Stellaris

Stellaris

Perfect Stellaris 3.14 Updated 12 January --Working, somewhat stable--
My assessment of Perfect Stellaris (184 year game)
I'll preface this by saying I had fun. I had a good time and Forever has a smoothly working list. I didn't crash a single time in my multiple games and only had to use the console a couple of times to fix certain bugs. I'm not super sure the best way to approach this so sorry if it's a bit of a mess. I also played multple games to different points, the most recent went for 184 years.

tl;dr at the top because I realised I hit 3000 words.
Carrying Capacity feels bad and breaks all the balance,
District Overhaul needs tweaking because it's too strong and the AI doesn't know it.
Modlist could use an endgame crisis and/or ai difficulty mod that allow you to respawn crisis, make them stronger, and give AI bonuses when they become too weak.
System Scaling feels unpolished and has too many issues, even though it's a great concept.
Galaxy Size seems unwieldy, recommend smaller galaxies until Stellaris is a well made game.
Too many traditions, too much overlap and some modded ascendancies don't work or are way too strong compared to other ones available at the time.
You probably don't need 108 buildslots AND the upgraded vanilla buildings (going up to 20 jobs), unless you think you'll have a forge world with like 1800 people working alloys.


So there was a giant post here but Steam says this ain't your thesis settle down, so here's a pastebin of it. As mentioned it's like 3000 words saying much of what I said above backed with my experience while playing the game.
https://pastebin.com/kx14Xgwv
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Forever  [kehittäjä] 2.3.2021 klo 12.47 
:)
Forever  [kehittäjä] 2.3.2021 klo 12.59 
I agree with Carrying Capacity from my perspective doesn't break the balance. It's a realistic concept regarding population growth. The only issue I see here is the game engine :( that doesn't support a lot of galaxy pops.

District Overhaul 2 is in progress so we will have something more balanced and enjoyable soon :). He is working right now from what I read on the computer AI and how he uses the districts.

"Modlist could use an endgame crisis" I strongly agree with that...but some of them require tons of patches from the weapons mods that we have. I really need more deep dive here.

As for system scaling ... I agree it's not polished, but it's a good as a realistic concept for the game. If it would be for me and if I would have the time in the world I would probably fix all the stuff and bugs the collection has :(

Traditions, I agree...they need more balance, again a patch is required there :(

"You probably don't need 108 build slots" You sometimes need...at the endgame I almost reach the limit of the 108 buildings slots so it depends if you are one planet one nation empire or play concept :)

What I want for the collection:

1. STELLARIS DEVS to FIX THE ENGINE! (this is the reason that I sometimes keep away from making updates because they somewhat feel pointless, even trying to make coding compatibility patches :( ).
The reason I find sometimes it pointless in updating the collection is because of the 10000 population game freeze. When you see that a good campaign (and a hard one) takes 10 minutes per month you will lose all the interest in the game :(

2. A mod that lets you upgrade buildings faster and easier
3. A mod that gives you some kind of constructors (with cost increase) in order for you to build faster
4.Better and smarter AI...right now it feels a bit plastic :(

So most of the issues can easily go away here if we manage to fix the Stellaris base game with it's the stuttering problem :(. If I see this work done by the game devs I would easily invest more time in this project.

Thank you @Rico for your honest review :). I really appreciate it since this is the reason I made the collection in the first place...to find the most balanced and realistic mods out there and combine them in one big mod. Until I will combine all the mods into a single one it will take a bit of time and I want the first point mentioned here by me to be realized in order to proceed on that development.
Rico 2.3.2021 klo 15.01 
The real issue I have with Carrying Capacity specifically is the AI has no idea it exists, so every one of their planets I looked at had all districts built. This means according to carrying capacity there was hardly any place to grow and they were getting hit with -50% growth penalties on their capital with ~100 pops, while my ~260 pop planet was getting a 200-300% growth bonus, so it was growing at about 25-30 pop points a month, while they I'd be guessing were at about 2.

At least for me I found it just made me grow expontentially more powerful as long as I avoided building too many districts. I did have a few worlds where I had filled them and they were struggling to hit 50 pops. Personally I think carrying capacity doesn't care enough about housing, and that the growth bonus shouldn't scale quite as hard as it does. I played a couple extra years to just test a couple of things and the birch world I built it seems it gained 5% 'more' growth rate for every pop it gained (because it has infinite capacity), so with 100 pops on it it was gaining some 40 growth points a month or something.
Tying it to 'districts not built' does make a player think more about what they're doing, but the AI just doesn't and if you play to the mod, you'll outgrow the AI extremely fast.

I love the idea of playing super tall, but the amount of admin cap I can acquire from a single world makes it just a little less desirable. My empire wasn't ultra wide but I would say it's about 3x the size of my standard sort of 'tall' empire. I think both 108 AND the buildings mod is just too much together, but I also just don't like how the 108 mod got shafted with the update (as I do recall infinite building mod used to exist AND look good).

I am quite hopeful for the DO update. It looked like he was planning to fix the terraform issue the current DO has (which was the one bit of console I had to use, so that terraformed worlds kept their districts)

It's like you say though, far and away the biggest problem is the Stellaris devs forgot that 2300 isn't the end of the game. The first hundred years or so plays great, but later is just awful. The amount of lag I got from just looking at the wrong thing was excrutiating.

Also on system scale while I have it on my mind: I think it might not be giving the system-craft a speed boost. Not sure.
Rico 2.3.2021 klo 15.25 
Also I should say the building slots would definitely feel more necessary if Stellaris was a finished product, but as is I dread my planets getting too large.
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