I love the changes to Anomalies, BUT: Anomalies need to respawn!

  • 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.

Dr. B

Field Marshal
44 Badges
Apr 13, 2007
2.511
1.788
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
Here is perhaps an opportunity to make "tall" play less suboptimal?

Let science ships, after <researching required advanced tech/finishing suitable tradition/selecting sherlock holmes ascension path> roam around your territory, automatic, scanning for new interesting anomalies/projects/archaeology sites, with an empire timer on how many you can find in a given year.

So you can expand into a lot of territory, reaping the rewards of having lots of space or you can really comb a smaller area and using it to maximum efficiency.
 

Me_

Myself
82 Badges
Jan 14, 2011
9.657
12.539
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Galaxy Edition
  • Stellaris
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
The only purpose of adding repeatable anomalies would be to make it so that after some point not every anomaly ends up being terraforming candidate (the only repeatable anomaly right now; the pre-sapients aren't really repeatable, there is just handful of them, but once all show up its over).

I guess adding a small list of +science, +resource for each science and resource type anomalies would solve that, but beyond this, a better solution is just to have more of them. Just like having same portraits repeat in huge galaxy being solved by adding more portraits.

I would welcome another Distant Stars-type DLC adding anomalies, archeology sites, Leviathans, unique systems and such and maybe a mystery in the galactic core.
 
  • 1
Reactions:

InvisibleBison

Field Marshal
43 Badges
Oct 14, 2012
2.898
10.450
  • Crusader Kings II
  • Shadowrun: Dragonfall
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Europa Universalis 4: Emperor
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Tyranny: Archon Edition
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Here is perhaps an opportunity to make "tall" play less suboptimal?

Let science ships, after <researching required advanced tech/finishing suitable tradition/selecting sherlock holmes ascension path> roam around your territory, automatic, scanning for new interesting anomalies/projects/archaeology sites, with an empire timer on how many you can find in a given year.

So you can expand into a lot of territory, reaping the rewards of having lots of space or you can really comb a smaller area and using it to maximum efficiency.
How would that make tall play better? There's nothing stopping a wide empire from also sending science ships to do deep scans.
 

Dr. B

Field Marshal
44 Badges
Apr 13, 2007
2.511
1.788
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
How would that make tall play better? There's nothing stopping a wide empire from also sending science ships to do deep scans.
Yeah, you'd need to have discovery be like +/- X discoveries per year, and not per ship. Otherwise it would just be better to be wide and have a lot of science ships.
 

Archon87

Captain
45 Badges
Oct 13, 2017
466
475
  • Stellaris: Megacorp
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Tyranny - Bastards Wound
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Stellaris
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • 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 IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Majesty 2 Collection
  • Europa Universalis IV: Res Publica
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Crusader Kings II
Archaeology sites and colony events are supposed to take the place of anomalies in the midgame. Colony events tend to be a bit more trouble than they're worth though* and because they always spawn super fast after popping the colony down they're functionally also an early game event type.

More colony events that only happen after the colony has reached a certain age threshold (and aren't all ways to just screw the colony over) and ones which happen on conquered and/or integrated colonies which have different options and outcomes for different government types would be good. And these don't need to be world changing events, they can have the kind of minor outcomes that a lot of weaker anomalies do as well as more permanent changes (modifiers, new features, etc.), just something to interact with as colonies grow and change.


* Let me take a moment to expound my hatred for the Abandoned Terraforming Equipment colony event. Of its four possible outcomes, one is always negative (Tomb World, colony dead), two are negative in 75% of cases (random planet type has 75% chance to be less habitable than it started, plus one may kill the colony with monsters if you didn't prebuild armies expecting them because the colony is new and weak), and only one is genuinely positive.

So your choices are to gamble on a one in three chance of a positive outcome (plus spend on armies, almost certainly in the early game still), or to accept a permanent -10% happiness malus to the planet which you can never remove, even if you do complete terraforming on it later. The event sucks, and it's almost guaranteed the first time you settle an off-perfect habitability planet. If that's a very early colony for you the setback of having it go dead or to 20% hab can be amazingly annoying. It's almost never worth taking the risk of actually doing the project.

It's not the only one, the Pheromones event chain has basically no chance of a good outcome and a bunch of costs and penalties along the way so the only sensible way of dealing with it is to shut it down at the first opportunity.
Well the devs did tweak that event so that upon choosing to dismantle the equipment, the malus is removed after the project is complete. Before, it was only removed if you continued the ancient terraforming. So if I don't feel like rolling roulette, I just dismantle, and get free terraforming tech on top of it.

I agree with the overall sentiment that archeology sites are largely supposed to be the "mid-game anomalies." Most of the time they take too long to resolve in the early game to be worth it, and only rarely give a reward that is worth that time investment in the early game. Science ships should be exploring as much and as fast as possible in the early game. Archeology can wait until there is much less exploration to do. The only time I bother with archeology in the early game is if I get the Baol or Zroni precursors, or one of the sites with a huge payoff at the end like the Grand Herald (which I haven't seen since shortly after Ancient Relics).

As for colony event chains, I'm a bit annoyed at how consistent some of them are. I almost always get the dimensional portal and the odd factory, for example. I enjoy the slightly rarer ones more, like the dancing plague or the migrating forests. I definitely feel like the game needs more of these colony events, especially ones that happen only after the colony is well established.
 
  • 2
Reactions:

Dr. B

Field Marshal
44 Badges
Apr 13, 2007
2.511
1.788
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Tyranny - Tales from the Tiers
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis III
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
Well the devs did tweak that event so that upon choosing to dismantle the equipment, the malus is removed after the project is complete. Before, it was only removed if you continued the ancient terraforming. So if I don't feel like rolling roulette, I just dismantle, and get free terraforming tech on top of it.

I agree with the overall sentiment that archeology sites are largely supposed to be the "mid-game anomalies." Most of the time they take too long to resolve in the early game to be worth it, and only rarely give a reward that is worth that time investment in the early game. Science ships should be exploring as much and as fast as possible in the early game. Archeology can wait until there is much less exploration to do. The only time I bother with archeology in the early game is if I get the Baol or Zroni precursors, or one of the sites with a huge payoff at the end like the Grand Herald (which I haven't seen since shortly after Ancient Relics).

As for colony event chains, I'm a bit annoyed at how consistent some of them are. I almost always get the dimensional portal and the odd factory, for example. I enjoy the slightly rarer ones more, like the dancing plague or the migrating forests. I definitely feel like the game needs more of these colony events, especially ones that happen only after the colony is well established.
Yeah, the abandoned terraforming equipment event is awesome, just dismantle the equipment and you can have terraforming tech in like 2210.