Ship themes/My concern that i hope will be adressed

  • 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.

Cynical Dreamer

Insanely Reasonable
54 Badges
Aug 1, 2013
657
1.031
  • Semper Fi
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Darkest Hour
  • Europa Universalis IV
  • March of the Eagles
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
You're both seriously overthinking this. We don't need a hundred different sets of ship models, because there aren't a hundred race portraits.

Oh, I'd actually prefer ship models over characters. Anyway, I'm sure they'll release at least a dozen new ship designs, I'm not worried in the long run.
 
  • 1
Reactions:

GC13

The Last Emperor of Sol
90 Badges
Dec 30, 2010
3.181
3.060
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
  • Pillars of Eternity
Put it another way : how much would a ten developer team cost if they were working for 18 months exclusively on it ? If each costs on average 25k a year, well, 500k is probably an exaggeration.
25k a year to keep on staff? That's probably not even paying their salary, let alone their benefits. If we make it 100k a year that means a $50/hour cost, which would give them ten hours of work between concept art and modeling on each model for it to cost $500k to make all of those models. Can a model be concepted and finished in ten hours? Does it take more time? Less time?
 
  • 2
Reactions:

barny

General
86 Badges
Apr 8, 2003
1.914
3.350
Visit site
  • Crusader Kings II: Horse Lords
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Rise of Prussia
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Nemesis
  • Europa Universalis IV: Art of War
  • 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: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
No he is fairly accurate. A battleship for instance has 4 hull modules (I think. If I'm wrong I will change this). So that is 4 modules, 1 ship, then the cruisers have their modules plus ship, frigates, destroyers, and so on. Then repeat this process 6 times to cover all the phenotypes to ensure they all have equal variety. It comes to be quite a lot for a purely cosmetic feature.


Yeah, having different models for like every avatar is somewhat illusory, but at least having slightly different colors or so would limit the times when the same looking ships would fight each other.
 
  • 3
Reactions:

Cynical Dreamer

Insanely Reasonable
54 Badges
Aug 1, 2013
657
1.031
  • Semper Fi
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Art of War
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Darkest Hour
  • Europa Universalis IV
  • March of the Eagles
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Imperator: Rome
  • Surviving Mars: First Colony Edition
  • Imperator: Rome Sign Up
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
25k a year to keep on staff? That's probably not even paying their salary, let alone their benefits. If we make it 100k a year that means a $50/hour cost, which would give them ten hours of work between concept art and modeling on each model for it to cost $500k to make all of those models. Can a model be concepted and finished in ten hours? Does it take more time? Less time?

I don't want to sound rude, but I'm curious : where are you from ? I'm not an expert salaries in Nordic nations, although I hear it is very high in Norway. In France, a 10 dev team would consist of one or two leads, 5 devs, and three under-paid slav.. I mean interns. 25k on average is probably a very high estimate - in a small company, the medium salary can be 12 euros an hour. Of course, you then have to factor in social security / taxes.

To give you a comparison : I'm angling for two jobs, either a bursary for a doctorate, or a job at the French MFA. A bursary is 1200 euros a month (and rent in Paris is 600), while a job in the diplo service starts at 2000 (but can double within a few years). What you describe as a game developer's salary seems very high, at least for me.
 

GC13

The Last Emperor of Sol
90 Badges
Dec 30, 2010
3.181
3.060
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
  • Pillars of Eternity
I looked up the wage of a programmer in Sweden. It's definitely higher than $25,000 a year, and I presume they get good benefits (considering what I've heard about Sweden's liberal vacation time laws).
 

GC13

The Last Emperor of Sol
90 Badges
Dec 30, 2010
3.181
3.060
  • Cities: Skylines - After Dark
  • Cities: Skylines - Green Cities
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines Industries
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Campus
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines
  • Victoria 2
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Sengoku
  • Crusader Kings II: Sunset Invasion
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Megacorp
  • Stellaris: Federations
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Tyranny: Gold Edition
  • Tyranny - Bastards Wound
  • Pillars of Eternity
Hmmmm... Then those benefits aren't as costly as some would have you believe.

So I guess the next question is if their 3D modelers and concept artists cost roughly as much to keep on staff as a programmer. And how long it takes to make a ship model.
 

