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Slavers want money, not abstract amount of suffering in the galaxy. Which actually would make a candidate for new ethic division. :)
 
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Why would they care? Whether you free them or eat them, they get their money either way.
You're a slaver. You know that the slaves you are selling are going to a society that opposes slavery and probably will eventually go to war with you to end slavery orwill at least eventually try to end the organic slave trade in the Galactic Community...

WOULD YOU WANT TO MAKE THEM STRONGER?

Seeing as they are directly opposed to your business practices.

If you were a slaver?

It's thee same sort of question of would you want to sell the rope to the people who want to hang you?
 
Can someone please explain to me why on Earth or rather in the galaxy, the empires with outlawed slavery have pay twice for the pops on the slave market that immediately go free?
I don't know where or who I heard it from, but apparently it's because you have to do it in secret and spend extra resources circumventing your own law, or something like that. Take this with a spoonful of salt.
 
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Maybe a good a reason, the non-slaver empire does not want to buff the slavers with extra credits, which incentivise them to widen the practice. This makes sense. Thanks. :)
 
It's weird that the galactic market -- which hides the identity of the buyer and seller -- would somehow share information about whether the buyer is likely to free the product.

That smells like a breach of confidentiality to me.
 
I don’t like starting in a nebula because the nebula name overlaps with the sector name when your sector capital is the same system the nebula is centered on.
 
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....?

How do you imagine that starting in a nebula vs. having a nebula next to you changes late game lag?
It seems to take longer to me. Over the years I've noticed that when you are your home system if it has no special features days click by a little faster even in the late game. When you're out at the galaxy level each day takes somewhat longer, so going home and watching something be built like a habitat in system shaves some time off. And if you play in a huge galaxy you want every second possible shaved off especially after all the realistic threats are dealt with and you're only waiting around for something big to happen.

Besides...

The thread is pettiest hill you'd die on.

This is mine.
 
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For me it has to be the ship designer which in my opinion is just fluff that serves no purpose. Its a waste of bits and bytes that has no meaningful effect on the game.
 
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For me it has to be the ship designer which in my opinion is just fluff that serves no purpose. Its a waste of bits and bytes that has no meaningful effect on the game.
Worse, it HAS a meaningful effect but currently there's still a "best design" for pretty much every ship size. So it's not useful for customization but it actually IS still necessary to use.
 
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Pop growth mechanics. The unintuitive way planets produce pops instead of pops producing pops leads to weird setups, like 30 1 pop habitats outpacing a 200 pop Ecumenopolis. Just get rid of base growth and give each pop a version of budding. That’s it, that’s the solution to pop growth that doesn’t lead to explosive pop growth(i.e. lag), but still makes sense. It also fixes pop growth traits out of being useless after pop is grown.
 
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You're a slaver. You know that the slaves you are selling are going to a society that opposes slavery and probably will eventually go to war with you to end slavery orwill at least eventually try to end the organic slave trade in the Galactic Community...

WOULD YOU WANT TO MAKE THEM STRONGER?

Seeing as they are directly opposed to your business practices.

If you were a slaver?

It's thee same sort of question of would you want to sell the rope to the people who want to hang you?
That's why non-slavers pay double.
 
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I've never understood this complaint. The world is what it is, and your aesthetic preferences don't mean that physics are wrong to be the way they are.
its not a worldbuilding issue but a gameplay one. one of the main appeals of space is that you can move anywhere, essentially freedom of exploration. they just remove that to add artificial ‘chokepoint‘ which makes wars And exploration particularly linear

The carrier is not a carrier, it’s at best a support carrier.

we need a real carrier battleship/titan modules.

yes I know they suck but RP damn it
very out of date, carriers are very good since 3.6
 
I have a mod that let's me research dedicated carrier sections for cruisers. Once I get that, my navy basically becomes carriers plus a screen of pd destroyers with close-range weapons to protect the larger ships.
 
its not a worldbuilding issue but a gameplay one. one of the main appeals of space is that you can move anywhere, essentially freedom of exploration. they just remove that to add artificial ‘chokepoint‘ which makes wars And exploration particularly linear
Except that space is vast, and distances between stars are huge. Hyperlanes are thing that shorten the spacetime and allow ships to move great distances in much shorter time. You technically could go between stars without hyperlane but it would take you centuries. In endgame you can develop jumpdrives chich allow you to travel without hyperlanes in reasonable time.
Tho i miss warp and wormhole drives

Ancient Stellaris with three ftl types, wasn't that good. Mostly because if you went to war, you could almost never catch an enemy fleet using a different ftl type than you.
it was fun tho