Hey @Wiz, did you ever get chance to look into reducing how often Ironman mode saves? Or even a way to reduce how often it does? Every month makes trying to play that way pretty clunky on my PC.
Someone on reddit did a summary: https://www.reddit.com/r/Stellaris/comments/5t48ww/speculationstream_tooltips_banks_v15_ascension/@Wiz, can we see the full tradition trees anywhere?
We typically start working on the next update 1-2 weeks after we go into code freeze. 1.6 will be a smaller scope bug fixing and quality of life update though.
I was wondering about that. First, what are countries in this context and secondly what kind of 'country' cannot normally conquer planets? I do not understand this comment at all."Countries that cannot normally conquer planets are now able to conquer Fallen Empires, Awakened Empires and Hive Minds"
STOP calling it countries![]()
A country will be an Empire. Perhaps this comment implies that there are some empires that aren't allowed to declare wars because of ethics, civics etc. However, these empires will be able to have it out with the folks listed above.I was wondering about that. First, what are countries in this context and secondly what kind of 'country' cannot normally conquer planets? I do not understand this comment at all.
Yeah - I, too - I mean, There are What ? - Up to 3 colonizable Worlds in a single System and a Bunch of possible Habitats (later) + Government-Forms/Civics/Techs, Which are increasing the Cap even further - It's currently more interesting to know, How many Worlds are possible, Which I could or have to manage in the End.I don't understand why people continue to read "core systems" as "core planets" when there's a massive difference.
In 500 hours with the setting at 100% habitable planets, the highest number were 3 colonizable planets per system, maybe there was a 4 planet system but if so it is so very rare i can´t remember it. Most systems have no planets (which is fine). After that most systems have only 1 colonizable planet, 2 planet system drop significantly in their number and then there are 3 planet systems, which are in my actual 1000 stars vanilla game there are less than 10.As I've said, 3 core systems in 1.4 could be as few as 3 planets or as many as 18.
It shouldn't. Multiple releases shows that the dev team is both excited and keen about what they are working on, and focussed on serving their users. It works this way:Mentioning that there will be a 1.6 update in a 1.5 patch notes thread fills me with dread.
As I've said, 3 core systems in 1.4 could be as few as 3 planets or as many as 18. I don't understand why people continue to read "core systems" as "core planets" when there's a massive difference. 1.5 will basically make it so the minimum late game without upgrading your core system limit is 9 (home system without any terraformable barren planets, three systems of Ringworlds).
In 500 hours with the setting at 100% habitable planets, the highest number were 3 colonizable planets per system, maybe there was a 4 planet system but if so it is so very rare i can´t remember it. Most systems have no planets (which is fine). After that most systems have only 1 colonizable planet, 2 planet system drop significantly in their number and then there are 3 planet systems, which are in my actual 1000 stars vanilla game there are less than 10.
Regardless of that, unless the increase core limit techs are available right from the start, it really makes fast expansion more difficult.
In late game when everything is built up it doesn´t matter. Then i could live easier with 3 cores than early game where i could make easily use of 10+ core worlds.
As I've said, 3 core systems in 1.4 could be as few as 3 planets or as many as 18. I don't understand why people continue to read "core systems" as "core planets" when there's a massive difference. 1.5 will basically make it so the minimum late game without upgrading your core system limit is 9 (home system without any terraformable barren planets, three systems of Ringworlds).
Even if you set it to 500% this is still rare, which is what I said earlier in the thread, but the fact that it is possible with any sort of settings means we need to account for the possibility of running across such a system as well as someone basing their capital on a world in such a system. The changes to 1.5 make it clear that we're more likely to see stars with 4, 5, or even 6 inhabitable worlds at 100% if you get lucky to have three inhabitable ones spawned in there and then barren worlds turn out to be candidates for terraforming, on top of constructing habitats.In 500 hours with the setting at 100% habitable planets, the highest number were 3 colonizable planets per system, maybe there was a 4 planet system but if so it is so very rare i can´t remember it. Most systems have no planets (which is fine). After that most systems have only 1 colonizable planet, 2 planet system drop significantly in their number and then there are 3 planet systems, which are in my actual 1000 stars vanilla game there are less than 10.
By your logic you'd have to hold those systems until you could colonize all the planets anyways if you don't like the sector AI, which is pretty suboptimal in that it prevents you from colonizing more systems unless you immediately give them over to the sector AI anyways. No matter what you do, every playstyle forces you to have to deal with the Sector AI and all that matters is when.The thing is, if you only have 3 core systems, that means 1 for your capital (which will almost always be alone in its system until you move it to a ringworld) and either 1 or 2 for your colonies, which will be alone in their system unless you run the colonisation of all planets in the system simultaneously (depends on your empire capacity, but often not worth doing early game anyway - you want to be spreading your borders rather than concentrating on development).
Someone on reddit did a summary: https://www.reddit.com/r/Stellaris/comments/5t48ww/speculationstream_tooltips_banks_v15_ascension/