Suggestions for more game rules

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Griff Lancer

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I think it would be great to have more game rules, some ones I can think of would be

Frequency of Primitive Civilizations
Though I do think they are too common currently

More or less Aggressive or Pacifist AI Civilizations

Amount of Pirates

Amount of Nomadic Space faring Civilizations



And It probably wouldn't be too hard to think of a few more
 

Kahless

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What I would like it's too be able to use old saves to create a new play start. For instance start a in a young galaxy and finish my play through. Then use the old save to seed my next play through and have the chance to discover old battlefield and remnants of civilizations from my old game.

I mean wouldn't it be cool if my last empire could be a fallen empire
 

The Founder

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Though I do think they are too common currently
Indeed they get a spawn reduction in 1.5.

Amount of Nomadic Space faring Civilizations
There is exactly 1. And it bugs out 90% of the time.

Amount of Pirates
Pirates are just a kind of Cosmozean Lifeform. Like the Crystalls or mining drones.
The Country Event that gives you pirates is actually somewhat unrelated and a lot older then the Pirate Fleets.

Wouldn't hurt to have the option for more/less pre-sentients.
You can indirectly control it, via habitable worlds sliders. But as was said, it is actually getting reduced with 1.5
 

Kvinfojoj

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I would like an option for a grace period before being able to attack other players in MP. Now, I love RTS games like WC3, AoE2 and SC2, and rushing and being rushed is a valid strategy that you shouldn't have any rules against and instead learn to defend on your own terms. However, it feels out of place in Stellaris, because committing to defending against an all-in corvette rush just slows down your early game to an extreme crawl that makes it unenjoyable. The increase in station strength as helped, but the problem still persists.
 

The Founder

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I would like an option for a grace period before being able to attack other players in MP. Now, I love RTS games like WC3, AoE2 and SC2, and rushing and being rushed is a valid strategy that you shouldn't have any rules against and instead learn to defend on your own terms. However, it feels out of place in Stellaris, because committing to defending against an all-in corvette rush just slows down your early game to an extreme crawl that makes it unenjoyable. The increase in station strength as helped, but the problem still persists.
Homeplanets will now start with 5 Defense armies (for proper unrest reduction) and the number of non-defense armies is tighly limited by pops. That should be detrimental to early game rushes.

But sure, a proper "force peace" or "limited expansion" time might be better.
 

Artaios Greybark

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Homeplanets will now start with 5 Defense armies (for proper unrest reduction) and the number of non-defense armies is tighly limited by pops. That should be detrimental to early game rushes.

But sure, a proper "force peace" or "limited expansion" time might be better.
Didn't catch the part about having 5 armies on the homeworld by default. Edit: Checked the patch notes again and still can't find it.
 

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Didn't catch the part about having 5 armies on the homeworld by default. Edit: Checked the patch notes again and still can't find it.
It was in the feature stream this Saturday:
https://www.twitch.tv/videos/132217034
I think they showed it with the Slavery/Synchretic Evolution Build. I think Unrest supression on initial slaves is why they made that choice in the first place. Start at 48 minutes.
 

Artaios Greybark

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It was in the feature stream this Saturday:
https://www.twitch.tv/videos/132217034
I think they showed it with the Slavery/Synchretic Evolution Build. I think Unrest supression on initial slaves is why they made that choice in the first place. Start at 48 minutes.
Thanks. Found it. It's at minute 53. They do not mention however if it is only syncretic/slaver empires that start with 5 armies. Would be quite an advantage for them so I imagine it applies to all empires but who knows.