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Bear in mind casualties happen a number of ticks per day in EU4, what I expect is something like this.

Lowest speed - ticks 1/10 of a day - matches combat damage ticks
Next speed - Ticks 2/10 a day or 5/10 of a day - more like euiv on speed 1 ish
next speed - ticks daily and has combat tick at the same as euiv
next speed - same as speed 3 for eu
next speed same as speed 4 for eu or speed 5

Generally you'd use the two highest for peace time, and the two lowest for combat in Singleplayer, and in multiplayer youd play at speed 2 or 3 most of the time, and speed one for major wars.

Would you play 300-500 hours to finish a campaign. That's what eu4 speed would mean.
 
Would you play 300-500 hours to finish a campaign. That's what eu4 speed would mean.

You are assuming that because there are 10 ticks per day in Stellaris and 1 tick per day in EU4, that it's going to be 10x slower. I don't see any reason why that would be the case. If most objects in the game universe are only updated daily, weekly or monthly, then the sub-day ticks can be computed very quickly. It all depends on how much processing has to be done on a typical sub-day tick, and if the developers know what they are doing (and they do), then it should be fine.

I mean, put yourself in the developer's shoes. Do you think you'd see this feature proposal, calculate that it would make the typical game take 500 hours, then shrug your shoulders and accept it? It would be like the next version of the Ferrari being limited to 30 kph. Obviously it's not going to be like that.
 
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I think the high granularity does mean it's going to be a slow game. Each tick is essentially a turn, so even if you design the length of important actions to occur, say, every 100 ticks on average, it doesn't mean you get to ignore ticks 2 to 100. You still potentially have an individual important action occurring every turn. If you're a very meticulous player like me, then you may pause to intervene 30 or 40 times in what's supposed to be the equivalent of an EUIV month.

The slowest speed will always be the slowest speed, whether it's 1/10th of a day or 1 day, you will spend the same amount of time there. It does become an issue if, for example, building a ship takes a year. Then 1 day would mean 365 ticks, and 1/10 would mean 3650 ticks.

I guess what I am saying, is that people are waaay too caught up on the timescale. The timescale is irrelevent, it is meaningless. The slowest speed will always be the slowest speed, and the fastest will always be the fastest. That is irrelevent. What matters is how long it takes for things to happen in the game in relation to the tick itself, not the tick's relation to time. If everything in the game takes a long time to do, then yes, the granularity might slow it down. But if the game is balanced around 1/10 day ticks, then the overall speed of the game (how long it takes for things to happen) will be balanced around that.

We don't know enough about the game to say whether 1/10 day ticks are too slow or not.
 
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We can't also forget guys that time is relative to your position in space; one thousand years in one part of the universe may in fact be ten thousand years in another part.

I think we will need more info on the ticks and time before we jump to any conclusions about game length.
 
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My first reaction to 10 ticks/day is that it's way too fast.

I find it incredibly immersion breaking in some 4X games how a colony can grow from an initial settlement of say 10 million, to a fully packed 6 billion within just a few years. I mean it's okay to take some liberties with population growth, but unless we're a species of sapient frogs or something it should take at least 50 and preferably 100 years before a colony can grow from an initial settlement of millions to a fully populated planet of 6 to 12 billion.

I'd rather see somewhat unrealistically slow battles taking many days or months, which we see in all Paradox games anyways, than see planets populated like they're growing people like corn on the cob.

I'd even rather they give characters by default lengthy lifespans, just say medical technologies allows humans to live up to 200 in the age of Stellaris, so they can have time go by a bit faster so space empires take a realistic amount of time to grow from a single planet into galaxy-spanning behemoths.
 
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I'd rather that colonization birthing growth just takes a realistic period of time, and population growth at colonies is more a result of emigration from a basically overpopulated homeworld. Emigration of colonists should be an interesting mechanic of the game; if you want to incentivise colonial growth then you need to either make it worthwhile to move, make staying at home less desirable, or force people to move.

But anyway, I'm getting ahead of myself. I just don't think that colony growth is an insurmountable problem for a granular timescale.
 
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Have the ticks been dropped, look at the dates:

Old pic:

uOWK0iI.jpg



More recent pic (no number beside the date):

index.php


Or maybe this specific solar system screen doesn't show that kind of info, it doesn't show the speed options either.

Maybe only the 'Galaxy map' shows such options.
 
Or maybe this specific solar system screen doesn't show that kind of info, it doesn't show the speed options either.

Maybe only the 'Galaxy map' shows such options.
Perhaps it's just tick nr 0 and it doesn't show for that reason.

Or you may be right that it's dropped. I'd think the System view would need to show ticks if that's where the combat is shown.

Also the speed is shown, it seems the speedometer is gone but there is a + and - along with the pause symbol.
 
Have the ticks been dropped, look at the dates:

Old pic:

uOWK0iI.jpg



More recent pic (no number beside the date):

index.php


Or maybe this specific solar system screen doesn't show that kind of info, it doesn't show the speed options either.

Maybe only the 'Galaxy map' shows such options.

Really? The second one look older. There is no robot in the second pic. The first pic looks more up to date than the second one. Especially since the second pic was already published as the devs said that they have 10 ticks.
 
Really? The second one look older. There is no robot in the second pic. The first pic looks more up to date than the second one. Especially since the second pic was already published as the devs said that they have 10 ticks.

The first pic is from when the game was announced, the second pic is from the 4th or so development diary, but yes, the time they posted the pics doesn't necessarily mean this or that pic is newer or older than the other.
 
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Yeah, they probably have tons of pictures old and new, and when they put the dev diary together, some may be new pics for the dev diary, and some may be from an earlier build that captures what they want to talk about adequately. Still, it wouldn't surprise me if they have decided to iterate toward a minimalist UI. The widget stuff in the top left may have been perceived as unnecessary. Just because there's 'more' doesn't mean it's new. A lot of UI design is like engineering; trim out the unnecessary, consolidate functions to minimize the footprint.
 
Mixing things like life-span of characters and playing out battles with planetary terraforming and population growth on a galactic scale is one of the things I'm curious to see how they solve. But Master of Orion did it and it worked there, so I think they'll find a way.
 
May or may not prove anything but the most recent development diary (dev diary #6) shows no signs of ticks, so it seems it may have been indeed dropped (and I think this is a good thing is true):

index.php
 
Other people have noted that, but I'm not entirely convinced. The plus and minus signs might be a popout toggle for a fuller time interface, including the friendly upside down robot man featured in the Steam Store screenshots.
 
Other people have noted that, but I'm not entirely convinced. The plus and minus signs might be a popout toggle for a fuller time interface, including the friendly upside down robot man featured in the Steam Store screenshots.

Yes, they might have just 'cleaned' the screen rather than actually removing anything.
 
It doesn't mean that the game should be slower. Maybe at speed 1 several ticks happen each second. The big difference would be in combat , as battles doesn't last months