Stellaris 3.12 Andromeda

spiralscratch

Ars Tribunus Militum
2,379
Subscriptor
Yeah, my main issue with leaders is that the number doesn't scale to the empire size. Though the changes they propose sound interesting.

I'm liking what they did to habitats in 3.9. The consolidation makes management a bit simpler. And it's finally possible to do something more with moons/asteroids. Though the map can get very cluttered when you have 10-20+ orbitals built up in a large system.
 

pauli

Ars Legatus Legionis
37,643
Moderator

Some good changes, some I'm not so sure of (I don't want more stupid federations floating about).
 

pauli

Ars Legatus Legionis
37,643
Moderator

Astral Planes includes:
Over 30 Astral Rifts to explore
8 new Relics
4 Civics
1 Origin
Astral Threads and Astral Actions
3 new music tracks composed by Andreas Waldetoft

Sounds like Oblivion towers to me.
 

Azhrarn

Ars Praetorian
488
Subscriptor
That new DLC looks interesting, adding more exploration and expedition features to mid-game would be an improvement on over the relative calm that mid-game tends to result in (until a mid-game crisis occurs).
I've had my game locked to 2.1.3 for so long. Maybe I should stop shouting at clouds and give the current version a try. Some of these features sound pretty cool.
I can certainly recommend it, the new leader system and such really make the game more interesting (especially with the relevant DLC for it).
 
Well generals have spent 7 years being a useless drain on your leader cap (except when there wasn't one) so that's going to be an easy change, once you've stomped all the enemy's space installations you'll put a commander on your 200 army doomstack so he can drive it around and get some more XP for actually useful things (as long as they don't die when the first army gets destroyed which they always used to).

Until they finally get rid of transports and put invasion armies on fleets (I hope).

The administrator type is going to be the interesting one, envoys aren't proper leaders at the moment but it's a little bit interesting doing a bit of worker placement with them between grabbing intel, schmoozing empires to get them to sign things (or farm favours with the diplo tradition), and working on your federation cohesion and galactic community weight.
 

Azhrarn

Ars Praetorian
488
Subscriptor
Any trick to get a gestalt councilor node to replace itself? One of mine apparently kicked the bucket and didn't auto replace.
There's tech for a short agenda that will "reset" a given counselor on a hive government (there's one for each), that should give you a new one.
1699819481806.png
The "Cull" agenda's will remove a node and give you a new one (with a few additional starter levels based on the tech you have for it)
The "Revision" agenda will then give the affected node a significant XP boost (20% for selection, 100% for activation).
 
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Azhrarn

Ars Praetorian
488
Subscriptor
I sure am having fun figuring which mods are crashing my game this time.
Given that my main mods (UI Overhaul Dynamic and Tiny Outliner) haven't been updated yet I've been running fully vanilla, though I hope they fix them soon, as even with UI scaling Stellaris doesn't play as well if you have to change the UI Scaling in-game.
 

pauli

Ars Legatus Legionis
37,643
Moderator
Given that my main mods (UI Overhaul Dynamic and Tiny Outliner) haven't been updated yet I've been running fully vanilla, though I hope they fix them soon, as even with UI scaling Stellaris doesn't play as well if you have to change the UI Scaling in-game.
UIOD just updated about fifteen minutes ago, which is several days earlier than expected. I am excite.
 

Azhrarn

Ars Praetorian
488
Subscriptor
UIOD just updated about fifteen minutes ago, which is several days earlier than expected. I am excite.
Yup, saw the update come in, mods have been re-activated. Not all sub-mods are back up (the Tiny Outliner plug-in and Old Style Ship Designer specifically), but the main mod and expanded top bar are back in business.

EDIT : Tiny Outliner v2 submod for UIOD is back up. :biggreen:
EDIT2 : And Old Style Ship Designer too. 🎉
 
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MrLiNcH

Ars Tribunus Militum
2,295
Just started diving into this since my potato laptop can't run fancy shmancy 3D graphics. I just about to give up on my first real game. I got hemmed in too quick and maybe playing a militaristic xenophobic human empire wasn't a best first choice.

I'm only playing vanilla but I can see diving deeper as I peel back some more layers.

What's yall's opinion on "required" DLC? Looks like Utopia is universally recommended with the others getting different rankings.
 

mpat

Ars Praefectus
5,951
Subscriptor
Just started diving into this since my potato laptop can't run fancy shmancy 3D graphics. I just about to give up on my first real game. I got hemmed in too quick and maybe playing a militaristic xenophobic human empire wasn't a best first choice.

I'm only playing vanilla but I can see diving deeper as I peel back some more layers.

