Stellaris - BjornB
Work has begun on the 2.1 Niven update. Not much can be revealed about it yet, but let's have a look at what we can talk about at this time



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Stellaris - BjornB
Hi all, Jamor here.

I'd like to announce that the new patch, 2.0.3, is released and should be updating for you via Steam shortly. It contains many oft-requested bugfixes and balance improvements. Give it a try and let us know what you think in our official forum



################################################################# ####################### VERSION 2.0.3 ########################### ################################################################# ################### # Feature ################### * Added confirmation popup to the "clear user directory" function in the launcher, to avoid unintentionally deleting files * Added new events to notify you when the construction of Gateways has concluded * Added Will to Power unity ambition that gives +5 influence/month * Fleet view now consolidates ships into their ship size (with breakdown of ship classes available in tooltip) rather than showing each design individually, making fleet view less of a visual mess and not misleading players with numbers like 20/0 corvettes * No longer possible to decrease ship design count in fleet manager when a ship is waiting for upgrades * Scaled difficulty is now a separate setting from difficulty, so a game with Scaling and Grand Admiral will have AI empires start at no bonuses and scale up to full Grand Admiral bonuses at the end-game start date * Colossus now shows progress for charging weapon in the outliner * World Cracker can now be test fired on uncolonized habitats, ringworlds & tomb worlds * Ion Cannons no longer auto-upgrade (as they are designable) * Winning a force ideology war will now pull the target out of any federation they are a member of * Ideology war goal text now informs you of Ruler resigning and being forced out of Federation * Max hyperlanes is now 2.0x, as there was functionally no difference between 2.0x and higher * The Erudite trait now helps multiple leader types in different ways, similar to Psionic or Cyborg ################### # Balance ################### * Increased ship upkeep reduction for Fallen/Awakened Empires * Increased primitive Sol spawn chance * Ion Cannon no longer has a power cost for its weapon component * Reduced firing speed on Colossus from 90 to 30 days. Reduced weapon charge time on Colossus from 270 to 90 days * Raised hard cap on command limit from 200 to 500 * Trickster admiral trait now gives shorter emergency FTL cooldown instead of sublight speed bonus * Piracy risk is now rounded down to the nearest whole percent * It is no longer possible to use a Total War wargoal as your defensive wargoal against an attacker that isn't also using a Total War wargoal * Disabled Starbases no longer inhibit FTL of hostiles * Awakened Empires now get more resources but also more effect from decadence * Assimilators can no longer have rivals, and get tradition swaps for traditions relating to claims or rivals * Ground combat collateral damage now has a higher chance of adding blockers * Reduced damage output and raised cost of Xenomorph armies * Festival of Worlds now costs 5000 energy rather than energy, minerals & influence * Psionic Shields are now stronger than Dark Matter Deflectors, rather than the other way around * Added some food when Fallen Empires awaken, to prevent early starvation # Traditions * Master Builders now only gives +50% megastructure build speed (down from +100%) but increases the size of any Habitats owned by that empire from 12 to 15 (retroactively applied on any habitats of size <15 built before taking the perk or later conquered by the empire with Master Builders) ################### # UI ################### * Fixed certain multi-effect Strategic Resources (e.g. Living Metal) causing text overflow in the Strategic Resource list * Fixed ironman UI being broken in setup screen * The war summary now shows how many ships and armies were destroyed, as well as the number of systems and planets occupied * Clicking on a ship design to add it to a fleet template that already has it now increases the counter for that template * Fleet view now only shows template counts for your own fleets ################### # AI ################### * Subjects will now follow their overlord with all fleets * Fixed AI using jump drive in some cases where it shouldn't do so due to enemy superiority ################### # Modding ################### * Added a free_pop modifier to species rights that can be used for citizenship, living standards and military service to apply a modifier only to non-enslaved pops * Defaulted the operator of on_tech_increased trigger to >=, so that the trigger works at all * Added on_system_first_visited on action, which triggers when you first get intel on a system through any means ################### # Bugfix ################### * General fixes and improvements to the Fleet Manager * You will now be properly able to use gateways you've built even if you didn't encounter one before * Added missing localization for new features added in 2.0.2 * Fixed a bug where empires could appear without visible borders * Overlords can no longer get CBs against their vassals * Fixed issue where Gateways could not be used despite having the necessary technology * Fixed corrupted Looped Syzygy display model in Ship Details view * Fixed federation fleets created by an ally empire not being added to your fleet manager when you become federation president * Fixed a case where ships trying to find the nearest starbase to perform upgrades would ignore the one in the system they are in * Fixed the Unbidden always treating their home system as conquered, even when there were colonies blocking them from leaving it * 'Does not Compute' event will now also trigger when the final machine world is destroyed by a Colossus * No longer crashes when 'intel' or 'sensor' commands are used as an observer * Fixed some other crashes * Fixed an endlessly spamming threats from Fallen Empires about encroachment, if you have a wormhole that exits inside their territory * Planet having sapient pops during colonization no longer messes up interface and other things * Ships can now properly upgrade at the stations of allies * Added some missing tooltips * Synth Leaders in a non-synth ascended empire can now also suffer malfunctions * Which empire takes control of a disabled starbase in a war is now consistent between Starbases that were already disabled and ones that had to be disabled through force * Fixed the 'Captive Star' achievement triggering from building a Dyson Sphere construction site * Fixed a case where clicking on an obsolete ship in the fleet manager would not show the updgrade options * Event-spawned ships can now be removed from fleet templates when they have been destroyed * Claims on systems that become unowned (due to owner disbanding the outpost) are now deleted * Fixed Marauders demanding nothing in tribute when empire income was >250 minerals, because even lunch money counts * Fixed accidentally disabled mega engineering tech unlock * Fixed a bug where you couldn't build multiple gateways at the same time * Ships will now use captured enemy shipyards to upgrade during war rather than pathing all the way back to friendly territory * Fixed pre-sapients not getting pre-sapient traits * Planetary edict expired messages now will properly open planet view instead of country edicts view * Fixed Awakened Empires not being able to use the demand subjugation action * Fixed successful battles against starbases where your attacking fleet takes losses showing as a defeat in the war summary screen * Fixed a bug where establishing contact with an enclave would silently give you comms with all other empires known to the enclave * 'Stay on Target' achievement will now also trigger if the colossus is in the process of charging its weapon * Fixed issue where anomalies could overwrite modifiers in Precursor systems * Event triggers were reworked to prevent some events spawning massively far away from the player, because the game thought they were close due to a wormhole or gateway * Fixed issue where the Extradimensionals would sometimes end up owning a planet * Fixed Unbidden sometimes spawning without diplomatic contacts * Fixed leaders being able to get both Chosen One and Psychic if they were elected to or out of office * Fixed incorrect tooltip for Devouring Swarm * Pop happiness modifier will no longer increase cost of colony ships * Proper total war CB is now given when you have a colossus, but you can still make claims (was wrongly locked out before) * Disabled custom ship design when auto-generate design is on, to prevent a bunch of bad bugs with upgrading * Fixed sectors wrongly ignoring their resource storage limit via monthly income * When an empire changes their ethics, the 'go to' button on the notification event will now work properly * Fixed some species getting the wrong living standards set when citizenship was changed

