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DevWolf

Second Lieutenant
33 Badges
Jun 5, 2019
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So my first game in 4.0 I decided to do the Behemoth fury crisis path. I saw it and was like that looks like fun. It was fun at the beginning, using it to empty my war targets worlds. Getting it to grow up and then finally stage 3 and then 4 after the mind meld.

Then it stopped being fun when my empire imploded. As you progress through the growing pains situation you get a negative empire modifier. Which gets worse, slower pop growth. Less job output. More pop food upkeep. More empire size effect. You get happiness as the only benefit to this modifier. The negatives start out as 15% penalties but reach 120% at the end. Empire size goes up to 200%. Destroying your economy and tanking your food production, which you need to use your behemoth abilities. The happiness bonus went from around 10% to 80%. (Some numbers may be incorrect. May update after more Behemoth runs.)

I think this could be offset with a few more bonuses or a reduction to the penalties. Maybe lower consumer goods upkeep of pops to offset the reduced production of them. Maybe have the penalty of job production not affect farmers.To reflect how they're more focused on food over material goods.

Another issue is the mind meld job. That transfers 10% of the pops working it into the Behemoth, to boost its growth factor in the situation. But all this did was eat up all my workers on my capital and reduce the bonus fire rate and armour I got from the mind transference jobs and give tiny amounts of research and unity. I ended up switching the job off. losing pops paired with massive pop growth reductions doesn't feel good. Also you can get plenty of growth factor by just eating the colonies of your enemy. You don't need to waste pops by transferring them into the beast.

I have a couple of suggests, like making the pop transference a Behemoth ability. Rather than it happening on its own every 6 months. I get that it's there to keep the growth factor from declining too quickly. But I think players should be able to use them like a resource. If it's made into an active ability then it could be used to heal the Behemoth based on pops absorbed. Maybe for a temporary buff of some kind. Like fire rate and range or temporary non regenerating shields and hardening. In addition to providing growth factor.

Another option would be to increase the time between transference or have a policy option to set the time or turn it off. So pops have a chance to re-populate and migrate.

On a quick side tangent the bonus to fire rate and armour feels important. But I'm not sure if it affected the Behemoth, its fleet power never seemed to change even with a 100% fire rate and armour bonus. It also never changed with ability improvements. I assume this an issue with the UI not updating properly. This also happens with abilities in combat where new ones wouldn't appear in the command bar.

Then there's the combat AI of the Behemoth which made the final battle awful. I lost so many times because of how the Behemoth would move during combat. It would approach the final boss and turn to the side. At least we can manually move it around. I would have to try and manoeuvre it to face the enemy, so it could use its best weapons. Which involves the risk of moving too far away to turn around and having the boss exit combat and regen all its armour and hull in a matter of days.

I think it would be best if the Behemoths after class 1 behaved more like artillery or if we had more controls for the class 4. Like a order that makes it face the point we clicked. A button that changes its combat behavior between approaching and staying in place during combat. Instead of it just approaching everything it fights and losing damage output because it can fire its many deadly energy bursts.

Other than those issues I had fun with it. I might not play it as often as cosmogen.

Edit: number corrections. Spelling.
 
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My main issue is the 10 seconds freeze I got every 6 months when pops were transfered, it looks like it depends on the number of pops being transfered.

The perk reducing ships alloys cost but not upkeep isn't that great, because you still need alloys in the end. I guess you can stop using bio ships and only use behemots, but then the perk is useless.

The "win screen" is also very disappointing. I would have expected our empire to disappear, and being able to play as only the behemot.

Overall it can be a strong crisis path, but growing behemots is far too slow, and these pops you eat would be far more usefull working on your planets.
 
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I agree that the win was disappointing I was hoping the Behemoth would grow one more time and become the undisputed apex of the universe. Then we could just play as it and gobble up the rest of the galaxy. No more planets, no more pops. Just the beast in the void. With food income from eating planets to use its abilities or just wavering the cost all together. Just to let people enjoy a victory lap.

Also one thing I noticed that I want them to add to the Behemoth as a passive trait you can get is the ability to traverse blackholes like they're wormholes. Because the Elder Voidspawn can do that. It went into one black hole and came out another. That would be so useful to help get around.
 
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Agreed on pretty much all of these points here. On the flavor side, I wish that the animations weren't so half-baked and that we got a proper ending to it.

Mechanically, I felt that you just aren't incentivized enough to actually go out and eat planets. Aside from eating a small handful of planets to cap Growth Factor, the only other use is depriving your opponents of planets. Honestly, when you get to Tier 5, your economy implodes at the same time as the galaxy declares war on you. You *need* to speed run victory, since you will lose any war of attrition at that point. I want to play with big stompy beasts, not suddenly worry about my empire collapsing around me as I run around with big stompy beasts.

