• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

hkrommel

Resident Contrarian
74 Badges
Feb 27, 2014
4.229
2.142
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron 4: Arms Against Tyranny
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Nemesis
  • Hearts of Iron IV: By Blood Alone
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV Sign-up
  • Crusader Kings II: Rajas of India
IIRC there was mention of the player's ability to create research facilities on moons overlooking a pre-spacefaring species' homeworld. How exactly will the player interact with these species? To what extent can we "meddle"?

For example, let's say I find a non-sentient species that had incredible reflexes. I think "hey, these guys would be excellent pilots!" I plop down a research center and begin meddling in the order of things. I accelerate their evolution, emphasizing the traits that make them "desirable," bestow sentience upon them when they're ready (for the record I don't think sentience works that way but this is sci-fi so whatever), and as "gratitude" for my involvement I integrate them into my empire as dedicated pilots.

Alternatively, if I run across a sentient pre-spacefaring species (like Earth today), I would need to have a more covert, genetic engineering approach, emphasizing reproduction between certain parts of the species. Once the desired traits are realized, I uplift them to space travel and integrate them.

Will we have this level of control over such operations? I'm envisioning a kind of conglomerate of specialized species that all complement each other. Will this be possible?
 
Last edited:
  • 3
Reactions:
IIRC there was mention of the player's ability to create research facilities on moons overlooking a pre-spacefaring species' homeworld. How exactly will the player interact with these species? To what extent can we "meddle"?

For example, let's say I find a non-sentient species that had incredibly reflexes. I think "hey, these guys would be excellent pilots!" I plop down a research center and begin meddling in the order of things. I accelerate their evolution, emphasizing the traits that make them "desirable," bestow sentience upon them when they're ready (for the record I don't think sentience works that way but this is sci-fi so whatever), and as "gratitude" for my involvement I integrate them into my empire as dedicated pilots.

Alternatively, if I run across a sentient pre-spacefaring species (like Earth today), I would need to have a more covert, genetic engineering approach, emphasizing reproduction between certain parts of the species. Once the desired traits are realized, I uplift them to space travel and integrate them.

Will we have this level of control over such operations? I'm envisioning a kind of conglomerate of specialized species that all complement each other. Will this be possible?

That would be amazing. Want! Assimilate!
 
  • 2
Reactions:
IIRC there was mention of the player's ability to create research facilities on moons overlooking a pre-spacefaring species' homeworld. How exactly will the player interact with these species? To what extent can we "meddle"?

For example, let's say I find a non-sentient species that had incredibly reflexes. I think "hey, these guys would be excellent pilots!" I plop down a research center and begin meddling in the order of things. I accelerate their evolution, emphasizing the traits that make them "desirable," bestow sentience upon them when they're ready (for the record I don't think sentience works that way but this is sci-fi so whatever), and as "gratitude" for my involvement I integrate them into my empire as dedicated pilots.

Alternatively, if I run across a sentient pre-spacefaring species (like Earth today), I would need to have a more covert, genetic engineering approach, emphasizing reproduction between certain parts of the species. Once the desired traits are realized, I uplift them to space travel and integrate them.

Will we have this level of control over such operations? I'm envisioning a kind of conglomerate of specialized species that all complement each other. Will this be possible?

That would be *incredibly* awesome. Sadly I think it's also an order of complexity too great for implementing...
 
  • 3
Reactions:
That would be *incredibly* awesome. Sadly I think it's also an order of complexity too great for implementing...

I dont necessarily believe its too complicated, but I do think that they dont have anything that complex to go with the system in the game's current state.

Honestly we should just get a working game out, and then fish around ideas for patching/dlc expansions to improve on these systems.

But also, it seems Paradox's philosophy these days is to have much higher quality control and hold back games until they're ready. So who knows at this point.
 
  • 2
Reactions:
Genetic manipulation is probably accomplished through a scripted event chain like educating your heir in CK2, rather than being a dedicated gameplay system by itself. That said, I doubt genetic manipulation is completely open ended. There is probably a limited number of mutations available depending on where the species started from.

And yes, you can engineer species for specific roles in your empire. i.e. warriors, farmers, researchers, etc. That is confirmed. Green-skinned space-babes here I come!
 
Last edited:
  • 3
  • 1
Reactions:
Genetic manipulation is probably accomplished through a scripted event chain like educating your heir in CK2, rather than being a dedicated gameplay system by itself. That said, I doubt genetic manipulation is completely open ended. There is probably a limited number of mutations available depending on where the species started from.

And yes, you can engineer species for specific roles in your empire. i.e. warriors, farmers, researchers, etc. That is confirmed. Green-skinned space-babes here I come!

Do you have a source for that? I'm not trying to be rude, I just want to read the original wording.
 
Do you have a source for that? I'm not trying to be rude, I just want to read the original wording.
I'll have to dig it up. It was said in a few articles written by press. Give me a few minutes.....
 
@hkrommel From the RPS article: http://www.rockpapershotgun.com/2015/08/06/stellaris-paradox-strategy-game/
There’s so much more: observation posts to monitor planetbound species, either non-aggressively or with added abductions and invasive surgeries; pre-sentient species that can be genetically modified and controlled; genocide and enslavement.

The second one is from a rustic translation of a German article. I apologize for the rough wording, but you can read the rest here: http://forum.paradoxplaza.com/forum...estar-video-impressions.875629/#post-19767608
In the galaxy of Stellaris we meet not only other space-faring races, but also races who have technology but can not yet fly into space. How we deal with these neutral planets depends on the properties of our race. Pacifists can watch from hiding to collect research points. More radical scientists can abduct these planets' citizens and subject them to studies. Warlike peoples can overrun the planet easily. And of course, we can give the residents the spaceflight technology to include them as a member of the galactic community. Or even in our own federation, of course.

Apart from such advanced peoples some planets are also inhabited by races that have not yet developed thinking intelligence. As a ruthless ruler, we can intervene in the evolution of these aliens to tailor a slave race to suit our needs. If our own people has problems with surviving on a desert planet - no problem, then we simply tinker our own desert Freemen (Dune, as we understand). And if we have a weak miltary, we can just breed a race who're willing soldierss and zoom - the Jem'Hadar seen in Star Trek: Deep Space Nine are born!


That's all for now. There's other articles linked on these forums that are in German and Italiano. You may want to dig those up and do a google translate, if nothing else.
 
@hkrommel From the RPS article: http://www.rockpapershotgun.com/2015/08/06/stellaris-paradox-strategy-game/


The second one is from a rustic translation of a German article. I apologize for the rough wording, but you can read the rest here: http://forum.paradoxplaza.com/forum...estar-video-impressions.875629/#post-19767608



That's all for now. There's other articles linked on these forums that are in German and Italiano. You may want to dig those up and do a google translate, if nothing else.

Thank you!