Think the current situation is fine, I tried a few games without thinking about megastructures, and the game improved because I focused on the tactics
they have a science district though. and also there can be built an institute iirc.Habitats cannot house science labs
You do want strategic coordination center for extra starbases and sentry array for galaxy-wide sensor coverage even if you want to focus on conquest and going wide.Galactic Wonders is a very overloaded perk, but I'm not convinced it's strictly 'must have'. It's a no-brainer for people who want to keep building up endlessly and play very long games, because at some stage you have nothing else to do; but if you plan to win before the endgame crisis hits, it's just not that important.
Yes but if you want to build more than 3-4 of them then you probably need to start early and thus getting the 3 perks is kind of necessary. At least it used to be. Honestly I haven't played with habitats as much recently so I am not sure how good they are atm. I actively tried to avoid picking any of the galactinc wonders trio to experiment more with the new perks.Not really... you can get the Megastructure Restoration research normally. Master Builders just gives it to you right away as an additional bonus option.
3-4 of what? there is still a limit on how many megastructures of 1 type you can buildYes but if you want to build more than 3-4 of them then you probably need to start early and thus getting the 3 perks is kind of necessary.
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That is, after all, one of the biggest flaws of the unity tree system. It was put in place to create distinct differences between empires, yet, every empire is eventually going to research all the trees anyway. This, is where I believe the real fixes should take place.
The unity trees should be made MUCH larger, BUT you can only pick a main, and a secondary based upon your ethics. Spread ALL the perks throughout the trees, add more, and allow for overlap so players can pick and choose their empire's social workings. Put some really nice choices at the bottom of each tree, such as Colossus for supremacy, ring world for expansion, nexus and sentry array for discovery, but make it so the path chosen to get there is narrow. This means you can either build an empire with a lot of general perks and abilities, or one focused upon one of those late game tech strategies. Unity matters again, because the more of it you have, the more choices you can make throughout the course of the game (at a cost to other production of course), but having a smaller unity base, with a specific path in mind, can result in equally spectacular results, just with far less adaptability. Choice is added back into the game, and more importantly, it matters.
3-4 megastructures...you know, 1 Dyson sphere 1 science nexus, 1 sentry array, 1 to 4 ringworlds, etc...it depends on how long you play for and what type of empire you have too I suppose. Especially since there's a bunch of new megastructures too and other stuff like arcology project.3-4 of what? there is still a limit on how many megastructures of 1 type you can build
so in a context of this thread it's at least 4 ascension perks if you'll listen to the proposition to tie all megastructures to a different AP? ok3-4 megastructures...you know, 1 Dyson sphere 1 science nexus, 1 sentry array, 1 to 4 ringworlds, etc...it depends on how long you play for and what type of empire you have too I suppose. Especially since there's a bunch of new megastructures too and other stuff like arcology project.
I mean I had games where I had 2 science nexi bc I conquered one from an enemy, and had like 5-6 ringworlds but those were before the new patch and on fairly unique settings (small map, small amount of enemies but highest difficulty with advanced start for AI)
Choices need to matter in Stellaris, and Galactic wonders needs to remain a choice you have to choose to pursue. The problem with them is there currently exists no choice of equal weight to counter their sheer productivity. The idea of splitting them up between even more perks I also find distasteful, as it just means there will be even less slots for less variety between empires. That is, after all, one of the biggest flaws of the unity tree system. It was put in place to create distinct differences between empires, yet, every empire is eventually going to research all the trees anyway. This, is where I believe the real fixes should take place.
The unity trees should be made MUCH larger, BUT you can only pick a main, and a secondary based upon your ethics. Spread ALL the perks throughout the trees, add more, and allow for overlap so players can pick and choose their empire's social workings. Put some really nice choices at the bottom of each tree, such as Colosuss for supremecay, ring world for expansion, nexus and sentry array for discovery, but make it so the path chosen to get there is narrow. This means you can either build an empire with a lot of general perks and abilities, or one focused upon one of those late game tech strategies. Unity matters again, because the more of it you have, the more choices you can make throughout the course of the game (at a cost to other production of course), but having a smaller unity base, with a specific path in mind, can result in equally spectacular results, just with far less adaptability. Choice is added back into the game, and more importantly, it matters.
So that depends.so in a context of this thread it's at least 4 ascension perks if you'll listen to the proposition to tie all megastructures to a different AP? ok
i'll answer this 1st cuz it's the easiest one.Personally though, I'd still like it more if it was just tied to technologies instead of APs...
