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Name

 Stellaris 

 

Developer

 Paradox Development Studio 

 

Publisher

 Paradox Interactive 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

Release

 2016-05-09 

 

GameBillet

 33.97 /

 

 

Steam

 9,99€ 8,74£ 9,99$ / 75 % 

 

News

 504 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 12062 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/281990 

 

How long to Beat

Main Story

 18 Hours 

 

Main Story + Extras

 27 Hours 

 

Completionist

 40 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 5376  

Average playtime (last 2 weeks)

 385 

Median playtime (forever)

 2822 

Median playtime (last 2 weeks)

 450 

Public Linux depots

 Linux [153.28 M] 


DLC

 Stellaris: Infinite Frontiers eBook 


 Stellaris: Plantoids Species Pack 


 Stellaris: Leviathans Story Pack 


 Stellaris: Utopia 


 Stellaris: Nova Edition Upgrade Pack 


 Stellaris: Galaxy Edition Upgrade Pack 


 Stellaris: Anniversary Portraits 


 Stellaris: Synthetic Dawn 


 Stellaris: Apocalypse 


 Stellaris: Humanoids Species Pack 


 Stellaris: Distant Stars Story Pack 


 Stellaris: MegaCorp 


 Stellaris: Ancient Relics Story Pack 


 Stellaris: Lithoids Species Pack 


 Stellaris: Federations 


 Stellaris: Necroids Species Pack 


 Stellaris: Nemesis 


 Stellaris: Aquatics Species Pack 


 Stellaris: Overlord 


 Stellaris: Toxoids Species Pack 




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Stellaris Dev Diary #307 - Leader Experiments


by Eladrin

Happy Thursday!

This week were looking at another of our Summer Experiments, though this one unfortunately didnt work out as well as we had hoped.

Class-based leader limits.

[h3]Why are you looking at this?[/h3]
Galactic Paragons reintroduced a limit to the number of leaders you could recruit at one time, and while it was a soft cap that you could exceed, experience gains were reduced and once you hit twice the cap, all leader experience gain stopped. In subsequent patches, we relaxed some of the numbers and added more ways to increase the cap, but its still a rather unpopular system that could use some work.

Currently, the presence of a less valuable leader (like a General) takes up the same space as something like a Scientist or Admiral, which leads to some unsatisfying gameplay decisions.

I mentioned a few things we were planning on looking at back in Dev Diary #302, along with some of the issues we expected to run into.

[h3]So what did you try?[/h3]
During our experiments we added the ability to have individual leader caps by class, so that General mentioned above would use up General capacity, but Scientists would be governed by their own limit. Over cap effects would likewise be per-class, so if you had too many Admirals, their progression would slow, but other leader classes would be unaffected.

We also experimented with retaining wild-card capacity, so you could always get a few over before starting to run into penalties.

[h3]Why didnt it work?[/h3]
This experiment largely failed due to UX issues. Stellaris isnt always the easiest game to parse information from, but this turned out diabolically bad and difficult to fix.

The information transfer is made even harder by Envoys acting as their own special version that have their own capacity but behave entirely differently from all of the other leaders.


It says we have 1 leader out of 3, but we actually have 4 out of 5-8. Oh no.


1/1 Admirals, 0/1 Generals, 1/2 Scientists, 2/1 Governors, 0/3 Envoys (but actually 3 Envoys, 0 of which are being used), plus the Wildcards. This could possibly have been shown as something like 1/0/1/2 (+2) | (3), but thats very confusing.

Five different leader types plus the wildcard was too difficult to explain clearly in the top bar (where the limited space is a major issue) and even in the expanded space available in tooltips.

After several variants and some UX design time, we deemed this variant a failure. We could have continued spending time refining this - but decided that wed rather pursue a greater rework that were hoping to release alongside the 3.10 update. (Custodian initiatives do not generally have hard release dates - if its not ready by 3.10 freeze, itll move out to 3.11.)

Ill go into full details after Caelum is released, but the quick summary involves consolidating the five leader classes down to three (Commanders, Diplomats, and Scientists) and reworking how Envoys are used. (As they would be merged into the Diplomat class.)


Yes, we've had one, yes, but what about second leader rework?

Until then, were planning on making some adjustments to the over-cap formulas to reduce their negative effects until the greater rework is ready.

[h3]Tell us about Caelum then![/h3]
Like the Stellaris 3.1 Lem update, 3.9 Caelum has a lot of general improvements scattered across a great number of game systems.

Common Ground and Hegemony are getting some improvements:


  • Your starting federation members no longer own your immediately neighboring systems, allowing both you and them some room for early expansion.
  • The Federation now starts with 0 Cohesion (instead of -100) and halfway to Level 2 (600 XP instead of 0 XP).
  • The requirements for the Origins have been relaxed to allow non-genocidal Hive-Minds and Machine Intelligences to take them. This also allows your AI federation members to occasionally spawn as Hive-Minds or Machine Intelligences.




We also have some balance changes done for Archaeotechs:

  • Halved the energy upkeep of the Facility of Archaeostudies.
  • Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
  • Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
  • The starting head of research for Remnants empires now has the Expertise: Archaeostudies trait.
  • The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
  • Increased the range of Macro Batteries by 50%.





[h3]Next week[/h3]
Here are some things that well be talking about in the next few weeks:


Pixelated collage of lots of tooltips that I figure you'll have deciphered by the end of the day. Well reveal all of these, and more.

Well be starting with all the improvements to the Lithoids Species Pack, that are intended on bringing it up to the level of the others..

See you then!


[ 2023-08-03 13:00:36 CET ] [ Original post ]