- Mar 28, 2017
Are there any espionage operations that we haven't seen yet?
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.
The main use that I've seen discussed is sabotaging multiple starbases as a devastating opener to a war. Early game just taking out a border bastion will be doing the majority of the work, but late game taking out all of someone's shipyards would be more what you'd be trying to do. Also if there was some sort of "disable/hack gateway" operation, that'd be another one you might want multiple unless it hit all of an Empire's Gateways.No, that is currently not possible, but I can't think of any case where that would be necessary with the Operations we have either. A good idea to keep in mind for the future tho.
Well, considering that the purge perk only unlocks the ability to purge, not makes it mandatory, you should be good. Also one of the things you can do to generate dread is maintain vassals, so you don't necessarily need to kill other empires too.What about empires which are all about domination like Driven Assimilators, are you railroaded into killing everyone as the crisis?
Also was wondering, with the changes to pops and planetary management, have the bonuses bio-trophies provide been changed?
If they satisfy you, they upset everyone who gets put off by seeing a list of eleventyone million DLCs.And you guys actually lose too, because I would've been okay with paying 5 or 8 euros for the espionage feature on its own, but I'm not going to drop 20 euros for something that I don't find fun.
If they satisfy you, they upset everyone who gets put off by seeing a list of eleventyone million DLCs.
I sincerely hope that this part will be expanded in the next DLC. Playing CK3 last week made me realise how much uncapped potential there is for internal affairs and politics in Stellaris.Utopia was about internal politics and customization,
As we’ve talked about in the past, finding a strong theme is one of the most important things that we do. Whenever we’ve had ideas (and there are many) we usually categorize them in a “box”. Each of our expansions has picked features from different “boxes”; Utopia was about internal politics and customization, Apocalypse was about warfare, Megacorp was about economy, and Federations was about diplomacy.
Along the way there’s usually more ideas in a box than we can fit into an expansion, so many of the ideas we’ve had for previous expansions get moved to a new expansion. For example, the “diplomacy box” contained too many good ideas that we wanted to work with, so Federations focused more on “good” diplomacy, whereas Nemesis focuses more on “evil” diplomacy.
But you already have that! Have had it for 3+ years!With the Galactic Community in place, it made sense to allow players to play “the baddies” which aims to destroy the galaxy
The feature isn't new. I just... I just don't understand the decision process going on here.The idea to allow players to become the crisis is not a new one
Yes, players could be effectively an existential crisis to the galaxy for quite some while... but there weren't any mechanics to accentuate that or decisions to embrace that. So when you get to the point in the galaxy where the other empires don't really matter, you can just go full crisis or imperium and really step into the roll of owning the galaxy, rather than just a bunch of clean up wars against the remaining empires.But you already have that! Have had it for 3+ years!
The feature isn't new. I just... I just don't understand the decision process going on here.