Nikolai

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Everything posted by Nikolai

  1. Can't believe we haven't had an EU4 thread yet.:) Coming later this year, and looking MIGHTY good. Johan™ has said that the game could have been shipped a month or more ago, but they're going to add to it and polish until Autumn some time. They certainly have learnt a thing or two with CK2.:b: Dev diary + interviews/video dev diary archive: http://forum.paradoxplaza.com/forum/showthread.php?629770-Europa-Universalis-IV-Development-Diaries-Archive
  2. This month's Humble Monthly gives you Civ6 for only $12! https://www.humblebundle.com/monthly
  3. Pro tip for the Civ6 players: Important new setting with the new patch which should be set: appoption.txt file -- set EnableWorldBuilder 1
  4. Hello folks! First game, first AAR - and we'll see how this goes. I will reload sometimes as I learn, the point is the story and my enjoyment. But I won't do it excessively, promise. The country is Rhodes, and we will follow their ups and downs as they try to dominate the Med. One chapter should be one ruler, we are as of now a republic so that should be five year terms.
  5. Welcome to the WPC Covered Game Competition! As you no doubt know, Civilization: Beyond Earth is due this Fall. WPC has decided to celebrate this by holding a competition based on Civ:BE, but also any game covered by the site. The theme of the competition is a simple one - create something based on the game you choose to cover. This can be fan-fic, an After Action Report, a Let's Play, or anything else you can imagine(please keep within decency )! Entry eligibility starts June 1st 2014, and will continue to run until July 6th 2014, so you have six weeks to get your entries in. Public voting will then take place over the seven days following the closure of the competition. Contestants are able to enter as many AARs/LPs/fan-fic as they like, the only stipulation is that it must be posted in the right forum here at WPC and linked to the main thread in Site Feedback & Community. You can use any medium for your submission (text, images, audio, video -- or any combination thereof) The prizes will be: 1st place: A game of your choosing on Steam, up to a value of 65 USD.* 2nd place: Two pieces of DLC to any game on Steam, up to a value of 10 USD.* 3rd place: One piece of DLC on Steam, up to a value of 5 USD.* So, to recap, this is the small print: Competition lasts from June 1st to July 6th 2014. Contestants can enter as many entries as they like. Entries must be posted in the forum of the chosen game here at WePlayCiv. Entries can be submitted using any form of media. Mods can be used while playing the game. If a mod is used the name of the mod must be stated in AAR and the mod developer credited for their work. Voting starts on July 6st and lasts for 7 days. Good luck and have fun! *value of the game is according to the NZ steam shop
  6. So yesterday Paradox announced their new GSG game, the new IP Stellaris! :) It's a GSG set in space. RockPaperShotgun has a mouthwatering preview: Quote: [h=2]Paradox’s Space Strategy Game Stellaris Has Won Gamescom[/h]By Adam Smith on August 6th, 2015 at 9:01 pm. [h=4]Share this:[/h] [*=left]Facebook [*=left]Twitter [*=left]Reddit Paradox’s internal development studio, responsible for Crusader Kings, Europa Universalis,Victoria and Hearts of Iron, is deep into development on a space strategy game. We’ve already seen it, and picked the brains of CK II maestro and project lead Henrik Fåhraeus and EU IV designer Tomas Johansson about this giant leap for the studio. The project, which the company announced at their Gamescom fan gathering moments ago, goes by the name Stellaris and it’s shaping up to be one of the most exciting games in recent years. Below, you’ll find everything we know, including how randomised alien species will ensure that each new galaxy is mysterious, and why the commitment to an intelligent and subversive end-game could make this one of the smartest interpretations of 4X strategy ever made. The finest summary of Stellaris’ aims came mid-way through the half hour presentation and discussion in which Fåhraeus and Johansson unveiled the game. “We’re not creating one specific universe. It can be any sci-fi universe.” Johannson was referring to the way in which the procedural galaxies are more than a collection of planets and stars. By the late game you might find that one of your science ships has become the Event Horizon, ripping a hole in reality to a dimension of horrors. Before you know it, you’re scrabbling to militarise in order to survive a fight against invaders from beyond and you’ve accidentally fallen into Warhammer 40K. Or maybe you train the world’s greatest scientist-adventurers, create the most advanced ships in the universe, and set up silent listening posts on the moons orbiting planets that are home to pre-spacefaring species. You can learn from them, guide them and eventually become their patrons. You are a Banksian Culture. Perhaps you’ll direct your energies toward the founding of a galactic federation and create an alliance of species working together toward a greater good. You can even identify named characters within that galaxy and find your Kirk and Spock. That same federation might become something else entirely if its utopian vision involves the use of robotic workers, allowing the sentient population to live in luxury, philosophising and creating art rather toiling in factories and fields. Eventually, the push