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  • Superweapons and planet killers.
  • Buildable Dreadnoughts and Titans.
Actually I find these two most exciting.
  • So will the superweapons include an AoE weapon to deal with doomstacks? e.g. A planetary weapon that fires using a lot of energy credits and does X damage to a certain area when the "shot" has traveled there?Or will this "just" be an anti planet weapon?
  • Will the dreadnought be "class 5" and the Titan a unique flagship or simply 2 new larger classes?
  • Will there be more flexibility in the ship design? i.e. choosing the type of slots freely according to certain restrictions (total space)? -> a perk / tradition could allow for extra slots
 
I didn't say it isn't doable. I say it didn't really fit gameplay-wise, and "lore-wise". To begin with genemoding really imply that you're supposed tweak species differently it different places. But with PF you have to do it at once (and if you mess it up - like with colony ships, you're in trouble). Not only it severely reduce the benefits of this method, it cost a huge amount of Science to do so. Not to mention that Bio-paths techs can cause a havoc in xenophobe empire.
For a synth path - it does feel like something PF would do, but policies related to synth and their rights (or, i must say, an inability to differentiate between homemade and xeno synths) is a major roadblock here.
Well, i always genemodded whole species at once (to avoid micro). Colony ships etc is an oversight i hope, you have to take it into account in any case.

Synth path sets rights automatically upon completion, so you do not really need to be materialist to do that.
 
It's good, that V1.6 doesn't get an other paid DLC and that it's entirely focused on QoL-stuff + bug-fixes, but nevertheless, I have to wait again ! - idle-modus.
 
Hi Wiz! Nice work on banks and utopia, pretty great stuff even if there still are some links to file out.

My personal per pieve ( other than pug portraits):
Make it at least be possible to build colony ships and constructors in habitats. After all transport ships do appear too if you build army's there.
It really bugs me that i cant terraform with habitats since those are kind of Gaia world's for everyone and have all the special planet type people.
 
Am i the only one hoping that at some point during the future we will see this :
"Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive."
along with this
"Reworks to planetary invasions, transport ships, armies, planetary defences, to make the strategic and tactical layers more interesting"
??
 
Deeper diplomacy, ui fixes there. Sometimes it isn't apparent what deal is being offered, nor can I personally ask for an empire to open their borders or a more natural way for me to respond to border closures with my own that doesn't just give a negative, it makes no sense that a xenophobe would be sad that I am mirroring their action in closing borders, they should be happy.

Also need a way to directly build into fleets, without this horrible rally system that prioritises based on distance.

Also really wish the galaxy map was the "default view" and not some random star system. It triggers me all the time that there is a giant "close galaxy map" button at the bottom of my screen. Why would I want to be sent back to a system unless there was something specific to address? It's like EU defaulting me to a separate province map and me having to go out of my way to open the earth map. Majority of decision making and 'stuff i need to see' is on the galaxy map, remove that big button please.
 
@Wiz With the mod community person being moved to another project for a while, will we see some mod love? No big changes but some of the hardcoded stuff could really use some hooks (like on_terraform_finish on_action) pretty please? <3

This patch would be the perfect time to quickly put in some more mod freedom I think
 
Space UN sounds rather goofy, with the game already having Federations. How would that Space UN come to be, how would it enforce its authority?

Imo it'd ruin that wild west lawless borderlands feel, that the galaxy has no ultimate authority unless Federation/Domination/Vassalize Everything Victories happen.

Deeper Federation mechanics sounds great, though.
 
- A lot of triggers depend on scanning planets and when you exchange star charts you lose this trigger which can screw up things. (Precursor chain). Getting star charts curtently is a very bad thing to do, also because of the Survey Corps tradition. The entire systen behind anomalies needs to be overhauled imo (ok, thats a big change)

Wouldn't this be fixed with the small change of star charts giving you only Medium level of intel? You'd learn what planets and space monsters are in the system, but no survey data. That could be added as its own diplomatic option.

- Unrest is much too tame. You need to intentionally play badly to have any unrest problem and even then they are easy to handle. That makes empires, no matter the size, very stable even when you are a conquering slaver.

I think the big problem here is that armies give a flat -10 to unrest, so it's utterly trivial just to queue up a bunch of dirt-cheap defense armies and be done with it. You can even recruit them from the enraged population you just conquered, and they work just as well. Maybe additional armies could give a decreasing amount of unrest reduction, so they'd be useful at reducing it significantly, and crushing revolts, but wouldn't be the current "I win" button.

Also, currently the player always takes Harmony sooner than later, and that really cuts down on unrest (directly and through increased happiness), but more traditions are needed anyway.
 
Very interesting. This would be my personal priority orden:
  1. Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
  2. A 'galactic community' with interstellar politics and a 'space UN'.
  3. Superweapons and planet killers.
  4. Reworking the endgame crises to be more balanced against each other and the size/state of the galaxy.
  5. More interesting mechanics for pre-FTL civilizations.
  6. More story events and reactive narratives that give a sense of an unfolding story as you play.
  7. Reworks to war to address the 'doomstacks' issue and make the strategic and tactical layers of warfare more interesting and less micro-intensive.
  8. Deeper mechanics and unique portraits for synthetics.
  9. Buildable Dreadnoughts and Titans.
All these are very cool features. And I believe they will complete the game greatly.
 
Two questions

1. Is there scope for espionage and saboteurs?

2. Specifically on Adams - will there be more clothing options available for leaders, along with the ability to set which leader types get what kind of clothing options? (Off the top of my head, say I wanted all humans to wear the scientist outfit, including my generals and admirals)