Do the precursor artifacts (or other things) need to be RNG?

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scaper12123

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this is long, so there's a tl;dr at the bottom

How the precursor event chains usually work in the current version is as follows: You very quickly discover the remnants of a precursor empire, often times in your home system. From there you'll discover the usual mixture of anomalies and among them will be some precursor signs, usually giving you 2 or 4 artifacts in total. Then after an arbitrary amount of time an arbitrary artifact arbitrarily appears amongst your... umm... your planets (randomly went into alliteration there :p ).

While this is all fine and dandy and the random spawning of anomalies helps ensure the chain can end, there's still a problem here: the fact that this all depends entirely on random chance means that, by murphy's law, you're STILL not likely to complete a chain by the point you're expected to (which, based on the reward, is between early and mid-game). It's even worse if you complete a chain and the anomaly doesn't even spawn for whatever reason, even though you're ABSOLUTELY sure you discovered the planet first, and it's worse still when you get the random artifact appearances and they don't actually appear! (yes that happened to me, twice in the same game).

This leads me to the following question: Does the precursor event chain, or many chains in this game for that matter, need to depend on RNG? Or, at least, does it have to entirely depend on it? The way this game is made using RNG to create other empires gives it an immense level of replayability, but certain things are absolutes as far as we are concerned: we will always get a precursor chain to follow. And if we know this, do the clues have to be or even ought to be found by completely random chance?

I feel like most people would say yes, and use the following argument: Randomness in core gameplay leads to more variety. If we had the exact same scenario for each empire each time we played the game, the game would get pretty dull very, very fast. As I said before, the RNG behind empire creation gives the game immense replayability and reducing the aspects of RNG would not necessarily be a positive thing.

However, you have to bare in mind that when you leave something to random chance, you completely lose control over it. All you can guarantee at that point is "this MAY happen." we MAY find a bunch of artifacts right from the get go and receive the others later. You can't guarantee HOW it will happen either; maybe you'll find all six artifacts within the first decade of gameplay, or maybe it will take until you rule the entire galaxy to complete the chain.

While RNG is good for the precursor chains to a degree, it has a lot of clear weaknesses. This is why I think there should be a level of pre-determined mechanics behind the precursor chains, and potentially some other story-related things. There are two reasons why I believe this. I suppose if you're still reading then you'd like to hear them :p

First, and most obviously, it would ensure an empire would be able to complete the chain. If the pieces don't require discovering anomalies by random chance then we'll eventually stumble across them through normal gameplay as we currently (usually, but not always) do in the current version of the game. This would be significantly less frustrating than what we have now and could lead to more sensible chances for story content.

On that last note, my second reason is thus: More chances for interesting story content. One of the things I love about the end of the precursor chain is the interesting lore behind the race that you can witness just from looking at the state of their fallen world, a constant reminder of what once was. But you only get that at the end of the chain and we rarely get to see that. In the Cybrex chain, for example, we're aware that one alien race killed their entire planet as a way to prevent their robotic conquerors from doing so. But that is never portrayed effectively when it happens on a tropical world that I've firmly established as one of my planets. Imagine finding planets, ruined stations, or even entire systems dedicated to a chunk of lore on these precursor empires. Finding a broken planet with ancient space ruins floating above is a much more telling sign of the immense conflicts of long ago. Heck, you could be even bolder and tie in the fallen empires to the mix, or give us special technology for discovering artifacts first. Plus, if the artifacts had a sense of pre-determination, you could end up with situations where the politics of empires comes into play. The point is that by exercising a level of control over content like this, even if it's only through a handful of planets that are given precursor artifact status, can make the story tremendously more interesting.

So in conclusion, I think certain aspects of Stellaris's story, like the precursor chains, should be a bit less RNG. This is not me arguing for a rigid galaxy; certain things only work if they are completely luck-based, such as the horizon signal (WHAT WAS WILL BE!!! WHAT WILL BE WAS!!!). Even a small amount of more direct control would enable the developers to make something truly intriguing and really flesh out the story of the ancient galaxy.

my answer to this question is no because it reduces annoyance related to the chain and opens up opportunity for more in-depth storytelling.
 

BurlapNapkin

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With the way precursor space regions are currently defined, it would be possible (with a bunch more work) to add minor elements related to them during galaxy generation rather than rolled on initial survey. Having artifacts and research sites split more obviously across empires would be pretty rad, but would require some new diplomacy options and maybe wargoals to keep the chains completeable.

If say, 10 sites are generated across each precursor's space, and study of 8 of them is required to deduce their home-world location. Allowing multiple empires to study each site (not clear how this could be done), and having that progress race available for everyone to see would be cool. Sharing access with friends and taking it by force from enemies would help drive cooperation and conflict in the early and mid game.

The actual completion of a chain could end the race for everyone perhaps (just for clarity that it's been done). The rewards are already minor, and the main cool thing is that a new system is added with some unique stuff. If the home systems had more unique and interesting features (Cybrex is a cool example), just adding it to the map is a kind of reward for everyone who participated, especially since the empire that completed the chain is in no way guaranteed to control it.
 

scaper12123

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With the way precursor space regions are currently defined, it would be possible (with a bunch more work) to add minor elements related to them during galaxy generation rather than rolled on initial survey. Having artifacts and research sites split more obviously across empires would be pretty rad, but would require some new diplomacy options and maybe wargoals to keep the chains completeable.

If say, 10 sites are generated across each precursor's space, and study of 8 of them is required to deduce their home-world location. Allowing multiple empires to study each site (not clear how this could be done), and having that progress race available for everyone to see would be cool. Sharing access with friends and taking it by force from enemies would help drive cooperation and conflict in the early and mid game.

The actual completion of a chain could end the race for everyone perhaps (just for clarity that it's been done). The rewards are already minor, and the main cool thing is that a new system is added with some unique stuff. If the home systems had more unique and interesting features (Cybrex is a cool example), just adding it to the map is a kind of reward for everyone who participated, especially since the empire that completed the chain is in no way guaranteed to control it.

What really needs to happen is we need to be able to get a sense of just what our galaxy was like in the past; give it a real tangable urge of having been and continuing to be alive. What's more, finding the precursor homeworld should be an awesome discovery that leads us to something incredible. Something that we can use throughout the game or which gives us a major benefit in the long run.
 

Slynx

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not sure if it's mods or it was added while i had a break with stellaris (probably added, cuz it happens in my modless iron man games too)
but when i explore whole map random precursor anomalies starting to pop up, allowing to finish the chain. so it's not that much RNG. it's harder to get scientist to level5. especially if there is a system with leviathan(that you can't mark as dangerous and they keep going through it and dying)
besides, there is not really anything useful in that chains. it's more like "nice text to read"
 

mudcrabmerchant

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Precursor anomalies should be pre-generated with any new galaxy, in fixed locations. Whenever an empire enters a system with an anomaly/ruin/whatever, they should receive an event which spawns a local research project. There should be a chance of failing it and not getting a precursor point, and a chance of being able to disable the project for all future empires (such as by destroying the ruins).

And you should be able to force other empires to give you their precursor knowledge in war, or ask for it in a trade deal. The goal of all this would be to turn the quest for the precursor homeworld into a galactic competition, that most empires will take part in during the mid game. By that point, you will have discovered several ruins yourself (in a 600-star map, there should be around 12, with the same 6-point requirement to find the homeworld), but you will also likely need to use diplomacy or war to get the rest of the information you need.

It would feel kind of contrived that the homeworld would always be in the space of whoever finishes 6 projects first, but it could be scripted such that it just has a chance of falling within their borders, but will always spawn reasonably close to it. And, this is important, that it cannot be entered or discovered by any other empire until either the first empire enters it for themselves, or some other empire finishes 6 precursor projects. That would make pursuing the precursor chain aggressively a worthwhile investment, but it wouldn't be a gimme for the first person to finish the chain, either.
 

Elimdur

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Precursor anomalies should be pre-generated with any new galaxy, in fixed locations. Whenever an empire enters a system with an anomaly/ruin/whatever, they should receive an event which spawns a local research project. There should be a chance of failing it and not getting a precursor point, and a chance of being able to disable the project for all future empires (such as by destroying the ruins).

And you should be able to force other empires to give you their precursor knowledge in war, or ask for it in a trade deal. The goal of all this would be to turn the quest for the precursor homeworld into a galactic competition, that most empires will take part in during the mid game. By that point, you will have discovered several ruins yourself (in a 600-star map, there should be around 12, with the same 6-point requirement to find the homeworld), but you will also likely need to use diplomacy or war to get the rest of the information you need.

It would feel kind of contrived that the homeworld would always be in the space of whoever finishes 6 projects first, but it could be scripted such that it just has a chance of falling within their borders, but will always spawn reasonably close to it. And, this is important, that it cannot be entered or discovered by any other empire until either the first empire enters it for themselves, or some other empire finishes 6 precursor projects. That would make pursuing the precursor chain aggressively a worthwhile investment, but it wouldn't be a gimme for the first person to finish the chain, either.

They way you describe it, the system could work with spawned clusters of mainly randomised systems with one specified planet fit for the project it should get later. Then you just need to fire an on action event when first entering the system / alternatively on survey of the planet.

Why system clusters? Because it does not make sense to find these projects scattered over the whole galaxy so it would make sense to have them inside a specific area. Also the homesystem could then be spawned near the center of said cluster (spawned based on the main system of said cluster which would have a flag for this purpose).
 

mudcrabmerchant

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They way you describe it, the system could work with spawned clusters of mainly randomised systems with one specified planet fit for the project it should get later. Then you just need to fire an on action event when first entering the system / alternatively on survey of the planet.

Why system clusters? Because it does not make sense to find these projects scattered over the whole galaxy so it would make sense to have them inside a specific area. Also the homesystem could then be spawned near the center of said cluster (spawned based on the main system of said cluster which would have a flag for this purpose).

Well, I think precursors should present a competition between every empire in the galaxy. And also, with the lore of most precursor empires, it makes sense to find their artifacts all over the place.
 

Elimdur

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Well, I think precursors should present a competition between every empire in the galaxy. And also, with the lore of most precursor empires, it makes sense to find their artifacts all over the place.
Not really. The first league for example might have been a big federation, but based on the texts it only had a dozen or so memberspecies, so not really a galaxy spanning entity.
The Yuht did not even possess FTL technology so no chance their empire was this big.
The Vultaum events state they had contact with other species empires which in return tells you there must have been space (and most likely more than what they claimed their own) where they were not present.

Also many of the messages state "<insert precursor civ> was present in this PART of the galaxy".

So as I said. Clusters would make sense. They can be big but definitely not the whole galaxy.
 

BurlapNapkin

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In the base game, precursors have some cool stuff going on under the hood, for those who aren't already familiar. The galaxy is actually split into precursor regions for up to every different precursor, and at least at one point their relics would only appear in this area. You can only do one chain, so whatever region you first get a precursor event in is the one you'll be doing for that game, this is not so for the rest of the galaxy though, they have their own regional precursor.

It's pretty noticeable in multiplayer, if you end up next to another player you will find you're competing to be the first to the same precursor system (with slightly less reward for empires coming second). The AI very seldom beats a player to the system, but it can if given enough time.

Basically a lot of this is actually in the game, but not displayed very well. The pure random anomaly thing makes the precursor chains feel very virtual and isolated, and the lack of shared/visible relics and ruins leaves some immersion to be desired. The lack of information sharing and intel means that you generally have no clue how far along anyone else in your region is, or even what area of space you should be looking in for more anomalies.

Being able to trade/share/take progress in particular would be amazing. I don't think the rewards for finishing need to increase, but the system should be distinctive and probably contain non-randomized resources (currently they can be pretty blank). If we want to get real fancy they could contain a unique flavor effect/resource for the controller, maybe be highlighted as a precursor homeworld for everyone once their secrets are uncovered (to drive conflict and provide more strategic locations).
 
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AvalancheZ250

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this is long, so there's a tl;dr at the bottom

How the precursor event chains usually work in the current version is as follows: You very quickly discover the remnants of a precursor empire, often times in your home system. From there you'll discover the usual mixture of anomalies and among them will be some precursor signs, usually giving you 2 or 4 artifacts in total. Then after an arbitrary amount of time an arbitrary artifact arbitrarily appears amongst your... umm... your planets (randomly went into alliteration there :p ).

While this is all fine and dandy and the random spawning of anomalies helps ensure the chain can end, there's still a problem here: the fact that this all depends entirely on random chance means that, by murphy's law, you're STILL not likely to complete a chain by the point you're expected to (which, based on the reward, is between early and mid-game). It's even worse if you complete a chain and the anomaly doesn't even spawn for whatever reason, even though you're ABSOLUTELY sure you discovered the planet first, and it's worse still when you get the random artifact appearances and they don't actually appear! (yes that happened to me, twice in the same game).

