• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
So um.....can we build the deathstar?
 
  • 5
Reactions:
2 questions : 1). are there boarding parties ? - can I capture stations / ships ( I guess it would be something you could negotiate in a treaty if nothing else )

2). Deathstar dlc?
 
Hmmmm not be a overly technical but usually the kind of thing your describing here is called a shipyard not a spaceport...
 
  • 5
  • 1
Reactions:
Please, please, avoid GalCiv spaceport spam.
 
  • 5
Reactions:
  • 1
Reactions:
Seems like starports work precisely as in Distant Worlds. Not that I complain; just an observation. Losing a major port in DW could actually cripple your economy, especially early on, so I'm inclined to believe they will indeed play an importat role in Stellaris too.

But... Scale those stations down. Seriously, guys. They don't need to be larger than the friggin planets to be visible. 1/2 or 1/3 of the size will be perfectly functional too, and much more pleasant to the eye.
 
  • 4
  • 1
Reactions:
Are you interested in a trade agreement with Space England?
Nah, I've already got a deal with Space Australia for Space Fosters... a key strategic resource.
 
  • 3
  • 1
Reactions:
Spaceports seem to wrap up all of the orbital infrastructure functions in one: ship yard, fleet base, research station, trade station, etc. Depending on how you customize it, of course. I think having this infrastructure in space should help the operational game, as a quick raid to destroy an important space port will be very tempting. Take out port and cut their production capacity for battleships in half? Yes please. So you will want to defend them, but that takes away from your fleet potential, or the economic advantages of the port. Having espionage reveal which ports behind the front lines are unguarded would be pretty sweet.

These shouldn't be as annoying as the star bases in GC3. Spaceports are basically orbital extensions of your planet's infrastructure. You won't have to build and direct a constant stream of constructors to the far corners of space to continually upgrade them. Setting up upgrades should be as simple as building anything else on the planet.
 
  • 6
Reactions:
Seems like starports work precisely as in Distant Worlds. Not that I complain; just an observation. Losing a major port in DW could actually cripple your economy, especially early on, so I'm inclined to believe they will indeed play an importat role in Stellaris too.

But... Scale those stations down. Seriously, guys. They don't need to be larger than the friggin planets to be visible. 1/2 or 1/3 of the size will be perfectly functional too, and much more pleasant to the eye.
unless they let us build them so big that they do, in fact, dwarf the planet. I'm thinking 40k sized ships and stations. FOR THE EMPRAHH
 
Can spaceports be moved? Even if they can't be moved like a traditional unit and they're set to be locked into an orbit, I'd love to be able to transfer stations to other planets in a system (at a cost, of course). Their location could prove to make for some interesting strategic decisions, especially so in a wormhole-based empire when proximity to the system's gateway could mean the difference in a war just as much as the benefits that the spaceport itself provides.
 
  • 2
Reactions:
Am I the only one getting a little nervous reading these dev diaries? Its starting to seem like Stellaris is going to be another generic space 4x in the vein of Galactic Civilizations. I haven't seen anything yet that makes this seems like a Paradox game. I really really want a dev diary on the pop system so I can feel a little better (or worse).
 
  • 13
  • 9
Reactions:
First. In all seriousness though, nice ;)

Really :) because that´s not behaviour that will result in everybody doing the same ;-) I appreciate the EU4 approach where it´s banned since it´s unrelated to the post... Since you managed to do this now, to make you the last one to do so, ban it now ;-)
 
  • 4
  • 2
Reactions: