• 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.
Status
Not open for further replies.
Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
Last edited:
I'll admit that I haven't read through the thread so I might be repeating someone, but the unity calculations are still wrong.

I'm unsure on if the Colony costs are still multiplicative or if they're just additive now, but the System cost is still 2% per system even though the UI shows it as 1% and the amount per tree unlocked is multiplying the total amount.

I'm looking at a cost of 761 unity with only 1 planet and 16 systems (15 for calculations) I have the Discovery tree finished, so 5 traditions unlocked.

Here's what the unity overview shows me.
Base: 100
7 Traditions: 457 (I don't understand why it says 7 either, does the finisher effect count as a tradition as well for this?)
1 Adopted Tradition Category: +5.00%
15 Systems: +15.00%
Cost: 761

So the equation that I'm seeing is: 557x1.3x1.05
When it's supposed to be: (.15+.05)557
TRADITION_COST_MULT_NUM_SYSTEMS = 0.01 # Each System adds +X% Tradition cost

That's in their defines.
 
I played for several hours on the new patch last night and I really like the changes. Maybe the negative to happiness could be a bit bigger in a prolonged war. To the guys that are against the infinite wars - AI will always accept status quo if their war weariness is 100%. I think having 0 influence income would slow your progress significantly with the new system. The 1 energy per outpost is also really cool, you don't grab every system now, also something has to balance out the lesser penalty for having large empire. Also energy generation is quite easy later in the game, either with dedicated planets or habitats.
 
I played for several hours on the new patch last night and I really like the changes. Maybe the negative to happiness could be a bit bigger in a prolonged war. To the guys that are against the infinite wars - AI will always accept status quo if their war weariness is 100%. I think having 0 influence income would slow your progress significantly with the new system. The 1 energy per outpost is also really cool, you don't grab every system now, also something has to balance out the lesser penalty for having large empire. Also energy generation is quite easy later in the game, either with dedicated planets or habitats.
Why should you be hesitant to grab territory in a strategy game? The concept is foreign to me.

They have taken a game I used to enjoy playing and penalized expansion to the point where I fall asleep watching time go by because any expansion will hurt my empire.

Why go to war? It just hurts my research and tradition costs.
 
Why should you be hesitant to grab territory in a strategy game? The concept is foreign to me.

They have taken a game I used to enjoy playing and penalized expansion to the point where I fall asleep watching time go by because any expansion will hurt my empire.

Why go to war? It just hurts my research and tradition costs.

I dont see much decision making in free grabbing territory - basically the early game becomes a "who can close bigger blob on the map" with weirdly elongated empires. Now it is much more steady and involves managing your energy in order to continue expanding. Before it was all about minerals systems and not much about energy ones, now it is more balanced.
 
I dont see much decision making in free grabbing territory - basically the early game becomes a "who can close bigger blob on the map" with weirdly elongated empires. Now it is much more steady and involves managing your energy in order to continue expanding. Before it was all about minerals systems and not much about energy ones, now it is more balanced.
I guess.

All it seems to do in my opinion is slow the game down and put me to sleep.
 
Unity comes in far too quickly, now - I'm on track to finish every tree by 2350 at the latest, with 32 planets and 107 systems. Even if I conquer half the galaxy, as long as I put down the unity buildings on every planet I acquire, I should be able to keep up with the unity curve indefinitely. There's no strategy to tradition picks like this - by the time big wars are going down, everyone will have every tree finished, and the economic bonuses from being able to fill out so many traditions so quickly make minerals and energy even more abundant than before.

The 2.0 & 2.0.1 exponentially increasing system was too harsh, but maybe a gentler exponential curve is called for here to make small empires genuinely better at getting traditions than large empires, without every tradition after your third tree requiring over a decade for a large empire as in 2.0 & 2.0.1.
 
Yes, I also noticed unity is really easy to get now, I am at 2320 or something and I am close to finishing the last tree. Maybe we need more traditions? There is a really nice mod with that but we'd rather have them in the original game
 
Stellaris is a game that pays homage to science fiction writers, which you admit like their infinity wars. It's only fitting that the game has infinity wars.

Checkmate.


Stargate: Ori and Goa'uld wars were pretty inventive, granted replicators are just a copy of the Borg.
Star Trek: Borg changed the landscape of science fiction forever, and Voyager had it's fair share of fascinating wars like with Year of Hell, Species 8472, and the episode "The Void" is pretty inventive.
Warhammer: Literally everyone is fighting for different reasons. Imperium cause aliens and heresy is bad, tau because communism, tyranids because they're hungry, and Orkz cause it's fun.


Making wars auto status quo is.

Disagree, seems to be a vocal minority or yesmen.


If you're using influence for something like a defensive pact, don't you get negative influence?

Also forgetting the hit to happiness. Letting wars go on forever is usually not the best idea when it is such a massive hit to your resources. I don't see them lasting forever unless you're in a war where if you status quo, you lose or be put into a position you cannot recover from.