!Xabbu

Corporal
137 Badges
Jul 7, 2004
38
26
  • Rome Gold
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2 Collection
  • Naval War: Arctic Circle
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Stellaris: Necroids
  • Commander: Conquest of the Americas
  • Ancient Space
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • 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
  • A Game of Dwarves
  • Darkest Hour
  • 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
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III
Ohh and the median wage for a programmer over here is about 3 300 Euro a month.

Another idea is that they blorg befriend some schools and make the students work for the glory of friendship :D
 

Mitchz95

Field Marshal
17 Badges
Feb 4, 2016
3.537
2.571
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Major Wiki Contributor
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
I think that instead of dividing the aesthetics by phenotype (fungoid, mammalian, etc) they should have grouped them by simple descriptors: organic, boxy, angular, etc. And then have them randomly distributed among the AI races regardless of phenotype. That would give a lot more leeway for the re-use of models, and some simple color variations (grey, blue, green, black, etc) would make ships look a lot different even if they technically use the same models.
 
  • 3
  • 1
Reactions:

Greyhound_Gen.

First Lieutenant
71 Badges
Jan 6, 2014
231
527
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV Sign-up
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • 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 Sign-up
  • Europa Universalis IV
  • Victoria 2
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Warlock 2: The Exiled
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Crusader Kings II
  • Cities in Motion
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Four warship classes, plus science, construction, space station, at least three platforms... Ten models times a hundred styles is a thousand models to do concept art for and create. Would $500k really be enough?

100 styles is probably a bit excessive. 2-5 per phenotype would probably be sufficient, especially if more phenotypes are added later on. After all, there's a maximum of 44 starting races (I know there will be more if you include the 'late starters', but who cares about them :p? Plus it kind of makes sense for breakaway states and uplifted species to share the same ship designs as the original empire). On average, that's 7-8 species per phenotype each game. If you had, say, 4 ship styles per phenotype and the RNG didn't screw you over you wouldn't be running into too many repeats, especially if you add colour variations as well.


I think that instead of dividing the aesthetics by phenotype (fungoid, mammalian, etc) they should have grouped them by simple descriptors: organic, boxy, angular, etc. And then have them randomly distributed among the AI races regardless of phenotype. That would give a lot more leeway for the re-use of models, and some simple color variations (grey, blue, green, black, etc) would make ships look a lot different even if they technically use the same models.

Not a bad idea - maybe they could combine both systems? Say having a set of 10-12 generic designs and 2-3 per phenotype. Each race could then randomly be assigned a design from either the generic set or their phenotype one.
 
  • 6
Reactions:

Colwolf77

Second Lieutenant
14 Badges
Mar 19, 2016
127
550
  • Sword of the Stars II
  • Stellaris: Synthetic Dawn
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall
Hello all

So like many of you, i am looking forward to the release of Stellaris, and i really like how the game is shaping up.

But one concern i have is this: Lets say on a huge map with 44 other starting races, we have lots of portraits in each archetype so chances of running into duplicates is hopefully slim. But what about the ship themes? As i understand it, theres models for each archetype, so we have like 4-5 different themes.

In a perfect world, each race that is in the game, should have different ship themes. Would be a bit of a letdown if the Cardassians had the exact same ships as the federation, wouldnt it? What are your thoughts on this? I would very much also like to hear a dev's thought on this issue.
I actually made a thread regarding the same concern a while ago, I figured an easy way to create more variety between races fleets would be to implement a fleet painter similiar to the one used in Homeworld. Heres the link https://forum.paradoxplaza.com/foru...and-shine-in-your-own-way-ship-design.920866/
 
  • 4
Reactions:

!Xabbu

Corporal
137 Badges
Jul 7, 2004
38
26
  • Rome Gold
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • Leviathan: Warships
  • The Kings Crusade
  • Magicka
  • Majesty 2 Collection
  • Naval War: Arctic Circle
  • Pirates of Black Cove
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Hearts of Iron III Collection
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Sword of the Stars II
  • Teleglitch: Die More Edition
  • The Showdown Effect
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Stellaris: Necroids
  • Commander: Conquest of the Americas
  • Ancient Space
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • 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
  • A Game of Dwarves
  • Darkest Hour
  • 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
  • For The Glory
  • For the Motherland
  • Gettysburg
  • Hearts of Iron III

mrinku

Lt. General
25 Badges
Jul 29, 2015
1.492
798
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Sengoku
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • 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
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Age of Wonders III
  • Surviving Mars
  • Crusader Kings Complete
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
Hopefully colouring will be optional. I personally detest seeing absurdly colourful ships flying about.