Please note that save game compatibility with earlier versions is not 100% guaranteed, and some fixes listed above may only work with a new game. If you are in an important game that you want to finish and the new version interferes with that in some way, you can roll back to a previous version like this:

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> select the version you want to roll back to.

When you're done, just opt out of beta programs and you'll auto-update to the latest official version. Have fun playing!

Stellaris - candyalien


Hello all interstellar readers!

It is time for me to write another entry and this one will be a special one for me to write. For those that doesn't know me, my name is Björn Iversen and I work as Audio Director at Paradox Development Studios.

Hope that you all have been enjoying Stellaris since our update and Apocalypse expansion, it was sure super fun working on audio assets for blowing up planets! But working on Apocalypse was also the beginning of the end for my part. The plan was that when I was done with my work for Apocalypse it was time for me to move to another project here at Paradox.

When I first started at Paradox, I was really excited about creating cool sounding audio assets for our historical games and what kind of challenges I would be facing! Fun note, I have been trying out PDS games since Europa Universalis 1. So imagine how surprised I was when I first walked into the office, did not ever imagine that I would start working on a new PDS IP, that also was a Sci-Fi game! It is like every Sound Designer’s dream to work on a game like this! Who doesn’t like working on lasers and explosions! But in reality I started working more with kazoo’s and clarinet to create all those sweet UI sound effects.

