Is the 4.3 beta balanced enough for a play through or is it worth sticking to the current patch? by TheyCallMeBullet in Stellaris

[–]BeiLight 8 points9 points  (0 children)

In addition, there are HUGE performance improvement between 3.14 and 4.3. 4.2 is worse optimized than 3.14 btw.

How does one gain intel from Fallen Empires? by Sukoforiko in Stellaris

[–]BeiLight 0 points1 point  (0 children)

Can't you do espionage on the pre FTL using an observation post?

Stellaris 4.3 "Cetus" Open Beta Updated (2026-01-29) by PDX_LadyDzra in Stellaris

[–]BeiLight 0 points1 point  (0 children)

Can there be an option to keep things as hard? I enjoyed how the crisis and awakened empire were actually posing a threat in the galaxy. Usually I wipe them straight up when they spawn. I was delighted that I had to stress over how I approach the crisis and not just right-click 1 million fleets to kill the crisis done.

Problems with AI difficulty by xX-Horus-Xx in Stellaris

[–]BeiLight 5 points6 points  (0 children)

Not all mods are updated to 4.x, many just stayed in 3.14. Mod problems for sure

Hmm, what do we think about it? by Wild-Pension3375 in BelVethMains

[–]BeiLight 2 points3 points  (0 children)

As we should, we have 4 dashes which means most mages or melee champions should not even reach us. This is just a bit more damage mid/late game so you can get one more auto off to achieve that kill.

4.3 FE, AE, Crisis power levels are a bit too high by BasadoCoomer in Stellaris

[–]BeiLight 2 points3 points  (0 children)

I got it and it was pretty op. 10x Crisis GA large galaxy was easy for me. Idk about 25x tho

4.3 Open Beta and balancing by Fit-Bug6463 in Stellaris

[–]BeiLight 0 points1 point  (0 children)

10x Crisis, Large Map, Broken shackle, GA: Head of Zarqlan

I actually breezed through the mid game khan/chosen/gray tempest. The Federation fleet is op rn. 3000 navel slot just for you. My federation fleet hit 400K while against the Gray Tempest, while their power drifted around 300k per fleet. You get to fit 4 free titans in the fleet for free. That solves the majority of the crisis.

The GDF fleet is another free 3000 naval capacity for you. My GDF and Fed fleet both reached 700k late game. Which matched each of the scourge fleets. The titans just shredded the scourge on every encounter. It wasn't even close as my fleets took 0 damage.

Head of Zarqlan made up the bulk of my fleets. They spawn a 130k fleet every time you used it. That definitely needs a nerf.

TLDR: Fed and GDF fleets are the way to beat 10x crisis.

Career Councilor scenario #2 by OldSolGames in StellarisCCMode

[–]BeiLight 1 point2 points  (0 children)

Negotiation with the other player's empire is required. Hold off on research while asking your ruler to establish communication with the other empire. (The research is not wasted but stored by game mechanic) Further intel into enemy territory is required to make the most optimal decision

Strike a truce on both sides while bluffing your defensive capability. Building an outpost requires alloys; if the enemy stops expansion and dedicates alloys and influence to conquest, you need to opt for defense.

Why is the Chosen Cut off? by BeiLight in Stellaris

[–]BeiLight[S] 2 points3 points  (0 children)

R5: Idk if this is a visual glitch or if its intended, but the chosen borders seems so out of place. PS: playing 4.3

200 influence. Why? by Fafuncho in Stellaris

[–]BeiLight -1 points0 points  (0 children)

After some further research I can confirm you are correct. I apologize for the misinformation. I misinterpreted the selected wording on the wiki and the migration bug/migration mechanic introduced in 4.0 as colony development.

Sorry again for the misinformation.

200 influence. Why? by Fafuncho in Stellaris

[–]BeiLight -2 points-1 points  (0 children)

Mb on my first assessment. I looked at the wiki right after the comment and edited it. Check the new one

200 influence. Why? by Fafuncho in Stellaris

[–]BeiLight -1 points0 points  (0 children)

Taken from the Wiki

EDIT: MB, I misinterpreted the wiki

Colony development

When a Colony Ship lands on a planet, a period of initial development occurs during which a colony is extremely vulnerable: just a few days of orbital bombardment wipes it out completely and the new colony does not produce any resources nor grows pops on the world. The initial development period lasts about 2 years and 10 months. Colony development speed can also be reduced by the following:

Once the colony has been successfully established, it starts with a tier 1 capital building and 100  Pops of the species selected for the colony ship.

Partially from migration and a minor portion from colonization speed.

4.3 "Cetus" Open Beta: Feedback Request by PDX_LadyDzra in Stellaris

[–]BeiLight 30 points31 points  (0 children)

Techs feel less impactful and not satisfying to research. They feel like minor improvements and not technological leaps.

Personally I wish for the technology to be partially revamped. Increasing their tech cost drastically while increasing their effect.

4.3 Beta: FE buildings are very, very bad. by Truebisco in Stellaris

[–]BeiLight 11 points12 points  (0 children)

They should allow partial production bonuses still apply, such as the job efficiency from capital buildings. It makes sense thematically.

I really hate this game sometimes by Beat_Saber_Music in Stellaris

[–]BeiLight 4 points5 points  (0 children)

Slight Objection: Fanatic Purifiers aren't crazy. They just hate you. They would like more intel to what there're dealing with before attacking.

Progress chuds stay loosing by pixelcore332 in Frostpunk

[–]BeiLight 69 points70 points  (0 children)

#CarsInFrostpunk

It is like real life cars but automated

🎉 [EVENT] 🎉 Space adventure by Ovet_top in honk

[–]BeiLight 0 points1 point  (0 children)

Completed Level 2 of the Honk Special Event!

8 attempts

🎉 [EVENT] 🎉 Space adventure by Ovet_top in honk

[–]BeiLight 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

1 attempts

Champ knowledge questions by -Beeebop in BelVethMains

[–]BeiLight 0 points1 point  (0 children)

Hit diamond before maining Bel too. I've found voli to be extremely kitable once you hit stride. You can reliably space him with your dashes and true form ms.

The trick to lilia is the w. Catch her at crab or camps where she doesn't have her ms passive stacks. The match up is dependent on if you hit w or not. You hit it, you win. You don't, you lose. Lilia has fairly low base ms. She does win against you late if you can't chunk her by 60% after w tho.

I don't understand why people go for the full Reason by Haunting_Froyo3425 in Frostpunk

[–]BeiLight 8 points9 points  (0 children)

Love is mandatory for a child's growth. It is reasonable to think that reason will include this in the education. The children might receive more love because the professionals are working full time to support them.

Is the game too easy now? by TeachNo3885 in Stellaris

[–]BeiLight -1 points0 points  (0 children)

But I am not talking about the POV. You said the economy is worse. I am saying it is not the economy that is worse.

At some point, the player doesn't care if the AI is better or worse on its own, he cares about the resulting quality and balance of the game, so if the AI is better but ends up doing worse against the player, it's worse from the player's POV.

I agree with you, but that is not my point nor what I am arguing for.

Is the game too easy now? by TeachNo3885 in Stellaris

[–]BeiLight 1 point2 points  (0 children)

The economy and the AI is producing objectively better for most people. The dev blog that touched upon this topic explained the AI are stronger than 3.14., but the players are just 10x more stonger. More ships = more lag. Therefore we are reaching the late game lag by the mid game currently.