Stellaris Dev Diary #36 - Asimov Patch, part 1

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The Grumpy Buddha

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depends which FTL you're talking about. Hyperlanes VS hyperlanes, it's almost 100% impossible to catch them if they don't want to be. I've auto-chased a fleet halfway across the galaxy being literally about 0.2 seconds behind him, but they're programmed to run away indefinitely.

It's not their fault that your warp tech sucks. If you have a better drive than they do, you'll catch 'em and crush 'em.
 

Tatterhood

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How do Fallen Empires work without embassies?
Now we use embassies to lower anger of the fallens. can that be done with new system?
Giving them a big pile of minerals might work.

But I think the fact that FE anger can be so easily mitigated is not really an intended feature, and you're supposed to actually have to be afraid of them and respect their demands at least until your fleets get strong enough.
 
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BlueWhale

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With respect to the influence cost for colonizing new planets, a suggestion: make the "private colony ships" you can research and build reduce or eliminate the political influence cost.
 
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HotIceHilda

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Diplomatic issues and influence changes are all stupid, and diplomacy is still barebones with the opitions given to you. Instead of removing Embassies they should of changed how they worked. FE :You are only able to put an embassy on Empire that has a certain opinion on you. There should be more ways to improve relations, culture programs, grand dinners, cooperative projects, and etc. Influence also needs a total rework, power grid and mineral girds shouldn't require influence at all to build. Very disappointing.
 

Fawks

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Diplomatic issues and influence changes are all stupid, and diplomacy is still barebones with the opitions given to you. Instead of removing Embassies they should of changed how they worked. FE :You are only able to put an embassy on Empire that has a certain opinion on you. There should be more ways to improve relations, culture programs, grand dinners, cooperative projects, and etc. Influence also needs a total rework, power grid and mineral girds shouldn't require influence at all to build. Very disappointing.
I can buy needing influence to put up a mining/research station way outside of your normal sphere of control, but absolutely agree that most of the non-ui and no-bugfix changes are baffling to say the least.

Round-robin government and ethos changes make absolutely no sense, many of them 'fixing' things that weren't broken in such a way as to MAKE them broken or to essentially 'banhammer' a playstyle or two (Happiness Build and Slaver - as opposed to slave rush - I'm looking at you) rather than actually address what amounted to minor balance issues that all really boiled down to 'reduce corvette health, declare victory, knock off from the office early for a beer' in any sane world. Robot pops don't work now. Slave Rebellions went from non-existent to 'omfg if they had 75 armies wtf were they doing while we conquered the planet in the first place... and where the bloody hell did that 10k fleet come from?' ...and I'm just getting started. I could go on for pages. I won't, there's nothing here that hasn't already been stated and even properly reported by others except my own bewilderment at the thought processes that led to the changes in the first place.

Edit: The slave rebellions and rebel factions instantly generating fleets thing reminds me of a line (and I'm paraphrasing) from Battlefield: Earth - "What?!?! You not only came up with all this extra ore, but you had enough time to smelt it into *gold bars* before I got here? Next month I expect production to be double. Now get to it, human slime!"
 
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