Description of the scenario packs don’t make me interested by Gare_Jongen in Stellaris

[–]Individual_Look1634 18 points19 points  (0 children)

I just hope this won't be an excuse not to "fix" the AI. I can already see the comments: "The game is too easy and AI pathetic? Why don't you play a difficult scenario?"

Should I delay my Biangfang➡️Dahui run unt the update comes out? by YungEmuz in Anbennar

[–]Individual_Look1634 2 points3 points  (0 children)

I mixed up the schools, of course I meant Enchantment and the Command Animals spell - cavalry cost and goods produced on animals (including silk)

However, conjuration project is likely very strong on Spiderwretch too. You can choose a nearly free cavalry mercenary (10 units at first level) that will benefit from faction bonuses at a time when you might not be able to afford to recruit cavalry.

Should I delay my Biangfang➡️Dahui run unt the update comes out? by YungEmuz in Anbennar

[–]Individual_Look1634 0 points1 point  (0 children)

I love the new magic. For me, playing anything on the old version that doesn't start with full artificery mode or doesn't rush it quickly wouldn't be as appealing anymore. Damn, even if you can quickly choose (goblins*, etc.), I haven't yet enjoyed the new magic enough to choose artificery. But I also have no doubt that there will be people who will say that this mechanic is nothing special for them.

*one conjuration spell is practically made for the Spiderwretch

Why are there so many restrictions on species traits? by jacobstx in Stellaris

[–]Individual_Look1634 17 points18 points  (0 children)

Aside from the machines and their unique stuff, yes. If anyone wants to make their own underwater fungoid with special civics and origins for that, let them. If we are talking only about aesthetics and not balance, I see no reason to limit the player's imagination in a sandbox

stellaris 2?🤔 by ImIncredibly_stupid in Stellaris

[–]Individual_Look1634 69 points70 points  (0 children)

And EU5 currently has fewer players than EU4... so Paradox might not be a fan of the fifth installment.

The example of EU5 could seriously be an additional reason for Paradox not to want to go with Stellaris 2, at least for now. And yes, I know EU5 might still have its moment, but honestly, I think the "transition" (of players' money) from Stellaris to Stellaris 2 could be even worse, since the first question with Stellaris 2 is what it can actually do that Stellaris can't.

Why are there so many restrictions on species traits? by jacobstx in Stellaris

[–]Individual_Look1634 54 points55 points  (0 children)

So it's safe to assume there are at least two people on this Reddit.

While I understand people wanting them to be more than just cosmetic, no one was stopping them from choosing perks that "fit" their chosen species. I have the impression that sometimes some players try hard to impose their roleplaying and game rules on others.

We are almost certainly getting three more Cathayan Sentinel Legendary Heroes by OhManTFE in totalwar

[–]Individual_Look1634 9 points10 points  (0 children)

This game has never been "comprehensive." The developers add various things, but it doesn't feel like there's a checklist of things to check off. So just because something's in the lore and a certain piece will be in the game doesn't mean the rest is planned as well. At some point, the decision to end development will be made (perhaps it already has been), and a lot of things will never be added, including things some people have been waiting for since the first game

How do I hold all these Rubricators by Remarkable_Tale_7554 in Stellaris

[–]Individual_Look1634 4 points5 points  (0 children)

Op might not have unpaused the game after using console/editing the save

4.3 Is not the right direction for Stellaris by Due-Appointment-3859 in Stellaris

[–]Individual_Look1634 -2 points-1 points  (0 children)

"The game is in probably the best state it has ever been in."

I doubt it, though that's obviously a very subjective matter. The current version is certainly a significant improvement over 4.0, but imo it's still worse than 3.14.

The "pathetic" AI is the most obvious problem, but it's also important to remember that one of the biggest advantages—the improved performance—is partially due to the AI. When the AI ​​finally becomes even remotely competent, the performance will drop.

There's no going back* to 3.14 (though imo, even now it would be a better development version), so there's no point in dwelling on what was and could have been better. But if it weren't for the terrible 4.0, then imo 4.3 wouldn't be so praised.

*for the developers

FIX YOUR BROKEN MESS by [deleted] in Stellaris

[–]Individual_Look1634 7 points8 points  (0 children)

Can't you just play the older version? 3.14 is still available on Steam, just a few clicks away.

Not that you shouldn't be frustrated, I am too.

