4/17/2023 0 Comments Matter decompressor stellaris![]() ![]() how to do stuff? Plus the whole point of a gaia world is that it's perfect for everybody, and there are also natural gaia worlds, so why would using that be locked behind a perk? Paradox has never struck me as a "all playstyles/strategies must be equally powerful" type of design style. It's always been advantageous to get someone else to build up something nice and then you come in and grab it, and unless you are going full exterminatus it's also not reasonable to expect that the people who are still living there just. This would free things up to make habitat development feel a little less awful. Maybe non void dwellers only see 6 slots and if you take the origin you get to see another 2-3 slots in your interface. IMO they need to just settle on a total number of building slots, like maybe 6-9. Devs are on record stating that you can't get all the slots open on habitats and then made it so that habitat housing districts don't open building slots. A big fix would be to have the damn interface for them, acknowledge the actual design. Problem is the setup doesn't make them particular fun to deal with right now. The devs have stated they did want to bring the power down if I recall. This update hasn't been kind to them and one thing that hurts them is the devs insistence on having them mirror actual worlds when it comes to building slot number. ![]() Again void born perk was awesome when it got it's last change because that took the perk from having 90% of what made it good being accessible to anyone that successful invades, who didn't have the trait, to something where it was 100% locked behind the trait.įinally, on the note of habitats. Hell would love it if such a rework meant that ringworlds, dyson sphere, matter compressors, ecumenopolises, hive worlds, machine worlds and gaia worlds held by people without the proper perks were inferior making those perks more desirable but would also be fine if those perks came with other bonuses locked ot having the perk. I'm hoping this finally forces them to look at the perks and start setting them up so that at least 60% of the perk's benefit is locked into having to have the thing because that would probably help some perks out. Problem is, anyone can use Gaia worlds, so pick the trait doesn't help someone enough, when any invader that gets their gaia worlds gets 90% of the perk's benefit without the perk (IMO this is also an issue with bio ascension be that invasion or immigration). I'm hoping this will force paradox to address the issue where too many perks have a setup that rewards invading too much because the big draw of worldshaper is gaia worlds, the terraforming cost reduction and I think it also came with time reduction are nice, but you run out of worlds to terraform and you don't grab the perk for that. I don't think this make some of the truly garbage traits worth taking, but it does make them less garbage because one isn't giving up nearly as much for them now. Though worth noting that when we look at things as a whole, good traits across the board have been somewhat nerfed because pops matter less when factor in things like non-pop generated resources getting a boost and buffs to overall resource generation that have made boosts to what pops generate weaker in the grand scheme of things. ![]() On that note, this is probably a decent buff to gaia worlds because pops on them are more efficient and you lose the need to invest in habitability boosts. 5% resources and a huge boost to habitability is. ![]() Once I get my current game's hive worlds up, I might end up dropping that trait because increased leader lifespan is kind of meh and I don't think 5% to resources is worth 4 points. Robust, I think that's the full bio ascension one that gives habitability, lifespan and 5% to resource generation is probably a very solid trait if you can't spam hive or gaia worlds. Agrarian is only really buffed builds that need lots of food, otherwise it's actually nerfed because as mentioned, it's not efficient to generate food to sell for energy credits. All the plus resources traits, except agrarian have been slightly buffed for all playstyles by this because you want more efficient pops. I suspect it might have nudges up habitability traits some because that opens up more worlds to colonize early on so that you can get more resources and pop growth going early on. When I can achieve 10 pop growth for a month without them, it begs the question if they are really worth it anymore. I think this might have dethroned plus pop traits as S tier picks. I'll admit I'm tempted to give MP a try one of these days, but the machine I'm currently using qualifies as a potato. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |