"Kneel before Cod" was sitting right there.Evil Spiritualist Fish Empire. Finally!
"You will bless The Cod!"![]()
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"Kneel before Cod" was sitting right there.Evil Spiritualist Fish Empire. Finally!
"You will bless The Cod!"![]()
Yeah, I agree here.The reference to fire wasn't just as a technology path, but about the energy requirements to lift a heavy object out of a planet's gravity well. A controlled explosion in a rocket motor is a very high energy reaction. I don't know how you'd do that in a water environment. Maybe a 100% aquatic species could build rockets after discovering nuclear tech, with steam-powered rockets?
Or since this is science fiction, maybe they they've been around long enough as a technological civilization to invent anti-gravity propulsion.
Humanoids will winWell, well, in the end the fish will end up like this anyway
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Emmm...Yeah, I agree here.
Personnaly, I think if all species in stellaris have similar tech level, it doesn't mean they all do thing in the same way. A simple but obvious exemple is the phototrophic trait : species starting with it does not have any additional tech for sustain it's pops, but obviously they have specials infrastructures within their empire for giving their pops the artificial UV they need. Since this game look things in a VERY global way, for me each tech just represent a set of knowledges with a main application, but the exact way each species do things is unique, you just don't see it, because this game show thing in a global perspective.
Aquatic would obviously use other tech for first going in space, but beyond a certain point, the absence of combustion would no longer be a disadvantage.
Yes you are right, submarine combustion is possible under water but far harder than on dry lands, since you usualy don't have anEmmm...
well, to be realistic, a fish with no arms could never be a spacefaring species without help, no mater how intelligent it may is, exapt it is telekinetic... An oktopus or jellyfish like species on the other side have arms, so they can... that is not just a rule for fish but for all imaginable creatures and this makes it difficult to create realistic portraits that really could work and thats the reason why most species in stellaris look a bit human-like.
They wouldn't need to fill their early rockets with water, just their spacesuits, so the weight issue isn't that much different for them than it would be for us. Once they get into space, they can start melting down comets to fill their larger space infrastructure with water.about the energy requirements to lift a heavy object out of a planet's gravity well.
I have a slight suggestion, could you please consider the option of essential aquatic always having 100% habitability on the aquatic planets? After all, water is water, be it on Earth or any other planet with this chemical compound. On others, you could give 0% habit, or 50% less. Then playing them would force terraforming under the type of ocean planet.Embrace the life of a seafaring civilization as you sail the open expanses of the galaxy with Stellaris' most immersive pack yet: the Aquatics Species Pack!
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Or for the rooms added in the species pack. That would be the best way, so you can enable it or not as you want.Maybe they will for those that have the relevant Aquatic Origin or building set.
An expanded habitability system would make my day but probably beyond the scope of a species pack.
But don't you think that a species with some crafting capacity wouldn't be able to access, explore and experiment out of the water the same way that we do stuff underwater even before being able to breath for some time there? It wouldn't be impossible to manipulate fire even without any dry land, as the planet will still have an atmosphere where you can bring inflamable stuff to dry out and then lit with chemicals, electricity, optics or frictionThe reference to fire wasn't just as a technology path, but about the energy requirements to lift a heavy object out of a planet's gravity well. A controlled explosion in a rocket motor is a very high energy reaction. I don't know how you'd do that in a water environment. Maybe a 100% aquatic species could build rockets after discovering nuclear tech, with steam-powered rockets?
Or since this is science fiction, maybe they they've been around long enough as a technological civilization to invent anti-gravity propulsion.
Drop a goldfish in the sea and report back.I have a slight suggestion, could you please consider the option of essential aquatic always having 100% habitability on the aquatic planets? After all, water is water, be it on Earth or any other planet with this chemical compound. On others, you could give 0% habit, or 50% less. Then playing them would force terraforming under the type of ocean planet.
Only I have the chills when is music and text "Rise from the depths and claim the stars."?
"Awakening old ones"
If this is not one of the new origins, I'll be horribly disappointed.
It could be doomsday on crack for all I care and utterly unplayable, but if we're getting aquatics and no cult of cthulhu, everybody working on this pack should be ashamed of themselves.
Oh, that's likely placeholder, and it looks from the features list they're just gonna be "want ocean world", no change to how habitability works. How utterly boring, and this will probably make wet actively bad because you're a bigger target.This is the screenshot I'm talking about. The Player's homeworld is the big oceanic one - which seems to be the new "ocean paradise" world that was mentioned on the Paradox page before the "Main Features" section for the DLC got scrubbed earlier today. The squid guys sending the message have an Alpine homeworld as you can see out there window.