Stellaris Dev Diary #208: Nemesis patch notes

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Nyrael

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Err what? Can someone explain this better? I am making an educated guess that this means dangerous techs don't contribute to the weighting of which crisis spawns, and this patch gives a 33% chance for each crisis to spawn over the other two?

Yeah, all the End Game Crisis you get is now selected by random, unless in certain conditions where for some reason the Ubidden have a higher chance to occur.
I really wish PDS made this into a Game Option, as causing the Crisis or trying to predict which one you get is something I liked.
 
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Veras

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Err what? Can someone explain this better? I am making an educated guess that this means dangerous techs don't contribute to the weighting of which crisis spawns, and this patch gives a 33% chance for each crisis to spawn over the other two?
I think that's pretty much it. No more jump drive increasing the chance of the Unbidden or Machines increasing the chance of Contingency. The chances weren't really balanced, but dangerous techs also got a little more meaningless now.

Edit: Ninja'd and probably corrected too
 
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Dragatus

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Yeah, all the End Game Crisis you get is now selected by random, unless in certain conditions where for some reason the Ubidden have a higher chance to occur.
I really wish PDS made this into a Game Option, as causing the Crisis or trying to predict which one you get is something I liked.
They're adding a game option to pick your crisis (or have it happen randomly in which case each one has a 33% chance).
 

Duuk

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But the important question is: Which faction, the Galactic Community or the Galactic Imperium, will the Fanatic spiritualist / militaristic psionic Order join?
 

Nyrael

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They're adding a game option to pick your crisis (or have it happen randomly in which case each one has a 33% chance).

Which is exactly why I am annoyed that there is no option to keep the old Crisis Selection system.
 

Jarolleon

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How severe will the total pop count debuff to population growth be? Soft-capping empire population like this is a massive buff to the federation playstyle in general and the Hegemon origin in particular. Is this Paradox trying to appease tall players after completely invalidating the playstyle with the sprawl change in Federations?

It's quite counterintuitive too, my pops settling an unclaimed world on the periphery of my star empire don't multiply as fast because the core systems have too many. What are they, environmentalists concerned with galactic overpopulation?
 
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King Harkinian

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I really wish PDS made this into a Game Option, as causing the Crisis or trying to predict which one you get is something I liked.
I also dislike that you can no longer manipulate what crisis you get. In my last multiplayer game, some of us intentionally worked to summon the Contingency because the most powerful empire was near the center of the galaxy and would be safe from the other two crises. The plan worked perfectly and a Contingency hub appeared in their territory. Sad to see that go, but at least now we can use Crisis Beacons to a similar effect.

The weakened impact of Dangerous Tech is my bigger gripe. At least add some new Dangerous Tech if you're gonna do this. Cloning tech could be dangerous for example, with a chance of triggering a clone uprising.

I don't think you're forced to use it. It's useful for achievement hunters who don't want to have to play to end game just to find out if that game will even give them a chance for that crisis achievement.
Putting the crisis information on the setup screen at all spoils the discovery for new players.
 
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jevin2500

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* * Sector AI now knows that the Crime Lord Deal makes anti-crime buildings superfluous

What about AI empires? Will they actually go for the Crime Lord Deal under some circumstances? My extralegal geckos would approve.
 

Maethendias

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When I checked them (granted it was a quick check taking the UNE and giving them the Gaia world origin), they started with the population in the high growth part of the curve, with plenty of capacity to grow into.

For first contacts with the same species - regardless of lost colonies or otherwise - the process is sped up and a lot easier to make contact.
oh, talking about carrying cap, do machine/hiveworlds have better carry cap for their respective inhabitants?
 

Maethendias

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This change is not good. It takes out a lot of flavor when you are usually no longer in part responsible for the crisis, and it reduces the appeal of "dangerous techs", which now just amount to an edge case of Jump Drives and the robot uprising. There should be more dangerous techs, not less, as they are a really fun concept.

Also, if there are no fallen empires, the crisis will now pretty much always be the Unbidden, as someone has usually researched Jump Drives by the endgame, even with endgame year set to much earlier than default, which means it will likely still be the case in the new patch. Seems like a very binary situation.
it does make it more exciting to play machines tho (cause before youd almost always get the contingency, for obvious reasons)
 

Aarontheshirt

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I do hope the custodial fleet is not deleted when the custodians term ends. Assuming that the custodian can be re-elected during a later crisis it would be conveinent to still be able to use the fleet that was created.
I would like federation fleet to not just disappear when a federation colapses but not really sure wheer they should go. Potentially just idle in the home system of the previous federation leader until they join another federation in which case the ships get added to the new federation fllet
Will the federation fleets get merged into the Galactic emporors fleet, when the imperium is formed or do the fed fleets explode.
It was stated in the custodian dev diary:
Should there cease to be a Custodian, the GDF will become an independent entity until a new Custodian is established.
 

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Since you touched the Wenkwort Custodian planet:
Can I still turn it into a machine world without the custodians noticing it?
 

Turnil

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oh, talking about carrying cap, do machine/hiveworlds have better carry cap for their respective inhabitants?
I think the carrying cap is based on the amount of housing, not the amount used.
So hiveworld will have a bigger cap, but machine worlds will not have this.
 

Medu Salem

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I like a lot of the changes.

That said I still think you should also have made research districts an option to go for on planets while you were at it with the industrial districts and breaking save games.

Especially on Relic worlds and such. Kinda don't need the energy or mineral districts there. I would rather push the research through the roof on them and designate them to research worlds.
Same on other minor planets that don't have much resources such as energy, minerals or food. Not worth turning them into feeder planets.
 
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Maethendias

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I think the carrying cap is based on the amount of housing, not the amount used.
So hiveworld will have a bigger cap, but machine worlds will not have this.
kind of dumb considering what a machine world IS
 

Tufy

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Jesus, after reading this I now understand why 3.0. That is one giant leap for Stellaris. Love the random crisis and the option to choose it.
 
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Eladrin

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oh, talking about carrying cap, do machine/hiveworlds have better carry cap for their respective inhabitants?

Machines generally don't use carrying capacity at all since it only affects biological growth, not assembly. Assimilator and Servitor organics won't like Machine Worlds very much though.

Hive Worlds can have absolutely ludicrous capacities if desired, since they get massive amounts of housing out of their hive districts. (And then they've got spawning pools doing Assembly on top of that.) They do also use the Gaia world value for capacity from undeveloped districts.
 
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Maethendias

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Machines generally don't use carrying capacity at all since it only affects biological growth, not assembly. Assimilator and Servitor organics won't like Machine Worlds very much though.

Hive Worlds can have absolutely ludicrous capacities if desired, since they get massive amounts of housing out of their hive districts. (And then they've got spawning pools doing Assembly on top of that.) They do also use the Gaia world value for capacity from undeveloped districts.
oh it only affects growth?

i swear i read it affects assembly too tho, bio assembly i take it then?