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Old 06-08-2016, 06:35 PM   #401
Vince, Pt. II
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Also, to answer your question tarcone - yes, you should be able to disband your frontier outpost without a problem, gaining your +1 to influence back. Colonies do not expand your borders as far as a frontier outpost until quite a while after they are built, however, so beware of your borders receding slightly when you do it.
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Old 06-08-2016, 07:07 PM   #402
tarcone
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Awesome. Thanks for the replies.
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Old 06-08-2016, 09:09 PM   #403
Vince, Pt. II
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I have yet to play a game past even the mid-game, because I find myself wanting to start over and check out some other race-ethics-government-ship design combination. My favorites so far:
  • Wormhole > Hyperspace > Warp Drive
  • