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Wischmop

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Hi,

Playing Paradox games in coop mode (two or more players controlling the same empire) for a long time, I think that Stellaris would be perfect for coop mode. There's a whole lot of micromanagement to do at each stage of the game which could be split up between players.

My question: please Paradox, could you implement this function? It would be great.

Is there already a way to play coop in Stellaris?

Any more information on this or plans to implement it would be appreciated!
 

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The whole design was about limiting Micromanagement. It begins with the Sectors, but then goes further via the very simple colony buildup.
So I am not quite suer what kind of micro you mean.
 

Wischmop

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The whole design was about limiting Micromanagement. It begins with the Sectors, but then goes further via the very simple colony buildup.
So I am not quite suer what kind of micro you mean.
There's always something to do. And playing with a friend is fun.
Same goes for HOI4 - there are lots of automation functions but for people who enjoy micromanagement or fine tuning it's fun to share the load and the fun doing so.
 

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Buildings have *adjacency bonuses.*
Two buildings have it:
The Capitol, wich is a required building. And it just got it's own tile yields simplifed (from Mineral and Food to just energy), so picking a proper spot should be easier. A longterm goal might be to drop it entirely.
Mineral Silo. Wich I have not seen the AI use nor used myself. I guess you could run the math to figure out where the adjancency bonuses would be worth more then a mine. But with the cap of +1 regardless of level, it hardly maters in the long run.

Only other things are:
Stone Age Preserves. Wich are removed entirely with the rework of the Stone Age primitives.
Nuclear Wasteland.
Both of wich are there or not and can not be moved/placed by the player.
 

tobias.mb

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Mineral Silo. Wich I have not seen the AI use nor used myself. I guess you could run the math to figure out where the adjancency bonuses would be worth more then a mine. But with the cap of +1 regardless of level, it hardly maters in the long run.
Since the nerf, it is never worth it to build silos for the adjacentcy alone. Best case you get 4 minerals out of it, but a mine will give you 5 eventually.
At most you'll get something out of a silo in the early game, when your mines only provide 2 minerals. But even then you'll need to find a tile with no resources itself and 3+ adjacent mineral tiles - so quite rare.
 

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Mineral silos make sense either in big empires that go to war seldomly, or in a small empire that doesn't have a lot of mineral income. You don't build it for the adjendency bonus alone - that would never be more efficient than a mine, I don't think.

You build it in an empire that has only very minimal mineral income (due to focusing research/unity for advancement and energy credits to afford a huge navy). This allows you to stockpile the huge amounts of minerals you need to rebuild a decent amount of battleships or corvettes without dedicating a third of your empire to mines.

I use this when I play a race that only rarely goes to war because it allows me to have huge, technologically advanced fleets and quick reinforcements without dedicating a lot of my pops to do so. Each of my mineral planets has one.
 

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Two buildings have it:
sometimes you need to calculate if you need a certain building (pow hub, mineral processing)...or optimal ratio or farms\plant to other useful building.

also there is always micromanagement with slavery (enslave factions, move slaves from research\energy to food\minerals, release others and etc), robots, space port building (including sectors), recruiting leaders and so on. so there is actually plenty of room to share with a friend
 

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also there is always micromanagement with slavery (enslave factions, move slaves from research\energy to food\minerals, release others and etc), robots, space port building (including sectors), recruiting leaders and so on. so there is actually plenty of room to share with a friend
The pop management becomes largely a non-issue with 1.5. Caste System simplifies it massively.
So does the abolishment of Pop Ethos Bonus and simplification of pop happiness via Factions.
Sectors already deal with Spaceports and Robots, if allowed.

As I said, the game is anti-micro by design. And 1.5 increases that part relevantly.
 

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Sectors already deal with Spaceports and Robots, if allowed.
unfortunately sector try to fill all slots in a space port if possible. even when it's not needed. iirc disassembling modules were implemented only in mods.
personally i think that space ports should only build solar panel. +hydrophonic(ONLY if the planet lacks food) and maybe observatory(if it's very heavily science-focused)
other modules are useless, cuz they only consume energy.
only spaceports that's actively producing ships should build something like academy or yard.. and only planets under attack should build defensive modules.
so.... imho sectors should never do anything on their own. (call me OCD, but that's what i think)

robots - yeah. fortunately they were dealt with in 1.3. but slave problem is still relevant. (and probably will be relevant in 1.5 too)
other things - time will tell us when the 1.5 will be released.