Now, I don't mind the risk or the economic effects. They're flavorful. But I think it needs to be counterbalanced with giving the player benefits for eating planets. If you just got a ton of basic resources (maybe even alloys / consumer goods) to counterbalance the maluses from Growing Pains, and if Growth Factor was uncapped (even if the situation was slowed down initially to compensate), or even if Behemoths start to give production as they eat things, I think it would lead to a much more fun endgame experience, since the crisis is super flavorful, and fun at the start, as you put it.
 
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I hope some more people see this and share their thoughts. I did enjoy it for the most part. Just needs some tweaking. They did add to the victory aftermath. Your empire vanishes now and only the beast remains. But depending on the choice you make before the victory screen the Behemoth will either turn into a neutral roaming entity or just vanish with your empire when you take over another.
 
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Yeah, it has the bones of a really great and fun crisis. Just needs a little bit of tweaking, as you say. It certainly needs more incentive to eat planets with T3/4 Behemoths, and a tweak to its endgame play loop / economy. Again, nothing wrong with tanking your planetary economies, as long as it's compensated elsewhere. Right now, it just isn't.

I'm glad that there's at least a little more to the victory aftermath, although I hope that the Behemoth does become much stronger and goes around still eating things if you leave it to roam the galaxy. Would suck if the culmination of your efforts just gets gunned down without too much difficulty.
 
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Well I went into observer mode to see what it would do. Its stats didn't appear to change and it went to the closest planet and bombarded it. Then it just sat there. I didn't watch for long. If its AI is smart and makes good use of its abilities it could be a big threat. But if it has no resource income then it wouldn't be able to use its abilities at all. So I think it might be easy to take down unless it would break out its thermoclastic roar when you engage it.
 
Yeah the moment I started mind meld it wrecked my economy. I loaded from an old save and sent it after a fallen empire and just abandoned it. The thing also moves insanely slow and ships will just avoid the systems it's in.
 
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I like the idea of it getting buffs but it's the first player crisis to have a major downside to reaching the final stage. Which only gets worse the further you get.

The worst galactic nemesis has is war with everyone. You start spawning hostile psionic entities around the map. In exchange you get some cheap ships, that have more hull than their counterparts. A couple of powerful ships for free with the ability to make more. Some good military buffs and a mega structure that helps your energy, mineral and naval cap.

Cosmogen doesn't trigger war on the final stage. Everything you get makes your military and economy stronger. For some reason fallen empire buildings don't have limits. Which is fine for most of them but broken when you abuse the assembly and medical buildings. Especially with genetic ascension. I did a test and man, the pop growth and job efficiency was insane.

Behemoth fury puts you at war with everyone. Harms your economy, pop growth and inflates your empire size. In exchange you get a single powerful military unit with special abilities and expensive food upkeep. Many of its abilities also cost food to use, hard to do when you sudenly make negative food and run out. You can also make other Behemoths and level them up as well. But the upkeep and encomoy penalties prevent you from doing that. You can't fix your economy either because of them.

I had a thought about adding to planet eating. What if eating planets reduced its upkeep or reduced the empire penalty for a while. That might be a solution to ease the economic struggles. The behemoth transference penalty could be tied to its hunger. It won't go away but it can be reduced temporarily. If it could be halved that would help a lot.
 
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Yep, just finished a game myself and it was absoultely rough. Fun, but rough - and I was playing on ensign. I don't want to know how hard this would be on higher difficulties.

The general gist is this - the penalties are self multiplying: empire size + loss of workers + increase in food pop maintenance + beasts having humongous maintenance costs means you are constantly trying to fix your economy. Another point is that the growing pains situation is incredibly SLOW - I was nearly continuously capped at 555% growth (digestion mode, eating as much as possible, with basically tons of my pops melded) and it still took ages - while being in a constant war with the whole gallaxy - including the fallen empire. This, while you have the elder voidspawn roaming around aiming for your dragon. This means you need to survive with a weakening economy against the whole galaxy, while not being able to use your best asset because of a giant moth.

And there's another topic: the dragon is slow. Horribly slow. It can't be used as your main combat force because even the AI can run circles around it - your only chance is to just eat worlds to finish off your rivals. I had a Cat 3 dragon and the main Cat 4 dragon, and 2 other fleets, and it was still incredibly tough playing whack-a-mole because the two beasties were not able to catch up at all with the enemy fleets. The only thing that helped was the second level upgrade to get warp engines on the main beastie, and then I could jump on enemy fleets - it feels mandatory, tbh.

It feels like the mindlink district is intended to support your economy going down as the growing pains situation moves on by giving you "free" research and unity, but it gives you a resource you may not really need much off. I guess the point is that you should be retooling your whole econ to provide for basic resources, because that's going to be your main concern.

