全 33 件のコメント

[–]ty5haun 14ポイント15ポイント  (9子コメント)

I read the whole post and I still don't know what it was about.

[–]Cyval[S] -2ポイント-1ポイント  (8子コメント)

It's about managing your empire. I identified the areas where players will need to bring the game to a full stop because not doing so would be detrimental for them.

[–]Eisenblume 4ポイント5ポイント  (7子コメント)

Annnnnd I suppose you think pausing is bad? There seems to be some assumption somewhere which I don't understand, which keeps me from really understanding the post.

[–]vdanmal -1ポイント0ポイント  (0子コメント)

If you're playing MP then you can't pause often if at all. I quite like not being able to pause though as it means you can only micro small parts of your empire instead of the whole thing.

[–]Cyval[S] -4ポイント-3ポイント  (5子コメント)

I have literally fallen asleep in crusader kings games because friends need to pause or slow the game to a crawl to pull off their elaborate maneuvers.

[–]RapidValj 3ポイント4ポイント  (4子コメント)

Dude, if you cant deal with that kind of thing, maybe paradox games aren't for you.

[–]PlayMp1 2ポイント3ポイント  (0子コメント)

Yeah, in multiplayer, playing on speed 1 or 2 is basically a necessity, if only to avoid OOS. Speed 3 can be acceptable if everyone is in a "waiting for stuff to happen" phase like burning off AE, waiting out truces, waiting out regencies, or simply building up money. Any higher is folly.

[–]PlayMp1 7ポイント8ポイント  (17子コメント)

That can really add alot of time to turns

The game is real time.

[–]Cyval[S] -5ポイント-4ポイント  (16子コメント)

In a game where everyone can hit pause, there are going to be alot of pauses.

[–]all_is_temporary 2ポイント3ポイント  (1子コメント)

They shouldn't be focusing on multiplayer.

[–]leftzero 3ポイント4ポイント  (3子コメント)

No need to hit pause, players dropping out of sync will take care of efficiently killing the flow of the multiplayer game. This is a Paradox game, after all... ;)

...

:'S

[–]Cyval[S] -2ポイント-1ポイント  (2子コメント)

Dare to dream.

[–]leftzero 0ポイント1ポイント  (1子コメント)

No thanks, I don't want to have nightmares...

[–]Cyval[S] -3ポイント-2ポイント  (0子コメント)

Ok, fine, you stick to single player, you still have the same problems-

If you just trade off your fancy new tech to one person, they're going to trade it off to everyone else. You need to stop the game, inventory what all of the races have, what they're willing to offer you for it and then implement a barrage of trades.

If you do not tweak your fleet to counter your opponents configuration, you're going to lose. If you run your fleet straight into the maw of a fleet tweaked to beat yours, you're going to lose.

If all of your planets decide that they are going to be self sufficient, they are going to be much less productive than if you have the mineral rich worlds focused entirely on producing minerals and the biome rich worlds focused entirely on producing food.

[–]PlayMp1 2ポイント3ポイント  (7子コメント)

Usually multiplayer is on the slowest couple of speeds.

[–]Cyval[S] -1ポイント0ポイント  (6子コメント)

Its work that should be automated, I'm the emperor of thirty worlds, not the planetary governor for each of thirty worlds.

[–]PlayMp1 2ポイント3ポイント  (5子コメント)

Correct, you're not the planetary governor. You only manage 5 to 9 worlds thanks to the core world limit. You have to delegate authority to sectors for all planets beyond that limit.

[–]Cyval[S] -2ポイント-1ポイント  (4子コメント)

I am aware of this, but what those planets do does matter. I do not want my local bumpkins building hardscrabble farms over prime mineral deposits. Or trying to be a manufacturing hub when I am already running a deficit of minerals. Or trying to get rich exporting minerals to people who are probably going to be my enemies in a few years, while I desperately need them to be running research facilities. Or dismantling my border chokepoint fortresses for religious buildings or monuments to themselves.

Because this matters, people will find that they need to be vigilant for, and take direct control of colonies that are poorly run, likely by using kludgy maneuvers to game the mechanics, delivering a final play experience that is worse than if you just had direct control.

I don't want direct control over any colonies, I want knobs to turn so that my empire runs effectively. I'm the emperor, I assign people to rule these colonies, I should very well be able to give them a stern warning of what their role within my empire is expected to be, and have casus belli if they defy me.

[–]PlayMp1 2ポイント3ポイント  (3子コメント)

I am aware of this, but what those planets do does matter. I do not want my local bumpkins building hardscrabble farms over prime mineral deposits. Or trying to be a manufacturing hub when I am already running a deficit of minerals.

As I recall you can find governors directives on what to focus on. Moreover, they're doing a lot of work on AI to make sure those problems don't happen.

Or trying to get rich exporting minerals to people who are probably going to be my enemies in a few years, while I desperately need them to be running research facilities.

I'm pretty sure that's not even possible. Sectors won't have foreign policy/diplomacy.

Or dismantling my border chokepoint fortresses for religious buildings or monuments to themselves.

That won't even happen... The sectors control the planets, not the space. You control the space.

Because this matters, people will find that they need to be vigilant for, and take direct control of colonies that are poorly run, likely by using kludgy maneuvers to game the mechanics, delivering a final play experience that is worse than if you just had direct control.

I guarantee delegating control will actually be better just to avoid the micro hell that late-game 4X games become.