My first workstation at Paradox back in 2015 when I was high tech.

You can read the full dev diary here.
Stellaris - candyalien


Hello all interstellar readers!

It is time for me to write another entry and this one will be a special one for me to write. For those that doesn't know me, my name is Björn Iversen and I work as Audio Director at Paradox Development Studios.

Hope that you all have been enjoying Stellaris since our update and Apocalypse expansion, it was sure super fun working on audio assets for blowing up planets! But working on Apocalypse was also the beginning of the end for my part. The plan was that when I was done with my work for Apocalypse it was time for me to move to another project here at Paradox.

When I first started at Paradox, I was really excited about creating cool sounding audio assets for our historical games and what kind of challenges I would be facing! Fun note, I have been trying out PDS games since Europa Universalis 1. So imagine how surprised I was when I first walked into the office, did not ever imagine that I would start working on a new PDS IP, that also was a Sci-Fi game! It is like every Sound Designer’s dream to work on a game like this! Who doesn’t like working on lasers and explosions! But in reality I started working more with kazoo’s and clarinet to create all those sweet UI sound effects.

My first workstation at Paradox back in 2015 when I was high tech.

You can read the full dev diary here.
Sid Meier's Civilization® V

Welcome to our round up of the best 4X games on PC. Ever since the term '4X' was coined for the original Master of Orion, we’ve been Exploring, Expanding, Exploiting, and Exterminating our way through fantasy, history, and the depths of space. The genre has seen something of a renaissance in the last half decade, and while it’s great to have options, there’s also a lot to sort through. 

Not every 4X game is for everyone, so we’ve taken a look at all the major players to enter the stage in recent years and why you might, or might not, want to play them.

Dominions 5

Let's start with an unusual one. Dominions 5 is a 4X game about warring gods and their fantastical armies. You start by designing your deity, which could be a raging dragon or a mystical inanimate rock. Turn by turn you muster armies, recruit wizards to research apocalyptic magic spells, and fend off the attentions of other pretender gods. 

Dominions' visuals are... old school, let's say. You need to dig into the community and get some decent user-made maps but, once you've done that and scanned the manual you'll find a detailed strategy game that generates mad stories. I'm used to controlling spaceships and cavalry in 4X games, only in Dominions can I send an alliance of satyrs, wyverns, elemental spirits and ghosts off to fight some atlanteans. The AI is easily to beat once you have played a few games but the game thrives in multiplayer about other people.

Who's it for: Players happy to get past primitive visuals to unpick a detailed magic system and command dazzling and varied factions.

Sins of a Solar Empire: Rebellion

A unique blend of 4X and RTS set in space, Rebellion is more fast-paced than most of the games on this list. It’s a standalone expansion, but also the definitive version of Sins currently available—so you don’t need to worry about grabbing the original to have a good time.

Who it’s for: Existing RTS fans who want to branch out into 4X, and players who like to get to the action fast and maintain a challenging pace. This one may be a little chaotic for the turn-based armchair generals of the world.

Fallen Enchantress 

This turn-based fantasy 4X revolves heavily around Hero characters and a faction leader called a sovereign who can go on RPG-style quests and be used in many aspects of empire management, not just limited to combat.

Who it’s for: Classic RPG fans will feel right at home with the quest system, and the customizable fantasy armies are likely to appeal to tabletop miniature painters of the Warhammer and Hordes persuasions.

Endless Space

One of the most intriguing aspects of the universe in which Endless Space (and its sequel) are set is the mythology behind it. Much revolves around the ancient empire known as the Endless, and the quasi-magical Dust they left behind.Who it’s for: A good all-around entry level space 4X that will also challenge experienced players, and holds added appeal for anyone who wants to unravel facets of a mysterious, pre-written story while dominating the galaxy. It’s also available for beans now that ES2 is in Early Access.

Sid Meier’s Civilization 5 

If we could crown a king of 4X, Sid Meier’s Civilization would have little competition for that throne. Taking one of an armload of civilizations from the ancient to the modern age while competing for various victory conditions, this is the series that has championed the genre for years.

Who it’s for: Even with Civ VI out, Civilization V frequently goes on sale for absurdly low prices, so if you’re not sure you’ll like the series and just want to try it out without dropping the full $60 on the new one, by all means take advantage. It’s certainly an excellent, entertaining game in its own right, particularly with the Brave New World expansion. Plus, the mod scene is excellent.

Europa Universalis IV 

While most of the other games on this list put you in a randomly-generated world or galaxy, EU4 is built on an extremely in-depth recreation of Earth between the years of 1444 and 1821. You can lead any nation on the planet, from France to the Comanche, through centuries of colonization, exploration, and technological discovery.

Who it's for: Considering it’s the highest review score I’ve ever given out, it’s almost easier who to ask who it’s not for. The complexity of the simulation and sprawl of interlocking systems for trade, war, and diplomacy might intimidate newcomers to 4X and grand strategy, but EU4’s interface and tooltips do an excellent job of helping you wade into the shallow end and get a feel for the water.

Eador: Masters of the Broken World 

Taking the role of a demigod battling others of your ilk for control of the shards (all that’s left of the eponymous broken world), Eador is another 4X game that’s hard to categorize. It features 4X, RPG, and board game-like, tactical turn-based elements.

Who it’s for: Eador’s greatest strength might just be how different its setup is compared to most other 4X games. The breaking of the game world into shards, which each behave like a smaller version of a strategic map in a game like Total War or Crusader Kings, means you’ll enjoy it if you’re looking for something a bit different than the standard map conquest or flipping largely static planets in a vast expanse of space to your color.

Sid Meier’s Civilization: Beyond Earth

Taking the Civilization formula into space, Beyond Earth casts you as the head of one of the first human colonies on an alien planet. You guide its development and compete with other colonial concerns using mechanics that will feel highly familiar if you’ve played Civ 5.Who it’s for: Beyond Earth is, in my opinion, a bit of a misstep in the Civ series, lacking elements that drive its siblings to success. While it has some cool things going for it, like a nonlinear tech system that allows you to evolve your futuristic technology in a number of distinct directions, it ultimately feels like a high budget Civ 5 mod that didn’t hold my interest for more than a couple dozen hours.

Endless Legend

Similar to its sci-fi counterpart Endless Space, the unfolding fantasy epic of Endless Legend takes place in a richly realized world with character and backstory to spare. Civilizations are highly customizable, and each presents distinct opportunities.

Who it’s for: We awarded Endless Legend a Commendation for Design in 2014. It has its foundation in the time-tested elements that make 4X what it is, but is unafraid to build on and remix them in ways that will especially interest long-time players who might be suffering from genre fatigue. Beyond that, anyone just wanting to explore a rich and interesting new fantasy setting won’t be at all disappointed.

Warlock II: The Exiled

Warlock is pretty close to what I’d imagine a well-done fantasy overhaul of Civilization might look like. It makes good use of neutral factions on the map to be more than just an early-game annoyance.

Who it’s for: Due to its relative simplicity and adherence to genre norms, this is a fairly welcoming first step for those wanting to branch out into fantasy 4X from other subgenres. It also has a sharper sense of humor than its more dour, grandiose counterparts like Endless Legend and Fallen Enchantress.

Distant Worlds: Universe

Allowing you to discover the stars in a pausable, real-time galaxy, Distant Worlds features one of the more robust models of a civilian economy (which can run on auto-pilot while you handle the political stuff) I’ve seen in a 4X game.

Who it’s for: Aside from just being an overall well-designed 4X, Distant Worlds will have a special appeal for those who like to focus on exploration. This is because it really succeeds where so many other sci-fi games have failed: it makes space feel really, really big.

Star Ruler 2

Similar to Sins of a Solar Empire, Star Ruler 2 is a bit of a 4X/RTS hybrid. It boasts quite in-depth systems for diplomacy and planetary development.

Who it’s for: This one skews toward the higher end of the complexity scale, and the sheer amount of fine control you have over its systems might be intimidating to newcomers. If you’re looking for gigantic, animated space battles, however, it may be worth your time to wrap your head around it.

Galactic Civilizations III 

Galactic Civilizations has cemented itself as the other 'blockbuster' contender in the 4X space, and GalCiv III is the most polished and extravagant entry to date.Who it’s for: If you’re sick of cookie-cutter victory conditions, one of the most positive changes GalCiv 3 made to the series’ formula was turning victory into a set of objectives you can pick and choose from. So even two different runs going for the same victory condition might look different.

Stellaris

Stellaris takes Paradox’s historical formula and blasts it to the stars where you’ll manage military, political, and economic aspects of your space empire.Who it’s for: Fans of historical grand strategy will feel at home in Stellaris, but for those used to more traditional 4X, it takes some getting used to. There’s a much heavier focus on politics, with elements like your form of government and the will of your citizens playing a large role.

Master of Orion

The most recent in the lauded Master of Orion series doesn’t do much we haven’t seen before, but it plays the old hits well and wraps them in stratospheric production value and some big name sci-fi voice talent.Who it’s for: Despite being so new, MoO is bog standard 4X. Not much has changed here since its 1996 predecessor other than the graphics. That does make it a nice starting point for total newbies, but the real draw is hearing John de Lancie lament the war that's brewing between his empire and yours.

Endless Space 2

Endless Space 2 builds on some of the best ideas of its predecessor, this time crafting more unique story content for each of the distinct interstellar empires.Who it’s for: It shouldn’t surprise you at this point in the list that connoisseurs of interactive storytelling should jump for anything that says 'Endless' on it. Endless Space 2 is also arguably a better starting point for newcomers than the first one, as it’s made lots of improvements to your ability to access important, contextual information.

Sid Meier’s Civilization VI

Civilization VI emerges from its chrysalis to reveal the most transformative and fresh take on the series in its storied history. Also, it has Sean Bean.

Who it’s for: Just about anyone who enjoys turn-based strategy. It presents lots of new challenges and opportunities even for the most weathered series veterans, but also remains among the most inviting 4X games for first-timers.

Stellaris - candyalien


After a several weeks patching and QA verifying, in addition to tweaking the build based on useful feedback from our player community, I'm happy to say that 2.0.2 is coming out of beta and will be auto-updating for all Steam users shortly.

We've done a ton of bugfixes and balance tweaks, as you'll see in the changelog. After a week in QA I feel the build is robust enough to go live and get these fixes out there for everyone. We'll, of course, be standing by for your further feedback.

You can read the full patch notes here
Stellaris - candyalien


After a several weeks patching and QA verifying, in addition to tweaking the build based on useful feedback from our player community, I'm happy to say that 2.0.2 is coming out of beta and will be auto-updating for all Steam users shortly.

We've done a ton of bugfixes and balance tweaks, as you'll see in the changelog. After a week in QA I feel the build is robust enough to go live and get these fixes out there for everyone. We'll, of course, be standing by for your further feedback.

You can read the full patch notes here
Stellaris - candyalien


Hi all, Jamor here.

I've got the newest update to 2.0.2 beta and it's out on Steam now. There's a ton of balance tweaks as well as bugfixes, including more for the OOS problems we've been experiencing in multiplayer. We're sending it to QA shortly to produce an official, non-beta version, but there are good fixes in here that I wanted to get in to the hands of those interested sooner rather than later. Please keep your constructive feedback coming so we can make the best possible final version of 2.0.2.

You can read the full patch notes here.
Stellaris - candyalien


Hi all, Jamor here.

I've got the newest update to 2.0.2 beta and it's out on Steam now. There's a ton of balance tweaks as well as bugfixes, including more for the OOS problems we've been experiencing in multiplayer. We're sending it to QA shortly to produce an official, non-beta version, but there are good fixes in here that I wanted to get in to the hands of those interested sooner rather than later. Please keep your constructive feedback coming so we can make the best possible final version of 2.0.2.

You can read the full patch notes here.
DEFCON - contact@rockpapershotgun.com (Alister MacQuarrie)

civilization-vi-rise-and-fall-growth-1

Civilization VI: Rise and Fall wants to solve a problem. That problem is perpetual growth, and it plagues many 4X games. Whether your aim is world conquest or cultural hegemony, victory in Civilization and many of its cohorts depends on domination. However peacefully you try to play, you’re often straight-jacketed into a utilitarian-psychotic view where all resources and people are just raw material to be assimilated, Borg-like, until the whole map is monochrome.

But as the early excitement of exploration and expansion ebbs to late game stagnation, the fun runs out. Historically, stagnating empires tend to fragment and collapse. But in Civilization VI, like many games, you’re the star of the show and there’s nowhere to go but up.

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