What's yall's opinion on "required" DLC? Looks like Utopia is universally recommended with the others getting different rankings.
Much digital ink has been spilled trying to rank them, and there are only a few things people agree on. Utopia is indeed absolutely required. All the other large expansions are fun, except Nemesis, so pick the ones that add things you like. I would pick Federations and Megacorp over the others.

The story packs are nice if you play that type of game. Distant Stars in particular I remember as being fun, but remember that they only add some weird events, not key mechanics. The species packs are dull and can be safely avoided.
 

LuNatic_

Ars Praetorian
546
Subscriptor
Utopia is the only one that I'd say is "required", because it adds stuff that IMO should be part of the base game(ascension perks, slavery, fanatic purifier civics). Beyond that, DLCs tend to be themed around roleplaying empires from different scifi franchises. Here is an overview of the expansions:

Utopia: For fans of Larry Niven and Freeman Dyson. Build giant artificial space habitats.

Apocalypse: For fans of the Holy Inquisition, or the Covenant. Burn the worlds of the heretics until their surface is but glass.

Megacorp: Late stage capitalism in SPAAAAAAAAAACE.

Federations: For Trekkies.

Nemesis: For those who played Mass Effect and thought, 'Man, the Reapers got it going on!'

Overlord: The Holy Roman Empire goes to space.

Galactic Paragons: I'm not really sure what this one is supposed to achieve, and judging by the Steam reviews I'm not alone in this.

Astral Planes: Do you want to feel the Warp overtaking you? According to the Steam reviews, it is a bad pain.
 

mpat

Ars Praefectus
5,951
Subscriptor
Should mention that I haven’t played the last two, as I’m in a bit of a break from the game.

The key thing for me is how focused the expansions are on a specific playstyle. Overlord, for instance, is all about controlling a vassal swarm. If you don’t like to do that, you get nothing from it. Megacorp, on the other hand, also adds Ecumenopolis, Caravaneers and some Ascension perks along with the focus on the Megacorp playstyle. For this reason, I rank Megacorp higher - but if you think Planet Destroyers sound cool, by all means buy Apocalypse.
 

TSBasilisk

Ars Centurion
352
Subscriptor
Paradox is moving Stellaris to an optional subscription model like their other games. Given the number and cost of expansion packs, the break even point for subscriber vs buyer would be a few years out. Hand wringing ensued in the forums.

Will need to start a new game, but I understand why the tech and ship changes were made. A meta Devouring Swarm could 3D print Corvettes for about 10 alloy in the first decade and I was already in repeatables mid-2300s despite not playing meta. Will need to see how it feels.
 

pauli

Ars Legatus Legionis
37,643
Moderator
I just had a CTD myself after clicking on my trade network, but hopefully that won't reproduce. I tend to blame my mod loadout before I blame the game itself for something like this.


Well, looks like the next DLC has been announced.
 
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spiralscratch

Ars Tribunus Militum
2,379
Subscriptor
Huh, I've not had and crashes with the latest releases, though my mod load is very light (just a couple GUI and one that increases a planet's building limit to 24).

3.11's nerfing of tech progression does hit a bit hard. Luckily last game the marauders sat dormant well past mid-game and the fallen/awakened empire was mostly friendly (though I did have to feed them a pop). Need to reassess my research buildout.

Last game I got the Zroni precursor for the first time. The Zroni Storm Caster, coupled with platforms customized with armor-only defenses and weapons that go for armor/hull, make short work of fleets many times the station's rating.

Also, this was like the third map I've gotten recently where a large portion of the galaxy was inaccessible to any AI empire, due to being cut off on either side by the marauders on one side and the fallen empire on the other. Luckily I ended up with a wormhole that got me access to it (as did other empires but their research lagged too much to be useful). Great for empire expansion, though such a large territory does make colony management a bit of a slog.
 

pauli

Ars Legatus Legionis
37,643
Moderator
There is a tech tree button. It's terrible, but it's there. Opens in a browser, iirc.

To get to mega-engineering, keep researching bigger stations (citadel, iirc), reactors (zero-point, iirc) and hulls (battleships). Grab those when they pop up, and it'll become available.

I know there's at least one event/digsite/tradition/something that unlocks it directly, but that might be from a mod.
 

mpat

Ars Praefectus
5,951
Subscriptor
Maybe this is the former WoT player in me talking, but I really wish there was a visual tech tree in the game rather than randomly presented options. For the life of me I can't get mega-engineering prior to 2280, and it's usually closer to 2300.
It is the way it is to avoid people developing strict research orders. Mega-Engineering is a bit special in that the default chance to get it to pop is really low, but it is multiplied by a factor 20 if you have one (broken) inside your borders. You can also improve your chances by colonizing one habitat, picking Voidborne as an ascension perk, and using a Voidcraft scientist researching Engineering.

The prereqs are the techs pauli notes, plus a total of six tier 4 engineering techs.