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I am talking about that you have ships that have 10 movements and some less per turn, so you move then click end turn then wait for the enemy to move and do the same aver and over, that's what I am tired of, and I hope that Stellaris will not have that.
Nope it's not like that.

In EU4, the closest example, the days pass one after another, you click your navy, click on your destination, and it goes there over time. If the enemy intercepts the unit, combat ensues. Note all this time, the days keep ticking forward depending on your speed setting. Speed 1 (less than one day per second real time) through speed 5 (6 or seven days per second on my machine, even faster with a new computer). You click your army, click your destination, it walks to the destination along an allowed path. All the other players are doing the same, at the same time. In Hearts of Iron, the time goes by hour after hour the same way, but you are moving divisions and long range bombers and stuff.

Paradox has four main games that work like this, Crusader Kings 2, Europa Universalis 4, Victoria 2, and Hearts of Iron (soon to be 4). In all cases, the game just keeps moving forward until you pause. Like I mentioned before, it is RTS, but Paradox's hook is you get to see the actual time pulse while you are playing.

Stellaris will be the same concept. A 0.1 day pulse is the latest info we were given, but the dev qualified that it is not entirely locked down just yet.
 
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but I am not talking about that, I am talking about that you have ships that have 10 movements and some less per turn, so you move then click end turn then wait for the enemy to move and do the same aver and over, that's what I am tired of, and I hope that Stellaris will not have that.

No. Because it's not turn based. It will be like in all other Paradox games.
 
Thx for explaining, the only game that I played from Paradox is Magicka and this week gonna buy Cities Skylines

So don't know about the games that use time pulse, and I don't think I will get into Crusader Kings 2, Europa Universalis 4, Victoria 2, and Hearts of Iron at all.

I will wait to see how Stellaris will work by watching some videos, who know I may like it and buy it o I may not

Thx again.
 
Thx for explaining, the only game that I played from Paradox is Magicka and this week gonna buy Cities Skylines

So don't know about the games that use time pulse, and I don't think I will get into Crusader Kings 2, Europa Universalis 4, Victoria 2, and Hearts of Iron at all.

I will wait to see how Stellaris will work by watching some videos, who know I may like it and buy it o I may not

Thx again.
No problem.

One of the biggest differences between the classic RTS and the four main Paradox games I mentioned is Paradox takes Grand Strategy to the extreme, the number of possible players is very high, and the starts are not normally symmetric, but rather tries to reflect the political reality of the time period the game is set in. Zanzibar should be harder to play than England or France, for instance.

They also try to make their games relatively easy to mod.

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I think one of the best ways to think about it is to compare the two game types. RTS is typically shallow game play with a lot of counters, but time never stops. TBS is typically complex but more like a board game, and time never happens. Paradox sort of fused the two, with a very complex game where the time never stops.

One real time second will see more than ten game days pass, and you will get to click maybe once or twice in that time. All four hundred fifty computer players are calculating moves as well.

When I say time pulse, I am really talking about how often the game state is updated and synchronized. It's good to note that a RTS tries to refresh the game state faster than the 0.3 seconds minimum it takes for our physical response to react to new information, ideally the game is updated every monitor video frame. That way, we think the game is truly continuous. Paradox picked the game day (or game hour in HoI4) as the refresh rate to achieve the same effect.

So it plays like a RTS, but with the relative complexity of a TBS... actually more complex than a typical TBS. It's a more unique experience than most games, so it's hard to explain. It's why some people think of it as a TBS with a series of continuous turns. Others try to explain it as a RTS with aspects of a TBS.

It's why some of us give up and just say it's a Paradox game. (Though that doesn't work since more recently published titles like Magicka2 and Skylines are different than the classic Paradox game. The CK2/EU4/V2/HoI4 crowd think those games don't count, but I think we have to accept the company is much more than their main titles now.)
 
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