Stellaris Dev Diary #187 - Post-mortem

Stellaris Dev Diary #187 - Post-mortem

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adil3tr

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What Stellaris really needs is a complete overhaul of its gameplay mechanics. And a dev team able and willing to fix all the problems in the game.
This is just vague and weird since Stellaris has done this a lot. The question is what to do. I think another layer of work on the economy would be fun, and reworking the whole ethics system/political system would be the best area to work on. My issue with the necros is that it doesn't seem like as big of a change as synthetic dawn, which was a huge change of pace.
 
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I agree with you.
My point just was that the development of Stellaris in general feels directionless/without purpose/not coherent.
I much prefer that they change their mind when they're wrong to them being coherently wrong.
 
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Primarch Victus

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More content is always good -- but only when the game receiving that content works with 100% of perfection.
 
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Zarpaulus

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For that, they would need a notebook -- a very, very big notebook...
I know it's not what you meant but that just made me think of using a Death Note to purge.

The design for reanimated armies feels kind of bland to me. Here is my idea to make them feel different: Instead of being regular armies, the undead should be generated for free at the moment of invasion. These undead would only last for the duration of the battle. The number of undead armies would depend on planetary devastation at the moment of troops landing on the planet: there would be none on an intact planet, but more and more as devastation increases. Similarily the Dread Encampment could provide free undead armies for the defender based on devastation.
I was originally expecting undead armies to be produced when you purge or sacrifice POPs, but your idea sounds a bit more interesting.

Maybe each POP killed in the bombardment spawns an undead army? Would give invaders a reason to use "selective" bombardment.
 

Nerkos_The_Unbidden

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More content is always good -- but only when the game receiving that content works with 100% of perfection.
Depending upon who is asked 100% perfection in a game is a rare if not impossible thing.

While it certainly would be nice for the game to have less bugs, I would say demanding 100% perfection from any game is just setting one side or the other up for disappointment.

Hope I phrased that right.

Besides, as with other changes in the past, the Necroids and their mechanics might just be the first wave as it were in setting up the game for later changes, bug fixes included.
 
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Besides, as with other changes in the past, the Necroids and their mechanics might just be the first wave as it were in setting up the game for later changes, bug fixes included.
Reread what you just wrote. "It's the first wave preparing for bugfixes. Just like all the other times."
 
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Primarch Victus

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Primarch Victus

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Depending upon who is asked 100% perfection in a game is a rare if not impossible thing.

While it certainly would be nice for the game to have less bugs, I would say demanding 100% perfection from any game is just setting one side or the other up for disappointment.

Hope I phrased that right.

Besides, as with other changes in the past, the Necroids and their mechanics might just be the first wave as it were in setting up the game for later changes, bug fixes included.
Well, I don't wanted to say 100% perfection exactly, but I think you can see that.
 
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Nerkos_The_Unbidden

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Reread what you just wrote. "It's the first wave preparing for bugfixes. Just like all the other times."
That is not what I said, I try not to lie and speak untruths, and the way you phrased that would be untrue as I interpret it anyways

Going from the Tile system to the current system, not a bug fix.

Adding the Origins, not a bug fix

The archeology Shenanigans, again not a bug fix.

While bug fixes may have indeed been included in the changes referred to above(and others besides) I do not think that bug fixes were what those changes were centered around. They were game changing mechanics certainly but not bug fixes in and of themselves, which do likewise change games, just in a different manner I'd say.
 
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That is not what I said, I try not to lie and speak untruths
Except it is. Quote:

Besides, as with other changes in the past, the Necroids and their mechanics might just be the first wave as it were in setting up the game for later changes, bug fixes included.

All I did was swap the order of the bolded sections.
and the way you phrased that would be untrue as I interpret it anyways
I'm sorry, but I cannot read your mind.
 
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Robots came with an entire proper expac. And never got their own ships, cities, etc.
The Reptilian ships/cities look like Machine stuff to me because of their blocky look.
 
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The Reptilian ships/cities look like Machine stuff to me because of their blocky look.
Yeah, it would be cool to have a Reptilian City that have some Mezo-American/Egyptian influence in its architeture -- the vanilla Reptilian looks more lika a Machine city than with a proper Reptilian city.
 
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I didn't really read the whole thread, so I don't know if anyone else said it, but I think that the reanimated armies seem to be Frankenstein monsters expies, that are actually sci-fi, well for that time when the book was written. The Necromancer name confuses it with Deathtrap and Dungeon death mages (frankly speaking I wish they'd change it), but the fact that they give Physics(Lightning Bolt for Reanimation) and Society (Biology from Corpses) makes me think all necromancers are Frankenstein tribute.

I also find it kind of interesting that they also add naval capacity, and that means there might be Frankenstein monsters mateys in your Space Navy here and there XD .
1602711128045.png
 
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I didn't really read the whole thread, so I don't know if anyone else said it, but I think that the reanimated armies seem to be Frankenstein monsters expies, that are actually sci-fi, well for that time when the book was written. The Necromancer name confuses it with Deathtrap and Dungeon death mages (frankly speaking I wish they'd change it), but the fact that they give Physics(Lightning Bolt for Reanimation) and Society (Biology from Corpses) makes me think all necromancers are Frankenstein tribute.

I also find it kind of interesting that they also add naval capacity, and that means there might be Frankenstein monsters mateys in your Space Navy here and there XD .

[snip]
Yah this is what I was saying. The SF genre was literally invented with a novel that included reanimating the dead; to say necromancy doesn't have a place in SF is a very... unclassical view on the genre I suppose. SF isn't all spaceships, aliens, and robots. I do wish the flavor jobs were renamed to something more in line with SF theme though, instead of just "necromancer," which I feel is a bit of a fantasyesque name, although I'm not sure what else I'd call it.
 
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Methone

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Yah this is what I was saying. The SF genre was literally invented with a novel that included reanimating the dead; to say necromancy doesn't have a place in SF is a very... unclassical view on the genre I suppose. SF isn't all spaceships, aliens, and robots. I do wish the flavor jobs were renamed to something more in line with SF theme though, instead of just "necromancer," which I feel is a bit of a fantasyesque name, although I'm not sure what else I'd call it.
That's EXACTLY the problem. There's a way to flavor things as 'Frankenstein' as opposed to 'Magic necromancers' and Paradox has not done that.
 
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