I guess I've addressed it on a previous page: either you'll tie them to something useless (then you'll basically remove some of the megastructures from the game, cuz only a true roleplayer will take that perk) or you'll increase the number of must have perks (like for now it's difficult to substitute a food ringworld unless you're xenophobe).1) Which megastructures are tied to which APs
I think the addition of upgrade to habitats in MB was a good thing. cuz right now you at least getting something useful throughout the whole game (instead of just +build speed you had before)3) How are is the Habitat and Habitat size increase perk done, will the 2nd perk still give you megastructure build speed or not
That's a pretty weird answer mate. Whether its behind an AP or not, the person with the access to the structures has a very clear advantage anyways and besides its not like its meant to be balanced around the fact that people might not have a DLC...in fact I wonder why its still restricted behind a years old DLC at this point...if you want to make the game good for newcomers you gradually implement old DLC stuff in the base game...a DLC that's over a year old could easily just be incorporated into the game. And no don't even say that that would make them less money and stuff, because sure milking customers Total War or Civilization Style can get you money but also generates a LOT of consumer negativity and turns off a lot of people from even buying the game itself in the first place...i'll answer this 1st cuz it's the easiest one.
Stellaris is a game where people with dlc and without can play together. so if all megastructures will be available for free(just research the tech) it'll give a lot of power creep. "hey, you're new, and I have 100500 dlc so I have free energy from a sphere. free minerals from decompressor. I create free planets, science, unity...also I have a free spies from espionage dlc, my diplomats can instabuy empires cuz I have megaemassy from diplomacy dlc and my fleet is unstoppable cuz I have a megamothership from a war dlc...oh wait, last one is already in the game in the form of colossus).
doubt it'll make games(especially multiplayer) exiting for a newcomers.
So that depends.
1) Which megastructures are tied to which APs
2) Are there general ones available by default through technologies for everyone
3) How are is the Habitat and Habitat size increase perk done, will the 2nd perk still give you megastructure build speed or not
Because here's the thing, right now you always want 2 points on your ascencion of choice, 1 point on an early game AP, 1 point on collossus weaponry and 1 point on Megalopolis/Hive world/Machine world. That's 5 points. you are left with 3. Now if the megastructure is tied with say technological ascendancy that's an early game AP so you'd have 4 points actually free to choose whichever megastructures you need. If they're all tied to early game perks then its pretty easy to get what you need/want.
Personally though, I'd still like it more if it was just tied to technologies instead of APs...
Yeah I wish there were more ascencion paths too, the current 3 is not nearly enough, I grew bored of them already after all this time.Yes, Ascension Perks, being limited and frequently mutually exclusive, should represent unique specializations of your empire. Ascension paths are a perfect example of this. I fail to see how being able to build a simple space habitat, which is basically just a big starbase, is indicative in any way of the type of people or empire I represent. Megastructures always should have been technologically based.
Special megastructures that are limited by APs are an area that I think could be further explored however.
In MP all players have access to the hosts DLCs so this situation doesn't occur. In SP it doesn't matter.i'll answer this 1st cuz it's the easiest one.
Stellaris is a game where people with dlc and without can play together. so if all megastructures will be available for free(just research the tech) it'll give a lot of power creep. "hey, you're new, and I have 100500 dlc so I have free energy from a sphere. free minerals from decompressor. I create free planets, science, unity...also I have a free spies from espionage dlc, my diplomats can instabuy empires cuz I have megaemassy from diplomacy dlc and my fleet is unstoppable cuz I have a megamothership from a war dlc...oh wait, last one is already in the game in the form of colossus).
doubt it'll make games(especially multiplayer) exiting for a newcomers.
they are not adding old dlc into the base game...cuz money?That's a pretty weird answer mate. Whether its behind an AP or not, the person with the access to the structures has a very clear advantage anyways and besides its not like its meant to be balanced around the fact that people might not have a DLC...in fact I wonder why its still restricted behind a years old DLC at this point...if you want to make the game good for newcomers you gradually implement old DLC stuff in the base game...a DLC that's over a year old could easily just be incorporated into the game. And no don't even say that that would make them less money and stuff, because sure milking customers Total War or Civilization Style can get you money but also generates a LOT of consumer negativity and turns off a lot of people from even buying the game itself in the first place...
let's not. different company. different standards.Lets take a quick look at WoW.
ehm, no?In MP all players have access to the hosts DLCs so this situation doesn't occur. In SP it doesn't matter.
i'll answer this 1st cuz it's the easiest one.
Stellaris is a game where people with dlc and without can play together. so if all megastructures will be available for free(just research the tech) it'll give a lot of power creep. "hey, you're new, and I have 100500 dlc so I have free energy from a sphere. free minerals from decompressor. I create free planets, science, unity...also I have a free spies from espionage dlc, my diplomats can instabuy empires cuz I have megaemassy from diplomacy dlc and my fleet is unstoppable cuz I have a megamothership from a war dlc...oh wait, last one is already in the game in the form of colossus).
doubt it'll make games(especially multiplayer) exiting for a newcomers.