This leads me to the following question: Does the precursor event chain, or many chains in this game for that matter, need to depend on RNG? Or, at least, does it have to entirely depend on it? The way this game is made using RNG to create other empires gives it an immense level of replayability, but certain things are absolutes as far as we are concerned: we will always get a precursor chain to follow. And if we know this, do the clues have to be or even ought to be found by completely random chance?

I feel like most people would say yes, and use the following argument: Randomness in core gameplay leads to more variety. If we had the exact same scenario for each empire each time we played the game, the game would get pretty dull very, very fast. As I said before, the RNG behind empire creation gives the game immense replayability and reducing the aspects of RNG would not necessarily be a positive thing.

However, you have to bare in mind that when you leave something to random chance, you completely lose control over it. All you can guarantee at that point is "this MAY happen." we MAY find a bunch of artifacts right from the get go and receive the others later. You can't guarantee HOW it will happen either; maybe you'll find all six artifacts within the first decade of gameplay, or maybe it will take until you rule the entire galaxy to complete the chain.

While RNG is good for the precursor chains to a degree, it has a lot of clear weaknesses. This is why I think there should be a level of pre-determined mechanics behind the precursor chains, and potentially some other story-related things. There are two reasons why I believe this. I suppose if you're still reading then you'd like to hear them :p

First, and most obviously, it would ensure an empire would be able to complete the chain. If the pieces don't require discovering anomalies by random chance then we'll eventually stumble across them through normal gameplay as we currently (usually, but not always) do in the current version of the game. This would be significantly less frustrating than what we have now and could lead to more sensible chances for story content.

On that last note, my second reason is thus: More chances for interesting story content. One of the things I love about the end of the precursor chain is the interesting lore behind the race that you can witness just from looking at the state of their fallen world, a constant reminder of what once was. But you only get that at the end of the chain and we rarely get to see that. In the Cybrex chain, for example, we're aware that one alien race killed their entire planet as a way to prevent their robotic conquerors from doing so. But that is never portrayed effectively when it happens on a tropical world that I've firmly established as one of my planets. Imagine finding planets, ruined stations, or even entire systems dedicated to a chunk of lore on these precursor empires. Finding a broken planet with ancient space ruins floating above is a much more telling sign of the immense conflicts of long ago. Heck, you could be even bolder and tie in the fallen empires to the mix, or give us special technology for discovering artifacts first. Plus, if the artifacts had a sense of pre-determination, you could end up with situations where the politics of empires comes into play. The point is that by exercising a level of control over content like this, even if it's only through a handful of planets that are given precursor artifact status, can make the story tremendously more interesting.

So in conclusion, I think certain aspects of Stellaris's story, like the precursor chains, should be a bit less RNG. This is not me arguing for a rigid galaxy; certain things only work if they are completely luck-based, such as the horizon signal (WHAT WAS WILL BE!!! WHAT WILL BE WAS!!!). Even a small amount of more direct control would enable the developers to make something truly intriguing and really flesh out the story of the ancient galaxy.

my answer to this question is no because it reduces annoyance related to the chain and opens up opportunity for more in-depth storytelling.
The Precursor event chain seems a little bugged ATM. I got the Vultaum home system, without a notification, after just 4 artifacts. The Yuht home system then suddenly spawned within my borders, again without a notification, and I got the reward for that one too, even though I had already completed the Vultaum Precursor event chain in that game. Not sure if intentional (AI found it?) or a bug.
 

Elimdur

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In the base game, precursors have some cool stuff going on under the hood, for those who aren't already familiar. The galaxy is actually split into precursor regions for up to every different precursor, and at least at one point their relics would only appear in this area.

Sorry but after all I know this is incorrect.

# A ship has surveyed a planet.
# Scope = Ship
# From = Planet
on_survey = {
events = {
action.24
advisor.10
advisor.15
advisor.25
country.52
progress.2
primitive.1
galactic_features.300
story.307
anomaly.6660
colony_mod.100 #Setup event to add Titanic life blockers to planets with the modifier
action.12
tutorial.50
tutorial.55
precursor.102
precursor.602
precursor.1102
precursor.1602
precursor.2102
precursor.2200
precursor.2201
guardian.2010
}

random_events = {
100 = 0

10 = precursor.1
10 = precursor.500
10 = precursor.1000
10 = precursor.1500
10 = precursor.2000
}

}

This random_events part when surveying a planet chooses which precursor quest starts for you and nothing else.

Edit: I was blind, you are right.
 
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Emraldis

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BurlapNapkin

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I thought I might have missed something there @Elimdur, so I went and had another look. If you go and look at one of the precursor events that are thrown by that random weighted list (say precursor.500), they have a condition checking for a system object flag 'precursor_#'. The system flags are grouped into regions of the galaxy with each system seeming to have at least one of them (and sometimes overlapping with another region for two, maybe three).

It's a confusing way to write out the random discovery thing though. It pretty much facerolls those precursor intro events and goes 'nope, not the right space for that' way more often than it successfully fires. It does try to happen roughly 33% of surveyed objects, so it tends to happen pretty soon but it's very brute-force. The key takeaway is that it can only successfully begin one of the chains for which the system is flagged, at which point it locks you to that chain and region.

This also has stupid downsides. You literally cannot find any of the precursor anomalies if you're not searching in their region (check the anomaly categories). So what happens if you're right on the edge of a region, and you survey into a neighbor's space and happen to trigger your precursor chain there? You're now on a chain that requires you to survey mostly outside your immediate space (this is 'unlucky', but it's full random so it does easily happen).

You can end up with space that's all flagged up for precursor_2, but you're next to xenophobe AI sitting on most of the precursor_1 flagged systems. They close borders as soon as you make contact, you explore the other way into precursor_3 space, but you're still on the precursor_1 chain forever.

The nigh-impossibility of completing precursor chains in the late game before the extra anomalies bandaid makes a bit of sense. There is pretty finite space that you could have found your anomalies in, and if you didn't random roll them before running out of flagged space, you would be stuck.

It all goes to show though, that there *is* a cool system they were building here, and maybe it got axed a bunch. I'd love to see some Paradox lovin' put into it at some point, or we could try and mod it to work better. I don't know much about galaxy generation, but it may be possible to make the precursor anomalies into fixed objects instead of random chance within their already fixed regions of space.
 

Elimdur

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You have my apologies, if have overlooked that part every single time for the last months it seems. I did not really give that much attention to that part though, as getting the quest in the first place never actually was the problem.
 

BurlapNapkin

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Seperate post for brevity. I would really like to see the system dramatically changed so that the entire galaxy is divided into ongoing precursor chains which *multiple empires* collaborate on finishing. As each chain is finished that region of space gets a cool bonus system. Chain progress would need to be more visible than a private event chain for this to work well.

"Collaboration" to be substituted with "mandatory collaboration" for some ethics, of course.
 

BurlapNapkin

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You have my apologies, if have overlooked that part every single time for the last months it seems. I did not really give that much attention to that part though, as getting the quest in the first place never actually was the problem.

No worries, I would have wanted to know if I was just reading that whole thing wrong. There's a bunch of cool stuff in vanilla that's quietly commented out because it wasn't bug-free enough, and this could easily have been one of those cases.
 

Aurtose

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Agreed entirely. Especially with the idea of the precursor-related sites having special properties and visuals.
Having them be focal points of conflict would be interesting as well, possibly long-term projects that require ownership of the planet (for instance: translating and copying the texts of the Yuht philosopher to get a migration/society research boost for 10+ years; restoring ships from the fleets that massed against the cybrex; restoring the cities of the first league etc.)
 

scaper12123

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The Precursor event chain seems a little bugged ATM. I got the Vultaum home system, without a notification, after just 4 artifacts. The Yuht home system then suddenly spawned within my borders, again without a notification, and I got the reward for that one too, even though I had already completed the Vultaum Precursor event chain in that game. Not sure if intentional (AI found it?) or a bug.
The first one was definitely a bug, the second one was a case of the AI finding a precursor system and getting screwed by it spawning in your system. That's another annoyance I have, that others can reap the rewards you earned after finding all six artifacts. At the very least, that should be limited to the ones who have the relevant precursor chain
 

Risa

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@BurlapNapkin is mostly correct. Each precursor region contains precisely 100 star systems. It is defined in common\precursor_cililizations . These regions can overlap with each other, rare in 1000-galaxy, more commonly in smaller ones. So a star system can have multiple "precursor_#" flags, or have none.

I also agree locking player into one precursor chain may not be a good idea. There is no reason why a player should not have access to all five chains, especially considering the fact that he can have open access to all five home systems after all.