for greater and greater AI makes a Cylonesque uprising a distinct possibility. The important word is ‘possibility’. In Stellaris, many things are possible but few things are hardcoded into the story of a new galaxy. Your actions and reactions to the mysteries and wonders that you encounter will help to determine the fate of your species and the others that you share the galaxy with, and even as you work toward your own goals, one of the other interstellar empires is likely to be meddling with technologies that threaten the balance of power and the equilibrium of reality. It’s not only the large, game-changing events that can happen that set a new galaxy apart. They can contain up to a thousand systems but it’s what exists on those planets and between those stars that makes each playthrough unique. Every alien species that you encounter will be unique to your game, concoted from a long list of physical traits and social behaviours. You might discover a civilisation of aggressive, xenophobic moluscoids or an isolationist avian race who breed quickly and travel through the warp, spreading rapidly and unpredictably from planet to planet. Each race will be represented by one of around a hundred animated portraits, ranging from humanoid faces to tentacled maws. They’re beautifully illustrated and the entire game is the most attractive Paradox grand strategy title to date by some distance. Rotating the map, it’s possible to create striking images of systems, fleets and alien void-dwellers, and I was surprised to learn that this is yet another appearance of the Klauswitz engine, which drives the current generation of Paradox strategy. Although they’ll have distinct behaviours, every race starts in a similar position. They’re all on the cusp of their first faster-than-light journeys into the unknown and, in a departure from previous Paradox grand strategy games, the start points are not asymmetrical. There is no equivalent of the Holy Roman Empire, already a major player in the galaxy and difficult to control or overthrow. Everyone, whether human player (the game supports as many as a new map can comfortably contain) or AI, begins with a home planet and the itchiest of feet (or psuedopods). In the early stages, as is traditional in the genre, you’ll concentrate on exploration and colonisation. As with every other part of the game, traditions are swiftly abandoned. Planetary management involves shifting civilians from one tile to another to gather the resources needed. Buildings enjoy adjacency bonuses if placed next to similar structures. So far, so familiar. The introduction of blocker tiles complicates matters slightly. An otherwise desirable piece of land might contain dangerous wildlife that must be cleared out and a random event might cause that wildlife to spread across the planet. Or a giant sinkhole might open up, requiring specific tech to seal it so that the land can be reclaimed. Worse still, interfering with that sinkhole might interrupt a subtarranean race, leading to an invasion from the depths. Further still, an unhappy population, or one simply reacting to the changing state of play, might push for a change in government or splinter into factions. A common theme expressed of the presentation was the desire to make every part of the game interesting. “The problem with so many strategy games is that in the end-game, you become bored. You can look at the situation and know that you’ve already won and you have to wait for the confirmation of that.” Fåhraeus reckons Stellaris will counter that by shifting its focus dramatically in the mid- and end-game. While the early stages are concerned with exploration and colonisation, the mid-game is concerned with imperial governance and diplomacy. “At this point, when every system is under somebody’s control and borders are touching, it becomes a more EU IV type experience.” That’s when you may be able to form or become part of a galactic federation. You’ll also be dealing with trade, alliances, federations and border control, but federations offer grander possibilities. They are led by a president, elected from the member civilisations at regular intervals, and that player (or AI) has control of all foreign policy and of the federation fleet. When you design the ships for that fleet you have access to all the modules from every race in the federation, allowing for combinations unavailable elsewhere. Whether you choose to build a peacekeeping force, an ambassadorial outreach program or a terrifying overpowered fleet of battleships is entirely your choice, but it’s wise to keep in mind that you may lose the next election and cede control of your creations to another leader. Ships are customisable but the creation tools aren’t a central feature. Individual ships can be seen on the map though and, in another first for Paradox, every unit can be seen during combat. There’s no direct control of the tactical situation but you’ll be able to see how your designs and combinations perform, and the debris left behind after combat can be scanned and analysed by science ships. Science is another example of Paradox tearing up the 4X script and science ships are one facet of the design. They behave like a hero unit, physically existing within the game world and conducting missions. That might involve visiting planets that sensors have detected but know little of, or exploring blackholes and other anomalies. New discoveries have a difficulty rating and if the scientist fails to understand, the secrets are lost forever. There are greater risks, however – a catastrophic failure might send an asteroid plummeting out of orbit and toward an inhabited planet, or destroy the ship, killing the scientist on board. You might even lose a scientist only to find that he is still alive but stricken with wanderlust or that he has lost his mind while confronting some terrible mystery. Brilliantly, a scientist who has attempted to understand the unfathomable may gain traits that reflect his exposure to horrors beyond comprehension. Those same traits might make his life miserable but they could also be the key to unlocking some of the more esoteric and dangerous technologies available in the game. Those technologies are not contained within a tree. The system is similar to a deck of cards, with three departments – physics, social and engineering – each with a character placed in charge of discoveries in that sphere. When a piece of research has been completed, three cards will be presented to choose between. The techs offered are semi-random but their availability is heavily weighted by the ethics of your empire, as well as the skills and traits of the scientist in charge of the department. As with the alien races and the process of discovering the wonders of the universe, research is mysterious and is directed by the character of your empire, and the personality and skills of specific characters. Conquest works as in other Paradox strategy games. Rather than winning a battle and taking the spoils, you’ll need to negotiate peace agreements that cede control of colonies. The way that fleets move around the map is wholly different, however. There are three forms of faster-than-light travel and each species chooses one at the beginning of the game. Hyperlanes connect systems directly but those who use them are tied to the existing layout, turning the map into a series of nodes. Travelling through the warp is slower but provides freedom of movement. Wormholes require stations, constructed at the edge of systems, but allow for long jumps. In the end-game, when the focus shifts again, that first choice of FTL mode may come to the fore again. Now, with empires locked into wars and alliances, new layers of the game become active. Central to this is the fact that scientific discoveries are rarely complete. Rather than ticking off each planet and anomaly that you find, you’ll be able to increase your knowledge as you research new scanning technologies. Even your home planet may have secrets that only reveal themselves late in the game, when the correct technology is in place. Every species has a backstory and as your power increases, so will your ability to explore your own prehistory. You may find that there was a precursor race that seeded life through the galaxy or that your people are the remnants of an empire that once ruled the systems that you’re now unwittingly reclaiming. As with the rest of the design, the end-game is engineered to reward the curious, introducing unexpected stories and concepts. Most exciting of all is the possibility of late-game catastrophes that change the entire nature of the galaxy. Research into AI could trigger a robotic revolt and old enemies may have to work together to contain the new threat. Those attuned to the warp may find that chaotic beings have been paying close attention to their tinkering with the thin fabric of reality. If that fabric were to tear, unimaginable horrors might spill through. These events are the result of the actions of civilisations. The empire that concentrates on research and attempts to defuse hostilities at every turn may eventually become the undoing of the entire galaxy by probing too far and too deep. But nothing is certain – on another day, in another timeline, they may create the perfect society thay have been working toward for centuries. There’s so much more: observation posts to monitor planetbound species, either non-aggressively or with added abductions and invasive surgeries; pre-sentient species that can be genetically modified and controlled; genocide and enslavement. Most of the systems are already in place and the game is already in late alpha. I once spoke to Fåhraeus about the possibility of a single game that combined Paradox’s big four – Crusader Kings, Europa Universalis, Victoria and Hearts of Iron. At the time, he said it would be a dream project but the shifts in focus and design required for different eras would be incredibly difficult to accomplish effectively. Perhaps even then he had realised that history was not the right canvas and was already looking to the stars, because Stellaris may be that dream project. If Stellaris combines the character- and story-led strategy gaming of Crusader Kings with the randomised mysteries of an infinity of worlds, it will be an astonishing creation. If the movement from exploration to empire and eventual crisis is effective, it could be Paradox’s finest hour, and a landmark in the development of both 4X and grand strategy design. A forum member wrote this from the presentation/press conference: Technology - like loot or collectable cards Exploring space - through science vessels with science officers Population - can grow more diverse (inspiration from Victoria: can cause problems, form factions) Risk of a major galactic crisises (your robotic workers can rebel?) Ship designer New maps and new races each time you play? The announcement video: The official site: http://www.stellarisgame.com/ Do I like what I hear and see? Hell yeah!
  7. MUUUHAHAAHAHAHA!!!! Colonel Santiago of the Spartans are no more! She has been captured, her cities laid to waste or controlled by me, her territory, her people, all mine. Chiron/Planet will be united by Professor Zacharov of the University! We will lead humanity into a glorious future! That is all.
  8. So I am at it again; a new AAR - shortly after I finished the old one! This time I will try a new approach, perhaps better suited to my sometimes time consuming life. I plan to write short updates centered on a single event in the game. So a new, important discovery, an election, a war. Not all events will be covered of course. This is a new way to write for me, I usually go for history book or gameplay, but summer is a good time to shake things up and experiment, no? Perhaps it won't work, perhaps I will change my mind on the direction, perhaps it will work just fine. I'm here to find out.:D On game settings, I have just got the latest DLC, and am using mods for the first time in a long time. I have these DLC: Anniversary Portraits Apocalypse Arachnoid Portraits Creatures of the Void Distant Stars Horizon Signal Leviathans Symbols of Domination Synthetic Dawn Utopia And these mods: Planetary Diversity Elves of Stellaris Eleves of Stellaris - Planetary Diversity compatibility fix Beautiful Universe 2.0 Hopefully these won't prove unstable. Game settings, from memory(as I forgot to write them down): 800 stars No Fallen Empires 2 Marauder Empires No advanced AI start Ensign difficulity Mid game 2375 No End Game Crisis (I hate those) I play as the Elves:
  9. Hello folks! My current Sithrandir AAR is not over, far from it (although it's getting there). But it's Christmas, I have played a campaign that did not go as planned (tall peaceful, but I just...couldn't ) and here we are. This will not be a longwinded AAR, I plan only to make a few posts. But who knows? Right now I have played a century and plan 3-4 updates for that. Just needed something for the holidays. I hope it'll be fun to read, it certainly is fun to play! Settings, from memory: Medium galaxy Ensign No End Game Crisis 2 FE 1 Marauder 1x habitable worlds 1.75x primitive worlds Latest stable (non beta) 2.2.
  10. Discord is the best place I'd say.
  11. So I started a new game as a species of robots. First time I play as non meatbags. So this is completely new for me, and I’ll probably play badly. We’ll see, in any case I plan to chronicle my journey in a gameplay AAR this time. Settings: 2.0.2 beta Large four spiral arm galaxy Ensign difficulity Low AI aggressiveness Random empire placement No advanced neighbours 12 AI empires No advanced starts No Fallen Empires 2 Marauder Empires 1x tech costs 1.25x habitable worlds 2x primitives No crisis Mid-Game start year 2375 1x hyperlane density 1x gateways 1x wormholes Starting species: OTA Updates: -20% edict cost Rapid replicator: +20% robot build speed Gestalt Conciousness: -20% WE gain, -33% piracy risk, +1 monthly influence, +2 core systems. Power drills: +10% minerals Bulky: +50% resettlement cost Superconductive: +10% energy
  12. In Norway, we just removed jurys this year. Too many cases of jurys and professionals disagreeing totally I think. Advertised as good for the security of the accused.
  13. I bet it´s because of the Discord server taking much of the traffic.
  14. I´m afraid the game has already started and you cannot hotjoin in PBC matches...
  15. What good news!
  16. Østindisk Kompagni Te? Unpronounceable? I've never heard such silliness.
