• 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.
Wilderness: Seems simultaneously overpowered and underpowered. You spend like 50 years practically only building the growth buildings until you eventually hit a tipping point where you just have infinite biomass and infinite pops and you spend like 10 mins queuing up max districts and buildings across dozens of planets that are instantly filled. But your lategame is still a lot less powerful than other races, you just don't have the insane production multipliers (which seem like they should be nerfed but I don't play Stellaris continuously enough to talk about game balance).

Evolutionary Predators: It's OP. I recommend being Fungoid/Plantoid and taking Invasive species w/ 4 drawbacks. I kind of dislike how it has 3 "focuses" for how you acquire genetic material points because there's literally no reason not to switch to the one which gives the most points so why wouldn't Paradox just calculate the best option automatically. Not a lot to it, just get a lot of planets and load up on more traits than you can parse through.
 
  • 3
  • 1Like
Reactions:
Both Wilderness and Evolutionary Predators are really well made. Especially Wilderness totally change gameplay about pops and alongside effects. Although I feel Wilderness can be something more, like allowing 3 crisis or Wilderness-only super world kind of thing. Or make Wilderness Purity lose advanced trait for more planetary control and unique things to do with planet. (didn't play hard reset)
 
I've played a little of hard reset and what i love with it is if you chose the harmony with the machine, you can then take the cybernetic tradition without having to take the ascension perk which is cool.

In term of pop bonus, they are worse than clone army ascendant both in term of economy bonus and fighting potential. Their best trait are the one you gain when decyberized because it give you +10% sociologist effectiveness, +10% bureaucrat effectiveness, +5% hapiness and +20% governement ethic attraction. (without talking about removing the -20% pop growth speed from their cyber commando trait)

Additionnally, even if it is now bugged (i've shared a bugfix i've done on it with the dev), you have a unique archeological site that give you +10% food output, +10% sociologist output and either +5% unity output or +20% hapiness. Which make them the best battle thrall empire i think XD (which is sad because they cannot give their cyber commando trait to other species)
 
  • 1Like
Reactions:
I kind of dislike how it has 3 "focuses" for how you acquire genetic material points because there's literally no reason not to switch to the one which gives the most points so why wouldn't Paradox just calculate the best option automatically.
Yeah, it would make more sense if it was something you chose at the start of the game to define the type of Evolutionary Predator you are. At present it's more just extra busywork, plus the AI didn't seem to be using it at all last I checked.
 
I want to like starlit citadel; I’m a big “play tall and turtle up” kind of guy who prefers to hide behind chokepoints and tech/economy rush instead of building ships.

But it’s just horribly bland. Even when you breach their region of space it’s just a “oh, ships got out of control, whoops.” Message. I was expecting an archeological site at least.

It’s nice that it gives a guaranteed black hole system plus a free planet, but just feels too vanilla otherwise, fluff wise.
 
  • 1Like
Reactions:
I want to like starlit citadel; I’m a big “play tall and turtle up” kind of guy who prefers to hide behind chokepoints and tech/economy rush instead of building ships.

But it’s just horribly bland. Even when you breach their region of space it’s just a “oh, ships got out of control, whoops.” Message. I was expecting an archeological site at least.

It’s nice that it gives a guaranteed black hole system plus a free planet, but just feels too vanilla otherwise, fluff wise.

not as bland as the one start with a gateway

but pretty close
 
The system behind the portal in Starlit Citadel does connect to several other systems in the galaxy so its like a mini gateway network. Unless you're unlucky and multiple portals are under or locked behind a FE.
 
I want to like starlit citadel; I’m a big “play tall and turtle up” kind of guy who prefers to hide behind chokepoints and tech/economy rush instead of building ships.

But it’s just horribly bland. Even when you breach their region of space it’s just a “oh, ships got out of control, whoops.” Message. I was expecting an archeological site at least.

It’s nice that it gives a guaranteed black hole system plus a free planet, but just feels too vanilla otherwise, fluff wise.
Agreed. Well, not the blandest thing ever, but an issue I had is that the enemy doesn't scale much or ever present a threat.

Megastructure build capacity always nice to have late game. I liked having the uplink guy jobs everywhere, though I didn't bother to calculate if they're worth it. Ability to have more citadels in a system seems completely overkill. But maybe that's necessary against something.
 
Wilderness is very cool, I tried Evolutionary Predators but had an unlucky start so it didn't go anywhere, the Citadel one doesn't seem very interesting
 
Agreed. Well, not the blandest thing ever, but an issue I had is that the enemy doesn't scale much or ever present a threat.

Megastructure build capacity always nice to have late game. I liked having the uplink guy jobs everywhere, though I didn't bother to calculate if they're worth it. Ability to have more citadels in a system seems completely overkill. But maybe that's necessary against something.
+1 megastructure capacity is huge, but it just comes online so late that it’s too much of a “win more” thing imo;

Especially since the citadel saddles you with early upkeep for it which is a huge handicap for snowballing imo.
 
+1 megastructure capacity is huge, but it just comes online so late that it’s too much of a “win more” thing imo;

Especially since the citadel saddles you with early upkeep for it which is a huge handicap for snowballing imo.

Yeah it looks like a pretty bad Origin.

In general defensive bonuses tend to fare poorly compared to either economic or military bonuses. This is exponentially more the case for defensive bonuses that only affect a handful of systems. Even more so for defensive bonuses that only affect the capital (you can't afford another citadel any time soon).

Citadels feel like something you should go for depending on the game environment, not plan to use from the start. And I feel like just taking unyielding + Eternal Vigilance is going to be a better idea in 95% of cases. You don't need that much defensive firepower unless you're playing grand admiral non-scaling difficulty or something.

To be good the origin would need to offer some kind of economic benefit worth turtling behind. Like... early access to more or better Arc furnaces and dyson spheres.