- Nov 2, 2017
The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
That would be great! The +2/+2/+2 from Gaia Worlds deposit would be so much useful and feel that it has actual special value under this idea.I agree. I would love to see something like the deposits giving jobs per X pops (like spore vents event deposit does!) and then the extraction building could be a planet unique +25% output bonus + a job.
Life seeded could do with a little bump.
"Gaia World terraforming option"
I feel like them starting with the terraforming option to gaia worlds would allow them to catch up trough the mid game. You'd still have to rush terraforming techs though. It'd keep them distinct from Voidborne and Ring world starts if they have this clear path without having to take an ascension perk.
The celestial throne (spiritualist FE) is currently size 30. It makes for a wonderful machine world with all those slots.At one time one of the FE had a 30 count homeworld, so it is not unheard of as a concept.
Life seeded could also just get guaranteed Gaia planets. If one planet was made to be a perfect paradise, why not more? Part of the problem is just Gaia planets themselves being fairly underwhelming though, just buffing Gaia planets as a class might do it.The celestial throne (spiritualist FE) is currently size 30. It makes for a wonderful machine world with all those slots.
With all homeworlds getting +2 size, and the Lifeseeded start really needing some help as it is, going above 25 wouldn't be a bad choice (Remnants is size 22 already, should be going to 24.) If they don't want to change the planet size over 25, throwing it extra district slots, like the expansion finisher or the reward for the subterranean event chain, could work too.
That said, lifeseeded could use other benefits; for example, starting with a few extra pops (it's a fertile paradise after all) or with the new pop system, perhaps their homeworld is exempt from logistics curve slowdown in growth until they hit carry capacity, etc.
Today's the penalty rules is useless, pop provide sprawl, and pop can rise the cap too(and this part is important for the hole cap), it can't limit the growth of pops(maybe it isn't designed to reach this). And the penalty grows liner instead of quadratic. In a word, the new Empire Sprawl is just nerf our economy and increase the cost to keep pop(consume goods) indiscriminatelyAnother way to combat the Tall vs Wide is with production penalties. There is already a Tech/Culture penalty for being over your Empire sprawl but how about also having increased Crime and upkeep cost for food/CG? After all in the current setup it's far to easy to simply expand fast earlier on and disregard your sprawl. Then once established with some bureaucrats rush to catch up. This is pretty much my strategy every game as my tech may fall behind but my economy more than makes up for it and once empire sprawl is balanced back out I shoot past every other empire in tech because I can afford a ton of scientist.
What does it run? A planet gets +60% produce and upkeep bonus when it has a lv3 capital building? And can it be closed? You know, the raise of upkeep not means good thing in every situation, and if I ban some jobs, it may cause unemployment and spend me more consume goods to make them satisfied.
For a player: nothing.And what exactly is wrong with following a gamey tactic in a game?
I like this, increasing the size to 27 or adding some subterranean features would work well.With all homeworlds getting +2 size, and the Lifeseeded start really needing some help as it is, going above 25 wouldn't be a bad choice (Remnants is size 22 already, should be going to 24.) If they don't want to change the planet size over 25, throwing it extra district slots, like the expansion finisher or the reward for the subterranean event chain, could work too.
You can easily do this by text editing the empire's home planet in user_empire_designs.txt to Gaia, it works exactly like this. I've used it to make the neighboring planets of Determined Exterminators spawn as Tomb Worlds.Life seeded could also just get guaranteed Gaia planets. If one planet was made to be a perfect paradise, why not more?
You could decrease the number of POPs even further if you give the respective building ITSELF positive production-modifiers.Most buildings have been standardized to now give 2 jobs per tier rather than the old 2/5/8 progression.
The main-problem with habitats is still the spamming. Try to find something else ( like to put habitats under the starbase-cap ) instead of just delays ( like higher influence-costs ).Habitats
Chances, chances, chances ...All planets with free sapient unemployed pops that are not locked down by migration controls will have a small chance every month of moving one to another planet within their empire that has jobs that they are willing and able to work, housing, and habitability of 40% or higher.
Same as above.After some experimentation we’ve chosen to keep the Transit Hubs as Starbase Buildings that provide a system wide buff to the chance of auto-resettlement occurring.
When it's ready™So when this update is coming?December?January?No mood to start another playthrough in the current state of the game.Tired of abandoning playthroughs halfway.Cant play anything else besides purging/slay them all empire atm
Hopefully pop growth will be veeeery slow in their habitats to balance them abit more. Right now I agree with you, they have given the most crazy OP origin even more crazy OP stuff to help them snowball even more crazy then they already do.I quite like everything that I see here, except for the void dweller buffs. That was already one of the strongest origins by far; and the buffs seem very out of touch.
Yes. Megacorps was released too soon, and there were a lot of bugs.When it's ready™
Only the devs will know. A release around christmas time would make sense, however I'd prefer a more complete update with a later release date.
Wow.. a text wall , to forget that pops are power. you can't do nothing about it, pops are a form of power. the idea that someone can be powerfull with a state of 10 pops against someone with 100 pops is pathetic.I think these changes are not really getting at the FUNDAMENTAL ISSUE with population. The goal of these changes seems to be to reduce population by simply reducing the rate at which they grow. But this approach fundamentally fails to address the real issue at play. POPs = Power.