  17. And with that, the first ever non-beta Imperator:Rome AAR is finished.
  18. So. Not all like my son as heir. Some even think themselves disloyal to me. The people need to be distracted. War with Egypt should fix that. That of course doesn't mean we won't seek vassals the peaceful way too. I'm particulary pleased with securing the allegiance of Byzantion. Paonia is also a nice little catch. But the most prestigeous of them all; the vassalization of both Macedon and Phrygia, age old enemies of Rhodes! I'm feeling in a good mood, and take on Carthage for good measure. Our fleet is 1.5x their size, and while they have an estimated 400k of troops on the mainland, we rule the sea and the desert means an attack through the coast is unlikely, and potentially devastating for them. I don't have time for casus bellis though, the doctors tell me I have little time left... To my absolute horror and anger, the Egyptians, while being thorougly beaten, snuck a small army behind our lines and sacked Alexandria! The Museon was burned down. The barbarians! I let them off lightly enough in the peace though, as I want to focus on the war on Carthage. In the Mediterranean, we catch the entire Carthagian fleet, and obliberate it. I am growing weaker though. The doctors estimate another two months, tops. Rhodes, and later I, have built a tremendous Empire though. An Empire to stand the test of time. An Empire that can stand beside the one of Alexander. This is Themistios Mithridatids, signing out.
  19. Ah, the life of a Tyrant. The Judeans, that happy lot, have been granted protection from danger. Not to be any worse, I negotiate the same terms for Bithynia. And Aetolia. After losing to us and then to Carthage, they saw the error of their ways. Then Trapezous got the same offer, and accepted. Being a Tyrant is good. Of course, the happiness couldn't last forever. Some relative just had to be plotting! Thankfully, the plot went nowhere. It's good to be the Tyrant.
  20. With the title of Tyrant secured, it was time to secure my rule and the continued rule of my dynasty. The first problem was that my son was still underage, and many people in our country felt my ageing, older than me, brother should succeed me! Further, not all approved of my rule, and several people within my administration was increasingly disloyal. Far from a problem at this time, but a thing to be closely monitored. The problem of my older brother worked itself out soon enough, though. As soon as my son came of age, I married him to a suitable bride. The boy was soon working hard on giving me grandchildren. During this time, I began to move to secure the alligiance of our neighbouring countries to my benevolent rule. Pamphylia was the first victim. With my old wife dying due to old age and sickness, I remarried, got a second son, and promptly was faced with betrayal; my new wife was discovered to work to kill my oldest son to place her own son on the throne! SHe is no wife of mine. Life of a Tyrant is never easy.
  21. Young, popular, promising - and in charge. That's me, Themistios. My predecessor left a spawling empire, big coffers, a huge manpower base, but also a big, bad infamy after multiple big conquests and an unruly Egypt. So I decided to let the country rest for a while. After nineteen years, however, Cyrenaica proved to be too tempting. Even with the desert taking its toll, we won the war with bigger resources than we started. Then, our friends in Cilicia got attacked by the Selucids, whom for some mysterios reason has named themselves "___". The war was soon won by Cilicia by themselves, and we negotiated a favorable peace for them. The next decade I used to slowly grow support for myself and my family, and by clever planning more clever than a clever fox with a degree in clever planning from the University of Clever, I finally proclaimed a permanent dictatorship with me and my family at the helm. Fourty years as Archon is over, I am now Dictator for life!
  22. I´m sorry.
  23. I was destined to rule. A man of the people, for the people. For life. It is my goal. But first I need the victories, support and power. I am Nikerator Abadanids, and I intend to stay. Not that I will do so for long, most likely. I am 70. But I plan to leave a mark behind, perhaps even a dynasty? First goal was accomplished when I got appointed dictator. Then, I changed the election laws to lifetime elections. Or close to it, I will have 50 years before I need to step down. Being 70, that's a minor problem. With the war won, Rhodes is now regarded as a Great Power. With great power, of course, comes great responsibility! To rule fairly, will be our mission. Like with our new subject, Memphis. I ordered the conquest to be merciful. With the war won, even a ruler elected for life is required to hand off his dictatorship privileges. But I don't feel finished. I think I'll keep it. Some don't like it, I have deep coffers, though. Some guy wanted me dead, but I got him arrested pronto. But alas, I'm sick, and I have only days left to live now... I have secured my apprentice, the young Themistios Mithridatids, the office of Archon. May he rule long and accomplish what I couldn't...