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Can you finally pacify amoebas as gestalts? At least with the fruit origin?
You should already be able to do that! Pick the Empath Civic!

The colonization seems too random for such an important feature... Also, what if I'm a different empire and I colonize the planet with the seeds, am I just stuck with an annoying pointless "dormant seeds" buff forever?
It's intentionally a bit random. I wouldn't recommend basing your entire colonization strategy on the whims of spaceborne fauna, but... noticing that a Tyanki entered a wormhole, depositing your seed pod on a planet on the other edge of the galaxy you didn't even know existed?
That's a fun stroke of luck.

As for colonization, seeds will give you interesting opportunities if another empire colonizes a planet with a seed.
You'll see.
 
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I really like how human planetoids look.

Hmm. <thoughtful pondering>
I have a guess that Overtuned traits are neutral to Invasive Species trait, they aren't locked but don't count as negative for the buff either.

That's correct, they can be taken, but aren't considered "negative".

but seriously, why doesn't Paradox have a Fantasy based 4X game in the business yet?

There's Age of Wonders. Lots of overlap with things Stellaris players enjoy.
 
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I think you still need to build the Outpost in order to activate the seeds though, it is just a free Colony Ship that is already stationed over the world the moment you claim the system.

Assuming nobody's already there, you'll colonize the planet and then get a free outpost for having a colony in a system that doesn't have an outpost.
 
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These Plant guys look better than the Rock guys but BOTH are TOO HUMAN.

These are explicitly intended to be humans. (Their prescripted empire's homeworld is even Sol III.)

The base human portrait is ridiculously popular. Far more popular than you would ever expect. In fact, a significant portion of our community uses exclusively the human portraits.

In surveys, these are the players that asked us to give them some more human looking options, including some that could use things like the plantoid or lithoid traits. These are for them.

Not every portrait is for everyone. That's totally okay. I guarantee that we'll continue making freaky weird very alien stuff too.
 
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This is going to make wormholes really interesting.

My recent playthrough had me cursing at a Tiyanki pod that got obsessed with a gas giant that was sitting in a dead end system, but a little while later when a different pack swam by, everything became right in the world.

We've since adjusted their behavior a little bit to give them some more encouragement to go out and "see the sights", but it's likely going to be a bit tough to rely exclusively on them to spread your colonies. On the other hand, it feels awesome when they wander off to the other side of the galaxy and find some interesting places.
 
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A bit off topic, but i still don't understand why the refusal to just get rid of the leader cap or change it in such a way that outside of the leaders "we ought to have a connection with" there aren't simply some kind of generic leaders for the rest.

It seems as if the stubborn clinging to the idea that supposedly only a limited amount of leaders allows for the creation of interesting narratives and connections with the leaders, is the main issue why the devs manouver around the topic so much and try to still make this work with different changes such as the one presented here.
Don't get me wrong, changing the way xp gain works for leaders is a step in the right direction, but it as if tried to hammer my way home through my wall instead of just going through the open door if this analogy makes sense. What i want to say, these are all bandaid solutions for the main issue that artificially limiting the number of leaders is extremely un-immersive and contrary to the idea of role-playing this game supposedly aims for.

The short answer is that removing the leader cap would require significantly reducing their power level. The changes that came alongside Galactic Paragons significantly increased their strength, on the assumption that you would not have as many of them. We also believe that there's benefit in having a much lower number of exceptional leaders - choices need to be made instead of just having endless numbers of effectively nameless scientists and admirals.

governors, unlike the other leader types, hadn't been heavily nerfed at the same time that their numbers were limited (with the switch from sector wide traits to nominally stronger but single planet traits)

Governors can still be put on the Sector Capital, and do apply level based effects to any planets in the entire sector that do not have a planetary governor. They'll show up as a little hologram next to the place the planetary governor would go.
 
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How many planets can be seeded by each organism?
Space fauna will get a "Seed Pod" when approaching a starbase with the new "Starseed Garden" building, and will sometimes deposit the seed on a new planet while wandering around. To seed another planet, they first need to return to the starbase and get a new Seed Pod.
So, a single organism can potentially seed multiple planets, especially if you put a Garden in an area full of planets

Does the new origin allow Cordyceptic empires to turn their "pets" into seed carriers too? Or are they too far gone for the seeds to spread?
We're experimenting with it. We want the origin to play nice to the civic, but it's a delicate balancing act.
 
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