Incidentally - the 1-4 stage is far less problematic, but still forces you to kind of rush it. The Cat 1 dragon can be handled reasonably well if it goes off the rail. Cat 2 is also bearable, although it may be harsh on your fleets and it can be a problem if it happens in the middle of the war. But Cat 3 dragons raging on your empire are tough as hell. Given you need a very solid economy by the time you trigger crisis level 5, you are better off waiting until you have a dyson sphere and a black hole extractor before evolving the cat 3 behemot, and just let it stay on its chrysalid.

The last thing is about the abilities: the dragon has a lot of supporting abilities, but between the fact that your dragon can't really follow your normal fleets and total war requiring you work in all fronts - you won't really make much use of them, which feels bad.

All in all - the dragon is really cool, the underlying mechanics are interesting, if a bit too punishing, and the whole theme rocks, but right now it is a bit more pain than it should, I feel. Especially the situation. I ended conquering the whole galaxy except for a small empire that peaced out early (small size galaxy) before the situation was finished because I was tired of fending off everyone.

EDIT: Side point, I managed to get the achievement for king of monsters despite the fact that I wasn't playing on ironman, which is surprising

EDIT2: I also discovered that having a trade deficit does not impose any penalties, which is surprising. With me being more and more reliant on my dyson and black hole extractor, my logistic costs exploded, but I didn't get the usual situation due to negative trade. Can't complain, though.

EDIT3: Admittedly - I didn't use automation. I should review how this works with the automation buildings. That could actually turn that around quite a lot.
 
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Yeah it is rough as hell and I also used the jump organ mutation. As it seemed the most useful for chasing down and eliminating enemy empires. The other options in that event felt more situational. Has anyone tested the cloaking for behemoth? It'd be a shame if the void spawn has cloaking detection. I feel the only reason to take the cloaking would be to slip past the voidspawn or heavily fortified starbases.

I also felt like the abilities to support your fleets were also situational too. I mostly focused on making the Behemoth as strong as possible. Because I couldn't really field many fleets once my economy crashed. Losing my navy was probably the best thing to happen.

Also as a side note they removed the iron man requirement for achievements. That's why you managed to get it. I'm happy with that change. So many achievement runs had to be restarted.
 
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My AMA questions about possible tweaks to Behemoth Fury didn't get answered. Mr. Cosmogone in Discord did mention though that they're keeping an eye on things for the crisis Tier 5 economy and seemed at least somewhat receptive to the idea. Just... It isn't a priority at the moment given how many things are actually outright broken.

I guess we'll see! At worst, I don't think it'd be *too* hard to mod in something that makes it feel better while still keeping the flavor of the crisis intact.
 
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That's good to hear. I hope they might see this thread. But they do have a lot on their plate already. With the state of 4.0. They've already made some big improvements. I hope they can fix the memory leak issue soon.
 
To catch more attention from PDX, I would recommend (to you and anyone else interested in seeing an update to this) to post something in Suggestions and upvote the suggestions that are there. I've done so already, and I'll keep an eye out for any other posts of this nature. Better odds that it gets updated if they can see that there is demand for it.
 
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So it turns out that fleet power numbers weren't being displayed correctly before patch 4.0.5. Turns out a class 4 behemoth has around 3.6 million fleet power. The mind meld jobs in my game raised it to 6.4 million. Glad they fixed that issue. I thought the behemoth's fleet power numbers were too low for its stats. Now all fleet power numbers update correctly when modifiers change and modifiers affect displayed fleet power. Even my bio-ship's fleet numbers were pumped up from 200k to near 800k from the mind meld jobs. But it still feels bad losing 10% of pops working that job every 6 months.
 
Not really an issue in a single player game, but a lot of that fleet power comes from armor, so distruptors can kill it quite easely.
At some point there is a mutation that can grant armor hardening, but it needs more I think.

When I raged my behemot tier 4 to try, i could kill it with a single fleet of maulers (under the same buffs though, and the behemot had to deal with the armor of the maulers).
 
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I think you're right about some of the growing pains mutations being a bit weak. They could do with some tweaking here and there. But I guess we'd need some data on what choices players make the most. Because I have a feeling many players will pick jump organs over the other choices at that level. Also I think many people will pick the armour penetration bonus because they'll have to fight the voidspawn in the end. I think most people will make choices revolving around dealing with the voidspawn rather than fighting other empires. But I think the biggest issues are the penalties for taking this path over others.
 
The ending is rubbish. At least, if they let it roam around and eat things you could try to deal with it whe you take over another empire.

But it does not roam properly, and taking over another empire gives you a complete meme tier level of broken economy because the AI sucks.

If they just made Stellaris load flappy bird with the behemoth for the bird, it would be more entertaining than the current ending.
 
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