Infinity wars, however much they add to the backdrop of an exciting story, are not plausible in a grand strategy title trying to not only simulate the wars and conflicts of a galactic community, but also the interests and demands, both political and diplomatic, of the citizens caught in the midst of it all.

Total war might be possible in a culture centered around war/eradication/consumption (devouring swarms, fanatic purifiers, determined exterminators) but it's NOT between two typical empires with citizens who are just trying to live their lives that simply get caught up in a fight their two governments.
Fact is, in a realistic sense, a government can only fight for as long as your soldiers/crews are willing to, once they lose that will, it's no longer a choice a governing body can enforce, or at least do so for long.

So you may like your infinity wars, but in the end, they do NOT fit into a grand strategy title that is trying to achieve a general sense of political simulation. Unless of course the title in question is literally built around the events of a war (HOI1-4), MOST of Stellaris players want limited warfare, whether that limit is a hard or soft one, if you have been paying ANY attention to the numerous posts regarding it.

Speaking of, it's laughable that you actually believe that players who enjoy shorter wars are the minority if you have followed the discussion's of just about every thread made on the topic. The 50/50 divide is between those who support forced status quo, and those who dont, and even the greater majority of BOTH sides agree, regardless of what the actual ratio is, that "infinite" wars is NOT good for the overall gameplay or the pacing for that matter. Especially if you know ANYTHING about how the general playerbase felt about the never ending wars of 1.0 way back when that was the forums hot-topic.

If you believe a grand strategy title such as Stellaris should go down a more action-packed total war style game, then, well, you've missed the point of like, the entire second half of the game.
 
The 1 energy per outpost is also really cool, you don't grab every system now, also something has to balance out the lesser penalty for having large empire. Also energy generation is quite easy later in the game, either with dedicated planets or habitats.
Erm, you weren't supposed to grab every system before this change.

33% hit to tech penalty with a very VERY minor loss to energy/mineral gain.
With 2.0.2, you take an even smaller hit to energy gain by playing this way:
IWHFYt5.jpg
 
I want to add my voice to the concerns for the energy upkeep to outposts. Especially if the AI gets this mitigated to some degree like the fleet upkeep. I am not the best player by any means, and I already struggle to maintain expansion pace and fleet strength against most of the AI empires I come up against.
 
Few things:

* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
I and others have said a few things on this, personally I dislike this change for not being harsh enough, Influence and Unity is an issue for after war mostly but it contributes nothing to war (you'll just have a difficulty in claims and be handicapped a little for longer wars in terms of both Unity and Influence), the happiness penalty is essentially ignorable, it be more effective if it was ticking and affected by pushing for and denying of status quo (if its pushed from one empire and rejected they'd get a temporary WE penalty removal while the rejecting empire would get a temporary increased penalty for a short time maybe, something to incentivize the player to endwars even if they are winning)

* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
I suppose this is alright, I'm hoping the rest of WE was balanced for this. Given the tributary change maybe, but most of the war goals still seem unreasonable imo.

* Reduced War Exhaustion per ship and army killed
Finally, the price was too damn high before and made wars even shorter then they already were.

* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
I like this change, I was asking for something like this, finally something that makes the Militarist ethics playing war feel a little bit different.

* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
To be honest, this makes a lot of damn sense, combined with the removal of the Unity cost issue, I started my games in decent no crap spots and it really didn't take me long to get to a point where I was throwing enough energy out that I'd crash a damn market, in the early game it was a bit difficult to build up energy fast, but as I went on it really was becoming easy. I do have an issue with this in that 1 energy per base is actually too much, even as a late game empire I'd definitely not be able keep up with that, at the very least I'd probably be stuck at less then 25 gain with ships docked. Could this be tuned down to say 0.25 energy or something because this be debilitating for expansion in early game, but it would just make the system expansion play way worse in the mid game if it was set at 1.

* Fixed system/colony tradition costs being multiplied on each other instead of additive
DEAR GOD FINALLY, this was the most annoying crap, it made unity buildings actually worthless mid to late game at least and destroyed the ability to use traditions at all, they were nightmares. (and probably ambitions but I haven't bothered to unlock them as of my current games) Although thinking about it, how easy would Unity become now? Admittedly I wasn't noticing Unity issues until I had 5-6 planets and over a 100 systems, and I hadn't really stuffed my planets with Unity beforehand, maybe the Unity curve will need to be tweaked to be a bit more extreme, IDK, but I'm happy at least I can get some mid to late game traditions again.

Also doesn't seem to be on here and not sure how many people have gotten but I've been getting it constantly, a bug that has been happening to me has been in the offer deal display, often when I select something in the demand section and then deselect it, it still acts like it has something in it and I can't remove it without exiting the screen, I can try to figure out but the best way I've been able to reproduce currently is on the demand click on the resource demands and then click on that selection again to remove it, only it didn't seem to act removed.

