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missingalink

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I find that one of the game's main problems ( regardless of galaxy size ) is congestion. In late game when all the habitable worlds are taken and there is no open space left almost everything grinds to a halt. The game doesn't have enough in the way of empire management to keep things interesting. No real trade system ( which is something that needs serious attention and something that has a vast amount of potential ), Diplomacy is weak and that is usually one of PDX's strong points and as a whole the game plays too much like it's land based. We are supposed to be out there in the vast reaches of space but instead it feels like all the empires are stuffed into a cupboard fighting over the last cockroach. There should be massive distances between the empires that can only be crossed with highly advanced drives. Sure a couple of species may have evolved closer to each other but these should be the exception rather than the rule.

Preparations for an invasion into an enemies space should be something that isn't taken lightly because of the difficulties and distances involved. If the invasion goes ahead and is a success then keeping supply lines open or even maintaining governance over far away systems again becomes a major issue. Obviously this is something that cannot be addressed with one patch or DLC or even a full expansion and would need to be catered for from the ground up for Stellaris 2 maybe.

There are also the slowdowns to think of. These could be almost eliminated altogether by paradoxically ( see what I did there ) making the galaxy absolutely huge and splitting it into separate regions ( separate maps ) that load independently of each other. Of course this then throws up another problem of continuity. What is happening in the regions that are not loaded while you are flying around in whichever region happens to be loaded at the time and that is for brighter minds than mine to figure out. Cutting down on the blob nature of the games combat system would also alleviate the slowdowns. Make ships much more expensive and time consuming to build but make them tougher and more important in and of themselves. Losing a ship with all hands should be a major loss, not something you shrug your shoulders at and queue up another 20 to be built. The US for instance has a huge fleet if you count all the ships in service. They do not however roam the globe as one. They are split into many different fleets and task forces that perform duties independent of each other. In times of war these fleets are assigned where needed but you will never see one huge blob roaming the world's oceans. Combat needs to be slower and more strategic, which is again something for Stellaris 2 I would imagine.

Anyway I have gone off topic here so apologies for that to the OP.
 

Matoro_TBS

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Medium or small sizes only with 75% habitability. Big enough to have two FE:s, small enough for things to matter. Bigger galaxies tend to have too big empires, too big fleets, so much stuff that individual planets don't truly matter. Also lag.
Also Crises and FE Awakenings are a lot stronger in smaller galaxies.
 

zukodark

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I often find myself playing 1000 stars, 25% habitability and few empires, often with about 50% as advanced. This gives you a sense of the galaxy being big as well as making it much less cramped. It is perfect for hyperdrive only games, as you have enough stars to make an interesting strategic terrain.

Though there is a problem, and that is that several things doesn't work as well. Diplomatic range ensures there is often less diplomatic action until mid game. There is also an issue of border range. I just wish there was a mod to fix these things.
 

Cpack

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I played several games with my own 2500 star galaxy, but therefor it's necessary to reduce the percentage of habitable planets. (max 15 factions, max 15 direct controllable planets)

I also try to create the galaxy with a lot of "holes" in it, so that the galaxy is not too crowded and you can't travel from every planet to every planet --> makes it more interesting to have some strategic bottle necks
 

Kilmantor

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How is the "Multiple Galaxies" mod? Does it give late game that extra umph it needs?

It just protracts the lategame instead of giving it more depth. Even with 25% habitability its 100 planets vs. 100 plantest (at least) in the late game, so wars take years and its more "work" to win the game than fun. Also you need a really good system, otherwise its just a big lag.

so much stuff that individual planets don't truly matter.
That's the point I find the most important. If you find a 20+ tile Gaia-Planet or one with +50% Minerals in a 1000 galaxy game, maybe you cheer if its in the early play but sooner or later you forget about it. By playing in a mediums size galaxy, individual planets truly matter.

And core planets... who cares if you have 5 or 7 core planets if you control 50-100 planets in total in a 100 galaxy game.

I startet playing in smaller galaxies now and its way more fun.
 

Princess Stabbity

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I usually go with 1000 stars, about 16-20 empires + 4 Fallens and aggression set to high. I like my galaxy to feel crowded with a lot of wars and territory changing hands, like Star Wars. My only complaint is that the number of pre-FTL civs is always too high and presentient species way too few in comparison. I wish there were sliders to adjust those as well.

But I like it, the galaxy feels vast but not overwhelming, there's a huge variety of civilisations to interact with and there's always something happening somewhere so it takes a long time for the galaxy to stagnate or be fully explored.

I've been toying with the idea of reducing the number of habitable planets a bit just to make the midgame to lategame ramp-up take a bit longer too. It could be fun and with all the stuff coming to Utopia, I want to play with it and find a sweet spot where dense and sparse empires (wide and tall is really a terrible misnomer in this case) both feel viable and competitive.

But overall I only enjoy long and epic campaigns. I completely ignore victory conditions, they mean nothing to me. I prefer to set my own goals as I go along, forexamplish in my current game I randomly found a ruined ringworld on the opposite side of the galaxy (probably belonging to an Enclave that got eaten by a Wraith before I got there) and my goal is to eventually rebuild it using the Ringworld Restoration mod. It's going to take me a long time but the challenge of acquiring the necessary technology and strategic resources while defending my precious has been really fun so far! And thanks to it being a huge map, there's still a lot of unclaimed space to fight over even as I'm entering the lategame.
 

WhiteWeasel

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Im used to the style of play Endless Space had to offer. So to me, medium or 600 stars is already absolutely huge. And the empire defaults are too high.

I like playing relatively quiet galaxies, with only 5 AI empires and 2 maybe 3 fallen. And with the no clustered starts mod, as well as only 25% habitability so you got to rely more on terraforming. And each habitable planet feels like it's own little island. Like others said, since I'm used to the smaller numbers of endless space, I'm really skewed towards the idea of each world being important-or at least stinging should you lose it. I personally find it a better experience than the defaults.

You really feel like a new civ being able go into their cosmic back yard for the first time, find the playthings of the ones before you, and then meeting your neighbors. Having a solid 20 or 30 years to yourself before you have to dig into into the nitty gritty of politics and wars gives you time to really explore and appreciate early game events and discoveries, and helps convey the feeling that space is... well, space; A hugeness with little to nothing between any two places.
 

Katsuki126

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I actually have a love/hate relationship with the endless/civ game. They are nice, but the diplomacy is crappy and constrained by the small numbers of nations. This is the very reason I lived EU IV, and the reason I began playing Stellaris.

This, I am always playing on Max size with Max number of IA and FE. Playing an interstellar sprawling Empire bring interesting situation, but diplomacy could be improved. It is still better than civ or MoO diplomacy however.



for Stellaris 2 maybe.

This.
You are not really describing improvements that could be made, merely presenting the vision you have for a spacegame, which is not Stellaris vision.

However, I have good news for you, it's called Aurora 4X. If you want a 'space is huge' game, this is for you ;)
 

Princess Stabbity

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Tempted to try out a mod that doubles the allowed number of empires.

1000 Stars
78 odd Empires
Aggressive AI

What could go wrong?
It would probably collapse under its own weight and turn into a black hole of lag and/or migration treaty spam by the midgame XD

Funnily enough, with this setup game performance may actually start improving towards the lategame as tiny empires get conquered and the number of AIs decreases.
 

apocalypse06

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Size: Large/Huge
25% habitable planets
Max Empires
No advanced starts
Max fallen empires
Hard difficulty
Hyperlane only/Spiral

This setup is the most fun I've had. The sheer number of empires makes it more epic and competitive. Hyperlanes only makes it very strategic to grab the right systems, or to take down an empire with closed borders. You can only grab 3-5 planets before your forced into war, and the AI empires are the same way. Alliances are more important on hard. There are plenty of willing allies who share your ethics, but also greater number of enemies. Primitives that are close to space age technology are very valuable, or just in general if you are a xenophobe, because every planet maters. Frontier outposts are very necessary to get an advantage over your rivals. Pretty much every colonizable planet is one of the free cores given to other empires, or the location of primitives.

Basically, the galaxy fills more alive because there is less space and more conflict. By the time you've conquered a quarter of it, you have 2-3 rivals on the other side who will pose a serious challenge, not including the FEs and AEs. After playing this way, default settings feel like an empty husk and the games start very slow because it can be possible to colonize 10-15 planets before having to go to war, which can take 3-4 hours of game time.
 

GamerSteve

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The first ones were with 600/Eliptical, but then I moved on to 1000, either eliptical or spiral.

As for Habitable worlds, setting them to 500% didn't feel -that- crazy, and I suspected it might not work as intended. There are indeed more habitable worlds, but certainly not 5 times more.

So I checked the required worlds for Domination Victory and at size 600 it said said 100 planets for 100% and 164 planets for 500%, instead of the expected ~500!

EDIT: Also 25% Habitable worlds lists 74 required worlds for Domination Victory.

So the slider looks like a 75% worlds to 150(160?)% worlds, instead of the 25% to 500%.

This is very interesting. I wonder what the % means. Perhaps it means the % chance that a system has a habitable world in it? If that number is fairly small, than raising or lowering it might not have a huge effect. If 100 out of 600 stars have habitable worlds (roughly, ignoring for the moment multi-world systems), that is about 17%. Then 25% of that (of 17%) would be about 5%, so you'd expect 5% of 600 or maybe 30 systems to have stars. 500% of 17% would be 85% of systems, or about 500 systems would have stars. This is not exactly the result you got but it's not that far off.
 

KlinkerFyren

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Wow didn't know that huge galaxies was so popular. I will have to try the 25% hab + huge thing!
I have mostly played in medium, 4 arm, 8 empires, 2 advanced start, 2 fallen empires, 100% hab.
 

WhiteWeasel

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I actually have a love/hate relationship with the endless/civ game. They are nice, but the diplomacy is crappy and constrained by the small numbers of nations. This is the very reason I lived EU IV, and the reason I began playing Stellaris.
To be fair, I consider Stellaris and the later, better developed Endless franchise (EL, and ES2) to be somewhat mutually exclusive 4x games, one offers things the other does not. Stellaris is on a grand scale with very RP'ble fill in the blanks factions while Endless space/legend/space 2 is on a more personal level with very intricate history and unique faction lore and gameplay.

Though I do enjoy smaller, less crowded galaxies for the reasons in my last post, there is the practical reason behind it: managing 16+ late game empires can be a strain on ones hardware and frame rate.
 

Riftwalker

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I always play on the largest setting, I start with about 16-19 Ai's. I never had any with an advanced start, i would, but without fail, every time i do, they start right next to me, and attack unprovoked as soon as we meet. I'm a bit of a wuss, because i typically restart until there's not 3 empires all sitting right next to me, I like my breathing room.

i just feel like adding, i use the no clustered start mod for this. I like the big galaxies with about 20~ civs, but i set it up so there's an equal amount of fallen empires(i use mod for additional fallen empires), advanced starts and normal AI, so that it feels very you arrived in the middle of things and nations get created over time and you can meddle with them however you want. :D

every nation has time to expand quite a bit before contact is made.