I don't want direct control over any colonies, I want knobs to turn so that my empire runs effectively. I'm the emperor, I assign people to rule these colonies, I should very well be able to give them a stern warning of what their role within my empire is expected to be, and have casus belli if they defy me.

Dude, if they defy you, they rise up against you. They don't just stop following orders, they declare war and try to break away forcefully. You don't need a CB because they go to war with you anyway.

Question: what Paradox grand strategy games have you played? I've played hundreds of hours of CK2 and Victoria 2, and about 100 hours of EU4. If your experience is only something like Civ or MoO, these games are significantly different. The knowledge is only marginally transferable, though it's going to be a bit easier for Stellaris than it is for, say, Hearts of Iron.

[–]Cyval[S] -2ポイント-1ポイント  (2子コメント)

As I recall you can find governors directives on what to focus on.

Please see if you can find that, cause I spent the last week bingeing on every scrap of content I could find and heard nothing about it, and google gives me nothing either. Yes, governor directives is exactly the thing that the game needs.

I'm pretty sure that's not even possible. Sectors won't have foreign policy/diplomacy.

If theres going to be trade, there should be the question of what the most productive thing to export is- do you grow food? do you mine minerals? do you manufacture goods and export them? do you instead focus on research and leave the galaxy to solve their own problems? That question is going to be left up to my planetary governors and they need to be on the same page as me. If my allies are expecting me to feed them minerals so that they don't lose their war, that definitely has political ramifications.

That won't even happen... The sectors control the planets, not the space. You control the space.

So now we're back to manually managing 80 star bases? I can't just say "these are my border worlds, this policy is what I want my border worlds to do; these are my internal worlds, go nuts on research but be sure to include a trade hub"?

I guarantee delegating control will actually be better just to avoid the micro hell that late-game 4X games become.

I guarantee that what happens on those worlds is still going to matter, and if there is a way to weasel in your overrides, you are going to have to use it or be left at a competitive disadvantage.

Dude, if they defy you, they rise up against you. They don't just stop following orders, they declare war and try to break away forcefully. You don't need a CB because they go to war with you anyway.

No, Before they rebel. Why would I allow them to build a fleet to defy me with? If my farm world isn't making any food and is instead constructing a bunch of factories, that is my excuse. This is basic colonialism 101, no one is self sufficient, everyone is dependent on membership in my empire for being supplied with the goods they need and having a market to sell their goods to.

what Paradox grand strategy games have you played?

140 hours ck2, 25 hours darkest hour, 254 hours civ 5, 615 hours endless space (got my "Don't Even Think About It" on huge), 125 hours endless legend, thousands of hours on the moo's and mom.

I talked about tech trading, that isn't in ck2 or hoi, you are stepping into my world.

Infrastructure in paradox games has been relatively shallow, now they're diving into the deep end of the pool. Whats this, 1000 systems, over half a dozen planets each with up to 16 regions (maybe more?), each with a population you can shuffle around and a building you can put into the slot, and adjacency bonuses? The ai is going to need to be top notch for that, the most effective strategies must be established and baked in.

Army composition countering is already a big feature in ck2, if you are facing ghengis khan, you need to know how to fight ranged cavalry, and you need to be able to execute on that knowledge. Stellaris isn't a game where your lose state will just be to become a lord, if you lose your last planet, you are out of a job, not caring isn't going to cut it anymore.

[–]leftzero 2ポイント3ポイント  (1子コメント)

As I recall you can find governors directives on what to focus on.

Please see if you can find that

Well, there's the developer diary on administrative sectors (which also answers most of your other questions, basically by telling you the same things /u/PlayMp1 already did)...

(...) You can decide the Sector capital and which planets should belong to it (but they must all be connected to the capital, i.e. form one cohesive sub-region.) You are also allowed to name your Sectors, for fun.

Unlike proper Vassals, Sectors remain an integrated part of your Empire, but they will handle development of planets and the construction of mining stations within their region for you. You can give them a focus (Industry, Research, etc), an infusion of Minerals or Energy Credits to help them along, and decide if you want to tax them for Minerals and Energy Credits. Sectors do not possess any military fleets of their own, nor do they perform research (they have access to the same technologies you do, and their research output is all given to you.)

[–]Cyval[S] -2ポイント-1ポイント  (0子コメント)

Well, there's the developer diary on administrative sectors

Yes, but within that focus, there is still the dynamic that they would still want to be self sufficient. I need to fight with them over that minute detail to keep them in line. They need to be aware that they are dependent, seek ways to negate that dependency, and for there to be ways for their empire to counter those attempts.

[–]WhitepawtheWolf 0ポイント1ポイント  (1子コメント)

I imagine if you are hosting you will be able to set the game rules so that no one can pause except you. Be a little harder on your friends if you don't like how they play.

[–]Cyval[S] -1ポイント0ポイント  (0子コメント)

The problem isn't in how they play, the problem is what they need to do in order to play well, and what that does to the tempo of the game for everyone involved.

[–]all_is_temporary 9ポイント10ポイント  (4子コメント)

You need a thesis statement early in your post. English teachers demand that for a reason.

[–]Cyval[S] 0ポイント1ポイント  (3子コメント)

"to keep multiplayer sessions brisk and high tempo."

First, next, finally are the three subjects.

[–]all_is_temporary 8ポイント9ポイント  (2子コメント)

That's not a fucking thesis statement. See me after class.

Summarize the whole thing in like 2-3 sentences. "Multiplayer sessions can be kept brisk and high tempo by doing these things:"