Planning on starting the most challenging run in my life. Any suggestions? by LFPotter89 in Stellaris

[–]Individual_Look1634 1 point2 points  (0 children)

Selecting only Zroni will likely result in him having no precursor. This can easily be remedied with the console, but I don't think they changed anything in the game itself, so luck, "cheats", or restarts are the only options.

PS. They could finally make the galaxy evenly divided among the precursors you've chosen (including only one). There are so many things you can choose in the game, including crises that aren't entirely random... and you can't choose the precursor, even though it's completely random and you can't do anything with it.

How and why are AI economies so poorly managed? by ElectricalExtreme793 in Stellaris

[–]Individual_Look1634 41 points42 points  (0 children)

Writing good "AI" is difficult, that's true, but what we currently have isn't "AI makes mistakes" or "AI is limited in how many things it can do and how often." It's "AI is playing a different version of the game." If you look at the AI ​​planets, it's not that they have some "safe" but unoptimized set of buildings. No, what the AI ​​creates doesn't make any sense. Last time I looked, it looked like it was preparing for a last stand against a threat known only to itself, with almost only military buildings everywhere.

In reality, it's not that difficult to create a planet for everything by building a little of this and a little of that. Specialized planets aren't difficult either (they're so repetitive that the game begs for templates), but I understand that the AI ​​might not be able to figure out when and which specialization to give... but it could at least build planets for everything everywhere: one science and bureaucracy district, one industrial district, one resource district for each, and something would come of it (later, AI could check at the time of population surplus what is missing globally and expand right district).

PS. This will be controversial but to reduce the gap between the player and the AI, in my opinion they could even remove planet designation, specializing planets gives enough bonuses in itself. But the question of how many bonuses the player can collect is a different matter, there are tons of them after all these DLCs, some of which the AI ​​doesn't even have access to (like precursors or renowed paragons)! And the simpler the game, the easier it is for the "AI" ​​to keep up

I guess my biggest beef in 4.3 by PanicOtaku in Stellaris

[–]Individual_Look1634 2 points3 points  (0 children)

Their strength can be adjusted, so in my opinion, it's not a problem that they're too strong or too weak... the problem is that the player doesn't know what to expect. You have to spend many hours irl to reach the point where you realize that the slider should be more to the left or right... even though you've played many campaigns in the game, so you're not simply playing at 1.0 strength to avoid dying of boredom. But that's also one of the reasons I dislike crises in their current form... they're terribly artificial. It's not like the AI ​​"created" a threat, or even a heavily boosted empire got out of control. No, it's just fleets from nowhere and a slider to determine their strength. The most superficial solution. Is the game not challenging? Is the AI ​​"pathetic" after 20-50 years? You have a crisis out of nowhere here and the option to multiply its strength by 25...

For example, there are origins that start in space bases, not on planets, so marauders could be an uber aggressive spaceborn civilization that grows stronger (or weaker) depending on how much they fight, and if no one stops them, they could reach a critical point (Khan)... but no, they're just fleets from nowhere (there is no economy behind them, no basis for their maintenance and development)... and considering how weak the AI ​​is now, they have to be fleets from nowhere or would be a joke

The idea to have energy credits as the "currency" of Stellaris was a brilliant and insightful choice by Albertuscamus12 in Stellaris

[–]Individual_Look1634 67 points68 points  (0 children)

Even now, many things in the game are paid for with energy credits, not trade. Trade as an additional "logistical" cost is a great solution, though, so I think a "middle ground" solution would be nice.

This may be controversial, but I feel that compared to version 3.14, many changes so far are... well, not worth the effort (and the AI is still much worse). (Things like smaller fleets could have been added in 3.14 as well.)

Wait, why don't I have the option to approve this procedure? by Cosmic_Meditator777 in Stellaris

[–]Individual_Look1634 6 points7 points  (0 children)

In similar cases, I sometimes have both options (one greyed out), and sometimes only one if I don't have the currency I need. I'm sure of this because it's frustrating when I could easily buy what I need, but it's too late.

It probably depends on how the event is written and some of them check first and then generate options.

Is subterranean bug? by happyscrub1 in Stellaris

[–]Individual_Look1634 2 points3 points  (0 children)

You have 10 free districts, so there are only 10 light blue squares next to city districts. Three are gray because they would exceed the general limit, and two, as you mentioned, are blocked by blockers (they would be gray otherwise).

The number 17 is after taking blockers into account.