Any particular reason? Pretty much does not matter what colour you paint them. Historically it was only from the rifle era that militaries adopted subdued colours. There's no real reason spaceships should be any particular shade, since visual camouflage isn't going to be a factor. Likewise with Space Navy uniforms.
 
  • 3
  • 1
Reactions:

Colwolf77

Second Lieutenant
14 Badges
Mar 19, 2016
127
550
  • Sword of the Stars II
  • Stellaris: Synthetic Dawn
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall
Hopefully colouring will be optional. I personally detest seeing absurdly colourful ships flying about.
One way to stop absurdly coloured ships entering the game could be to limit the fleet painter to a palette of acceptable colour schemes. Nothing too garish but still enough variation to allow lots of choices. In the Homeworld fleet painter you had the choice of choosing two different colours for your ships (a stripe and a base colour). This could be a way of introducing even more variation.
 
  • 2
Reactions:

Murmeldjuret

01_COUP_PROPOSE
103 Badges
Dec 14, 2010
974
3.143
  • Victoria 2
  • Knights of Pen and Paper +1 Edition
  • Leviathan: Warships
  • Arsenal of Democracy
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Sword of the Stars II
  • Crusader Kings II: Monks and Mystics
  • Magicka
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Jade Dragon
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II
  • 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
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • For the Motherland
  • Heir to the Throne
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Stellaris: Necroids
  • Europa Universalis III Complete
  • Europa Universalis IV: Cossacks
I don't think it will be necessary, since I am the couchsitting type of strategist. For me, the empire icon near the fleet strength number is enough. For ships to have individual colour or appearance changes nothing for me. Then again I play HoI3 with counters...
 
  • 1
Reactions:

IndoEsia45

Lt. General
23 Badges
May 18, 2007
1.581
167
  • Victoria: Revolutions
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Cadet
  • Stellaris
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Semper Fi
  • Crusader Kings II
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
Don't forget that each new model needs its own textures. I don't know how many the game engine needs, but it's typical to have three texture maps for one complete model i.e color, bump/displacement and specular. In some design house, a separate texturer needs to be hired to finish those. On the other hand though, texturing can be an easy way to add variation to the existing models.

I think the best solution here is to have flexible in-game object management system that can allow modders to easily modify textures, as well as to add new models in most straightforward manner i.e standard model format recognized in many 3d packages, no need for a chain of converter just to import one object.

A good example here is FSX (and FS series) which survives because of mods. The vanilla only comes with at best a couple of rather inaccurate planes. Now you have hundreds of custom aircraft available out there complete with their own accurate subsystem. I don't know anyone who plays FSX without any complete albeit paid mod like PMDG.

On the other side of the bridge, CA is especially notorious as to prevent modding and increase DLC potential profit they went out of their way to make sure that adding new model is as complicated as possible with custom .pak compression and encryption.. I don't think the newer games are even moddable beyond some config mod.
 
  • 1
Reactions:

mrinku

Lt. General
25 Badges
Jul 29, 2015
1.492
798
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Sengoku
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • 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
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Age of Wonders III
  • Surviving Mars
  • Crusader Kings Complete
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
One way to stop absurdly coloured ships entering the game could be to limit the fleet painter to a palette of acceptable colour schemes. Nothing too garish but still enough variation to allow lots of choices. In the Homeworld fleet painter you had the choice of choosing two different colours for your ships (a stripe and a base colour). This could be a way of introducing even more variation.
So what would you consider absurd? And why?
 
  • 3
  • 1
Reactions:

Colwolf77

Second Lieutenant
14 Badges
Mar 19, 2016
127
550
  • Sword of the Stars II
  • Stellaris: Synthetic Dawn
  • Magicka: Wizard Wars Founder Wizard
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall
So what would you consider absurd? And why?
Ok 'Absurd' might not of been the best word to use. I'm thinking more colours that would detract from the designs of the ships themselves. So for example no colours that are the same as the details on the ships so they don't lose their definition. Choosing a selection of colours that have the right tones so they look good on the ships eg. a bright red ship might obscure the details and not look realistic but a red that is more moderate enhances them.
 
  • 1
  • 1
Reactions: