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Is stellaris an RTS?
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>>2367712
HURR DURR CHOKEPOINTS IN SPACE
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>They introduce the option to remove certain megastructures (Dyson Array, Arc Furnaces, Hyper Relays, Gateways)
>But NOT FUCKING HABITATS
>Look on the net
>"Oh you can le destroy le habitat with le planet cracker!!!!"
>Destroy the Habitat with a Plant Cracker
>It creates Debris
>Click on the debris
>YOU CAN'T FUCKING REMOVE THE DEBRIS
ARE YOU FUCKING KIDDING ME?
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>>2367715
>>2369189
I don't see people commenting on it enough, but the Vivariums have been bugged, bugged in a deeply fundamental way that breaks the DLC, for like +4 months at least. I've seen some people say they've been bugged since 4.0's initial release.
>How are they bugged?
Basically what's happening is: you capture a space fauna and it'll mature and reproduce normally, but none of its' children will. The initial space fauna spawn/reproduce and then then the spawn just get older but never mature nor reproduce. They just become old children. Their science/food/mineral values also bug out becoming a ?. This eventually leads to a point where the auto-cull (the Vivarium either auto-culls or perhaps space fauna have lifespans I'm not aware of?) will kill all of ALL your stock and you'll be left with an empty Vivarium - making it very difficult to attain better genes and basically impossible to keep a *collection.
Which is fucking dog shit and inexcusable since the capturing space animals thing is like the bulk of the dlc.
*With that said the Vivarium was always fucking shit and lacking even the most basic house-keeping features:
-You can't cull multiple specimens at the same time. You have to individually, manually, select specimens and cull them one at a time. This becomes insane tedium with Amoebas and Whales because they shit out dozens of spawn at a time.
-You can't necessarily 'save' or 'favorite' stock/specimens. What I mean by that the Vivarium's purpose is to ultimately produce only "Legendary Quality" specimens: any lower-quality stock will eventually be groomed/culled out of the Vivarium. This process makes it impossible to keep lower-quality stock (which I get. It's a pointless rp novelty).
-I don't think I've ever seen, whether in-game or in forums, anyone successfully breed the Voidworms in captivity? I don't know if it was ever possible?
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>>2367712
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Why does the economy just crap out out of nowhere in this game. I have like 300 hours and mid to late game I’ll do almost nothing new or crazy and suddenly my economy collapses and I have massive deficits of everything despite making a ton earlier
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>>2370608
Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
A realtime strategy game checks the status of its simulation once per sim cycle and resolves all interactions within the simulation simultaneously. The simultaneous check and resolve paradigm is what makes it "real time" in the context of a computation.
Stellaris, and by extension most other paradox "real time with pause" games do not do this. They have frequent sub-second sim ticks which resolve queued inputs, slower once-per-second state checks which check the status of some elements of the simulation but not all of them, and then an infrequent "end turn" tick (a month in stellaris, a day in HOI, etc.) that resolves all the queued status updates that have accumulated over 30 ticks of checks.
The important aspect for a game like stellaris is that the day-ticks basically don't check or resolve anything except UI elements, so time only actually passes at the 'end turn' tick of each month. If you do something at the start of the month, it will take 30 days and then complete. If you do it at the end of the month, it will take 1 day and then instantly complete. Underneath the hood, stellaris functions like a turn based game that just has a built-in time limit on your turn, and then a lot of very complicated and resource-intensive rigging goes into giving the illusion that those 30 ticks of the clock between end turn checks aren't irrelevant.
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>>2371248
this is the way
also fuck cyber fags
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>>2372361
Obviously your economy is collapsing because of something you did.
If you're playing on an up to date version the issue is probably "logistics"
If a planet runs a deficit of a resource (ie a forge world negative on minerals) then it consumes logistics to represent the deficit being met by transporting that resource from elsewhere in your empire.
Your fleets also consume massive amount of logistics upkeep whenever they're not docked at port, and even more when they leave friendly territory. If you run a big enough logistics deficit then that 'supply chain' supplying upkeep resources between planets gets prorated, which is probably what's causing your eco to crash.
And yes it's stupid. The game doesn't display anywhere what your logstics needs WILL be when you move your fleet so it's fashioned deliberately to blindside you.
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huh
realistic
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>>2372487
>Pretty sure supcom's sim ticks are more frequent than once per second but that's beside the point.
No. Put a UI mod in that triggers on sim beat in a way that you can see. You'll find it's 1 second intervals, or slower.
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>>2374049
I'm experimenting a bit myself since I haven't played the game a huge amount, but generally the dlc that just add side mechanics that don't interact with the rest of the game in any meaningful way. Stuff like the astral threads with their menu of "click a button every x months to enable a modifier" or the archive dlc. I do wish their was a way to keep the flavor events/archealogical sites while disabling the rest of the dlc content though.
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>>2367712
>Is stellaris an RTS?
No.
We use grand strat/4x hybrid for it.
Keep in mind that Video Game genres aren't scientific constants.
Things like real time vs turn based is usually understood without controversy, but a lot of other things are based on convention, genres are also more than the individual words in their names.
Stellaris doesn't fit into the conventions we've used to identify RTS in the past, and instead fit into other genre conventions.
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>>2371903
>>2370583
>>2371591
>>2373239
Another patch and it's still fucking broken.
>>2374024
>Are voidworms always meant to be this annoying?
>Why the fuck do they even exist
I kind of like how they cull the excessive Comp pops around the mid-game point. They're an interesting Galactic threat because unlike the end-game threats they won't capture spaces or genocide civilizations. If you ignore them or don't do anything pro-active about them they'll wander around half'ing entire populations and destroying enclaves.
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>>2374096
Probably still balanced for the old economy, with the developers usually playing with fauna turned off because it's all annoying and doesn't add much. It was intended to be a second great khan. When I first met the khan, I actually had to surrender to him because he was that powerful. Power creep has nullified that concept
If you generate a rough map, the voidworms can very easily outmatch every empire's entire fleet with each troika. Turning back midgame start is the solution, but it has obvious other problems
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>>2374358
I'm saying it plays like an RTS game and not a grand strategy game. You get your resource numbers up then build units and go kill other players. This is the only way to play this game, it has no other core mechanics, everything else you're about to tell me is a gimmick for singleplayer roleplaying.
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>>2374096
Void worm plague is basically balanced to punish you hard for playing too greedily but they've always been annoying because it feels like they're balanced around hyper minmaxed PvP autisms version of greedy and punish unoptimized casual play by extension
The bright side is that they kill your planets very slowly, so you can just hunker down and wait for the Event bar to tick down if you got caught out.
Technically, their fleets are much easier to kill compared to the Khan's, but they're more annoying because they're so aggressive so you have less time between the message appearing and your systems getting fucked up with which to prepare.
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>>2374364
>I'm saying it plays like an RTS game and not a grand strategy game.
Well you're wrong in saying that.
Pretty much any regular player of rts games like age of empires, starcraft, command and conquer, won't recognize Stellaris as their peer, but they will all recognize each other as peers.
it is not useful describing Stellaris as a game genre that it doesn't fit into, that their developers aren't trying to fit it into, and which there's very little overlap with.
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>>2374530
Because paradox hate parity just as much as mojang do. It would destroy their swedish honor to make two things that are effectively the same work the same way. How could they face their families after making things make sense?
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How difficult would it be to recreate the Viltrum Empire in Stellaris? Would it require biological ascension?
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>>2375555
>Viltrum Empire
the social part, pretty easily
you can even make them superstrong, but nothing like how retardedly OP they are in the comic
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>>2375638
that you need to mod yourself
we only got these OG scrubs and niggers
those alien mofos and their outfits are the closest you can get to capeshit
also that reddit selection I found makes no sense anyway,
this would be my preferred choice
fuck,
I might actually play the bastards
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>>2375696
though, holy shit
actually playing these RP selections looks like a handful
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>>2367712
No. RTS is a highspeed strategy game that doesn't favor you pausing the game inbetween decisions. It forces you to rely heavily on your skills of reaction-timing and prioritizing more important tasks over distractions.
Stellaris is a grand strategy game because it includes domestic mechanics like stability and internal politics. It also allows you to pause the game and tweak things around for efficient and desirable outcomes. It also puts a greater emphasis on details and generally redraws borders between nations, whereas RTS games do not.
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https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-dia ry-416-quality-of-life-improvements .1916931/
https://www.reddit.com/r/Stellaris/comments/1sn06zr/stellaris_dev_diar y_416_quality_of_life/