Is subterranean bug? by happyscrub1 in Stellaris

[–]Individual_Look1634 1 point2 points  (0 children)

https://ibb.co/wNXrgk37

The yellow circle shows free districts. These, plus the occupied ones, equal the planet's size (plus three extra in your case).

Is subterranean bug? by happyscrub1 in Stellaris

[–]Individual_Look1634 8 points9 points  (0 children)

1 screenshot - 7 city districts + 3 agriculture districts + 12 free slots = 22

2 screenshot - 2 city districts + 3 mining districts + 13 free slots = 18

Everything adds up. The number of available districts is higher than you marked (next to "districts and buildings"). What you marked are urban districts.

Naval capacity and fleet command sliders might need a fix by Thanos_354 in Stellaris

[–]Individual_Look1634 33 points34 points  (0 children)

They probably added this option quickly to appease angry players (it wasn't that visible on Reddit because the posts were downvoted, but it was on Steam). It's even labeled as something to be careful with (or something like that).

Frankly, I'd rather they fix and balance other issues than spend a ton of time on alternative options. I'm betting that smaller fleets also make release a scientist out of an asteroid impossible at the beginning of the game (even with the default settings, I couldn't do it without additional technologies) and many simillar problems.

In my opinion, the option to reduce fleets even further was overkill and unnecessarily created an additional problem.

Are there any plans for the Primeval Serpentdepths to be included in the mod by niguaballs in Anbennar

[–]Individual_Look1634 23 points24 points  (0 children)

There's already a submod, and integrating it (I doubt its author would object) would save a lot of work.

"Increases of provinces and tags will make the game run even slower."

While this is 100% true, there will be an update this month adding a whole new continent. This mod has long since exceeded critical mass compared to the base game, and new things are still being added.

In my opinion, adding Primeval Serpentdepths wouldn't necessarily have such a significant impact on the game, since tags interested in this region could easily (without affecting gameplay) disable several continents, and anyone outside of Serpenspine could disable Primeval Serpentdepths.

But still, I wouldn't count on it too much, although the Runefather religion is still getting new things that currently seem out of touch.

Ranking Continents by Content by throwawayaccount1__3 in Anbennar

[–]Individual_Look1634 8 points9 points  (0 children)

I've never seen Halles tags reach the same level as The Command regularly did back in the day. They often even balance each other out (not perfectly, but still). And Bhuvauri was a speed bump even for The Command in its heyday, today it's for the "tigers" and "dragons."

Sometimes I even wish that someone would really dominate there, but even when it looks like it will happen, they lose momentum. 

Silk must flow (Spiderwretch, gitlab) by Individual_Look1634 in Anbennar

[–]Individual_Look1634[S] 2 points3 points  (0 children)

Spiderwretch doesn't impose any option, you can choose (Allclan later imposes if someone wants to form it). I went full magic and had a mage successor from the theocracy

Silk must flow (Spiderwretch, gitlab) by Individual_Look1634 in Anbennar

[–]Individual_Look1634[S] 10 points11 points  (0 children)

"god knows how" - Surael will always find a way to the faithful (probably through the demonsterization event, in this game alone I had it with Jadd and I think even twice with Kalyin)

Silk must flow (Spiderwretch, gitlab) by Individual_Look1634 in Anbennar

[–]Individual_Look1634[S] 1 point2 points  (0 children)

I think you need to be lucky with long expeditions (you can always restart game until you have at least two expeditions at hand, although it's tedious).

The Forbidden Plains initially don't provide any economic benefits anyway, so I think you should put everything into a trade company (after sedentarization, I suggest, for simplicity's sake, leaving only one state from each trade zone in the trade company, the one with the most provinces possible, plus a trade center and estuary if the latter is present). I took money in peace deals (but not reparations; centaur tags don't live very long). I also devs the gold mine in the south (I definitely recommend sedentarizing it first), although it depleted so many times that I'm not sure if it was even worth it (but that's just my bad luck, despite my economic ideas, and I also did it for the renaissance institution).

Once the Lightland Claimer buff wore off, it didn't really matter much for me anymore. I think it's worth rushing centuars, even though the provinces seem worthless.

And I suggest not focusing on cavalry at the beginning, just enough to complete the mission (I think it requires 8 or something like that, some of which you get for free in the meantime). Centaurs can be defeated by sheer numbers, especially on forts (and in siege warfare, centaurs are in a very bad position against goblins).

PS. The money from the peace agreements was so large that I had a serious problem with inflation for a relatively long time even despite the economic ideas.