Overall I like this patch but still think it needs a lot of tuning.
 
Last edited:
Infinity wars, however much they add to the backdrop of an exciting story, are not plausible in a grand strategy title trying to not only simulate the wars and conflicts of a galactic community, but also the interests and demands, both political and diplomatic, of the citizens caught in the midst of it all.

Total war might be possible in a culture centered around war/eradication/consumption (devouring swarms, fanatic purifiers, determined exterminators) but it's NOT between two typical empires with citizens who are just trying to live their lives that simply get caught up in a fight their two governments.
Fact is, in a realistic sense, a government can only fight for as long as your soldiers/crews are willing to, once they lose that will, it's no longer a choice a governing body can enforce, or at least do so for long.

So you may like your infinity wars, but in the end, they do NOT fit into a grand strategy title that is trying to achieve a general sense of political simulation. Unless of course the title in question is literally built around the events of a war (HOI1-4), MOST of Stellaris players want limited warfare, whether that limit is a hard or soft one, if you have been paying ANY attention to the numerous posts regarding it.

Speaking of, it's laughable that you actually believe that players who enjoy shorter wars are the minority if you have followed the discussion's of just about every thread made on the topic. The 50/50 divide is between those who support forced status quo, and those who dont, and even the greater majority of BOTH sides agree, regardless of what the actual ratio is, that "infinite" wars is NOT good for the overall gameplay or the pacing for that matter. Especially if you know ANYTHING about how the general playerbase felt about the never ending wars of 1.0 way back when that was the forums hot-topic.

If you believe a grand strategy title such as Stellaris should go down a more action-packed total war style game, then, well, you've missed the point of like, the entire second half of the game.

How was it okay before 2.0 to have infinite wars and now it is such an issue? It makes me think majority of people are okay with long wars..
 
Since war exhaustion represents loosing the will to continue fighting, may I suggest adding army damage penalty (larger) and ship rate of fire penalty (smaller) as a mean to reflect poor morale? This would directly affect the ability to continue the war, and I hope would make for a better incentive to end it sooner.
 
How was it okay before 2.0 to have infinite wars and now it is such an issue? It makes me think majority of people are okay with long wars..
I've been thinking the same thing.

People claim it can't work . . . but it's been working since release! People just don't like being wrong I guess?
 
I've been thinking the same thing.

People claim it can't work . . . but it's been working since release! People just don't like being wrong I guess?

Yeah, I think it is the idea that terrifies people, but in reality if you actually sit down and play a game of Stellaris you would see how well it works. Before we had the AI to be more and more willing to white peace out of the war the longer it goes. Now we have absolutely the same thing with war weariness and status quo. The only addition is if you are stubborn and want to finish capturing a planet or two you will get the penalty for a few turns. In a normal Stellaris game having no influence and unity gain should totally destroy your competitiveness in the long run. If you hold half of the galaxy maybe you don't care. But if you hold half of the galaxy it is absolutely ridiculous to be unable to totally annihilate someone, being forced to grab several systems per 10 years. And don't come out with the "your people are tired of the war" or "loosing willingness" - tell that to the fanatic purifiers/devouring swarms/driven assimilators/fanatic militarist empires, they actually exist for the purpose of being in a war. The idea of small skirmishes just doesn't make sense for half of the government types out there!
 
I'm a bit puzzled that there are no changes to fleet travel times, considering is the one thing everyone agrees on and seems like an easy thing to change. Is this something that you plan on addressing, or just something we have to get used to?

Other then that, Good Stuff! I don't think this is the best solution to WE quite yet, but that's not surprising - this is going to take some trial&error, I expect.
That's a lot of disagrees for something I thought would be fairly uncontroversial, because so far I've seen a few people complain about the new travel times, and no one bothering to defend them.
Now, that discussion is probably too far off topic for this thread, but can someone point me towards threads where people argue in favor of the new travel times?
 
Weren't people complaining about wars being uninteresting for multiple reasons before? I remember some of them being just how uninteresting long wars could get. Personally I think infinity wars in a sci-fi strategy game seem like a boring and plainly just uninteresting idea that only works well for roleplay at best, and even then I feel like that's reaching. Unless you can justify the waste, the only reason I can see it outside of just because roleplay is because you're being malicious.
 
Weren't people complaining about wars being uninteresting for multiple reasons before? I remember some of them being just how uninteresting long wars were. Just gonna say infinity wars in a sci-fi strategy game seem like a boring and plainly just uninteresting idea that only works well for roleplay at best, and even then I feel like that's reaching.

I think before the wars were not that interesting because you just clash a doomstack into a doomstack. If you are weaker, you kite their doomstack as long as possible to reach a white peace or produce ships - this part was quite boring the longer it was.
 
Status
Not open for further replies.