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I am already thinking of some extra galactic event chains for the end game such as the the arrival of the Vong or the Borg.
 
I am already thinking of some extra galactic event chains for the end game such as the the arrival of the Vong or the Borg.

Or a Tyranid invasion. Better yet in a expansion/dlc they add bio/organic tech so you can play a origin story of the nids, then go a galactic quest for munchies.
 
*throws money at the screen* Give me this game already!!!
 
The article does a very good job explaining the unique features of Stellaris, which will set it apart from other 4X space games out there. In contrast to the official trailer and announcements, which not particularly emphasize this.
 
The article does a very good job explaining the unique features of Stellaris, which will set it apart from other 4X space games out there. In contrast to the official trailer and announcements, which not particularly emphasize this.

Yes. I'm happy Paradox linked it finally. This article is a must read.
 
@Johan is Stellaris going to be as moddable as EU4 and CK2? I can't wait to see the Star Wars mod or a mod for any of the other amazing space based IPs (we all know we want one based on Wall E)
 
@Johan is Stellaris going to be as moddable as EU4 and CK2? I can't wait to see the Star Wars mod or a mod for any of the other amazing space based IPs (we all know we want one based on Wall E)

The devs in other topics said, yes. It will be as moddable as ever. Maybe even easier.
 
This looks so incredibly intriguing. Now I'm really looking forward to this. I love the idea that you can play as this mysterious "alien" race that kidnaps people from planets and even perform experiments on them :D .

Only problem is that I felt the preview spoiled a little too much. Many of the things it mentioned are things I would have loved to discover in the game myself. Guess you have to spill a few beans to get attention and get people hyped, but still.
 
I hope we can tweak the start settings, I would like to play in a world where all species don't magically discover ftl at the same time.
 
Spore failed because it tried to make 5 different games at once and all of them turned out to be okay, if disappointing.

Spore's problem was EA, take a look at some of the early gameplay videos that include an underwater section and some much deeper (hah!) concepts. Then the devs were told that they needed to aim for a more casual market (as someone said), and that they needed the game out in a shorter time than they expected. So its potential was wasted.

Don't even get me started on bloody Darkspore, either.

I do quite like the look of Stellaris though. I'm intrigued to see how some of the gameplay will end up, considering (as team members have said) they've not really got much to base things off of unlike the other Grand Strategy games.
 
This sounds really cool!

The article mentions that the game is already in late alpha. So, realistically, when can we expect a release?
 
Spore's problem was EA, take a look at some of the early gameplay videos that include an underwater section and some much deeper (hah!) concepts. Then the devs were told that they needed to aim for a more casual market (as someone said), and that they needed the game out in a shorter time than they expected. So its potential was wasted.

Don't even get me started on bloody Darkspore, either.

I do quite like the look of Stellaris though. I'm intrigued to see how some of the gameplay will end up, considering (as team members have said) they've not really got much to base things off of unlike the other Grand Strategy games.
EA is not some boogeyman that kills everything it touches. That's Konami. Spore's problem wasn't that it was too "casual." Its problem was that it tried to make a great space sim, a great global strategy game, a great people management game, a great combat sim, and a great arcade game. It failed at making any of them (except the arcade game) even decent. No one would have been able to make that a good game. There's a Sid Meier quote I throw around every now and then:
Sid Meier said:
The mistake I think I made in Covert Action is actually having two games in there kind of competing with each other. There was kind of an action game where you break into a building and do all sorts of picking up clues and things like that, and then there was the story which involved a plot where you had to figure out who the mastermind was and the different roles and what cities they were in, and it was a kind of an involved mystery-type plot.

I think, individually, those each could have been good games. Together, they fought with each other. You would have this mystery that you were trying to solve, then you would be facing this action sequence, and you'd do this cool action thing, and you'd get on the building, and you'd say, "What was the mystery I was trying to solve?" Covert Action integrated a story and action poorly, because the action was actually too intense. In Pirates!, you would do a sword fight or a ship battle, and a minute or two later, you were kind of back on your way. In Covert Action, you'd spend ten minutes or so of real time in a mission, and by the time you got out of [the mission], you had no idea of what was going on in the world.

So I call it the "Covert Action Rule". Don't try to do too many games in one package. And that's actually done me a lot of good. You can look at the games I've done since Civilization, and there's always opportunities to throw in more stuff. When two units get together in Civilization and have a battle, why don't we drop out to a war game and spend ten minutes or so in duking out this battle? Well, the Covert Action Rule. Focus on what the game is.
There's a limited amount of work you can do on a game. Even if you have until the end of time to develop it, it eventually just gets bloated.
 
EA is not some boogeyman that kills everything it touches. That's Konami. Spore's problem wasn't that it was too "casual." Its problem was that it tried to make a great space sim, a great global strategy game, a great people management game, a great combat sim, and a great arcade game. It failed at making any of them (except the arcade game) even decent. No one would have been able to make that a good game. There's a Sid Meier quote I throw around every now and then:
It's partially true, but one of the developers of Spore stated that what mainly killed Spore was lack of clear focus - team effectively split itself into parts, with each part working on and fighting for their specific feature with other teams. They were basically making pieces of a game that ultimately didn't fit too good together. This could've been avoided by making sure all pieces fall in their place.
 
It's partially true, but one of the developers of Spore stated that what mainly killed Spore was lack of clear focus - team effectively split itself into parts, with each part working on and fighting for their specific feature with other teams. They were basically making pieces of a game that ultimately didn't fit too good together. This could've been avoided by making sure all pieces fall in their place.
But they weren't bad because they didn't mesh well together. They were bad because they were bad. Even if they had meshed fantastically, the gameplay would have been boring and uninspiring.
 
I am simply highlighting that they weren't making a "one game", but in a different way than you or Sid Meier say it.

I have also to disagree with what Sid Meier said about "Covert Action Rule". I mean, in Covert Action he did the same thing as in his example of Pirates! (including the modern version) - you have a couple of mini-games there. Yes, they are "less intense", but nevertheless the overall construction of both games is the same and that doesn't particularly harm Covert Action (at least that's my opinion).
 
I dont think it's a meshing thing, I think it's part Covert Action rule (good game, btw) and partly that the weight doesn't go on the games equally. You basically have four arcade games and then the space game rpg as the center.

After thinking more I guess the spore comparison isn't the problem. My worry is that a set of optimal strategies is going to take over regardless of which of the "universes" you find yourself in. It will be a bunch of different things at once but only one will matter. Covert Action is a good example of that, the break in part was vastly more useful and powerful then all the other parts. I never wasted my time with the codebreaking because it would take like 30 seconds to get that through a break in. Sword of the Samurai had a similar thing with the Melee minigame. It was fun but the rewards were tiny and it could get your character killed so I would avoid it like the plague. If Stellaris has a bunch of different mechanics, one of them is going to become the core mechanic that everything else is secondary to like the Starship phase in Spore or the strategic battle phase in Sword of the Samurai.