status quo: When at 100% war exhaustion make refusal of a peace offer cost 1000 influence.

Yeah, and "the people of your empire" works in a game like EU4.

It's exceedingly difficult to apply that idea to all of the various alien tropes that Stellaris tries to support. My Kzinti empire would be thrilled if Heroes are dying in a war, even if we're losing, because they're a genetically-bound warrior race. My Saberhagen Berserker machine purifiers just don't care.

I know this is accounted for, to a certain extent in the current patch depending on your faction ethos. It just always seems arbitrary and ridiculous in a sci-fi game to hit barriers like this. This isn't 16th Century Europe.

Edit to add (further thoughts): The bottom line, for me anyway, is that I don't ever want the game to tell me "Stop, you can't do this!" unless there is a logical reason that I can understand. I don't want to hit an arbitrary limit just because the game developer decided that I'm expanding too fast. Make it seem logical, and contingent on the current situation.
 
Last edited:

eraevous

Recruit
49 Badges
Mar 5, 2018
1
0
  • Tyranny - Tales from the Tiers
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Conclave
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Heir to the Throne
  • Majesty 2 Collection
  • Victoria 2
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Horse Lords
I'm getting never-ending "Stop Colossus" casus-belli in my game, as well as an inability to return to the game window if I cntrl-tab out, that persists from 2.0. Thanks for the quick beta, though! Greatly appreciated
 

Spartan322

Second Lieutenant
59 Badges
Jul 18, 2017
116
7
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Lithoids
  • Prison Architect
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
What is arbitrary about your enemy forcing you to declare a truce by a war of attrition?
Except that's not how it works, maybe if they capture everything and defeat all your leftover military then yes, I'd say sure, (at that point you should probably be forcing war goals anyway) it wouldn't be arbitrary, but when they've not knocked down your door and pushed you to accept it via force, then there is no representation of a forced peace, then its an arbitrary game design limit that isn't communicated anything beyond "for the game" which provides inferior design because the game is limiting tactics, strategy, and logistics that are legitimate in real life. (and would appear to work in game) In the end you should be able to make this choice and even if denying SQ impeded some type of say temporary penalty (and I mean a one time penalty that has to time out before it can be applied again, the fact you can get negative opinion modifiers to stack on things like denying war are stupid and probably should apply to way less things) every time it was denied you'd be incentivizing an acceptance, but it needs to be something that isn't debilitating but isn't insubstantial. In the same regard it just makes sense for WE to be a scaling factor, the balancing act would be determining how far that goes but I'd much prefer that to a static penalty or a forced arbitration of peace. It just gives the player more options to play, and that should be the objective of the design if we can allow it, should it not. After all, is it not the job of the player to develop their path in games like this?
 

Spartan322

Second Lieutenant
59 Badges
Jul 18, 2017
116
7
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Lithoids
  • Prison Architect
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
So if your fleet is destroyed attacking some pacifist empire who has no reason to attack you they should just be caught in a forever war while you continually rebuild and attack again?
If you want to, I don't see a reason why the game shouldn't let you do it, your the one being stupid, it shouldn't be up to the designers or the game to determine what's smart or dumb and control you for it. This isn't a linear or story based game, nothing you do is entirely scripted enough to justify locking the player out of decisions like this if they want to kill themselves, and its not something you can't balance for both singleplayer and multiplayer. Especially if you simply spread unhappiness and it turns to unrest, rebellions will take you out themselves and you will have no ability to fight them. And at that point its on your head that you destroyed your own empire. And in the small case you'd have a malicious player (beyond the game itself, the AI never does that) who is stronger and merely wants to wreck your crap, well they already can do this in a multitude of ways anyhow, any game with a slight bit of player volition always allows players to play maliciously, that's kinda the point of giving the player volition. (Personally I'm so anti-arbitrary design that I'd even have the truce mechanics a soft semi-manipulable limit instead of a hard one as well, but I'd at least like war itself to not be arbitrarily designed in any regard especially in the warfare update)
 

sejemaset

First Lieutenant
63 Badges
May 19, 2014
247
37
  • Stellaris: Galaxy Edition
  • BATTLETECH - Digital Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall Premium edition
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris Sign-up
  • Cities: Skylines - Parklife
  • Age of Wonders: Planetfall Deluxe edition
  • Crusader Kings II: Holy Fury Pre-order
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Age of Wonders: Planetfall
  • Imperator: Rome Sign Up
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV
  • Stellaris: Federations
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Lithoids
  • Cities: Skylines
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: El Dorado
  • Stellaris: Ancient Relics
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
If you want to, I don't see a reason why the game shouldn't let you do it -snip- the AI never does that

To be clear in my argument I'm the pacifist player, and the AI is the stupid aggressor who keeps destroying his fleet against a superior force. With forced status quo I can just wait it out and force status quo on them when their war exhaustion maxes out, without forced status quo I guess it's just "screw you, play militarist instead"
 

Spartan322

Second Lieutenant
59 Badges
Jul 18, 2017
116
7
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Victoria 2
  • Stellaris: Lithoids
  • Prison Architect
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings III
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
To be clear in my argument I'm the pacifist player, and the AI is the stupid aggressor who keeps destroying his fleet against a superior force. With forced status quo I can just wait it out and force status quo on them when their war exhaustion maxes out, without forced status quo I guess it's just "screw you, play militarist instead"
I've yet to see a point where the AI chooses to continue fighting over 100% WE, if it does then its not the design of the game or even the players fault especially when the AI can't think enough in advance to ever even get back to 0 in a case like that its just being a waste, (without some massive help anyway, I can't think of any case where the AI wouldn't be willing to SQ before or at 100% WE anyway, I suppose if the AI was scripted better maybe some marginally stronger AIs that get tricked maybe could do it but even that I find hard to believe) but that's faulty AI and holding the design at fault for poor AI scripting or weighting is a strawman of this argument because the AI is to be scripted around the design not the other way around. A better argument would've used players instead of AI but at that point its up to the player being stupid on their own still.
 
Status
Not open for further replies.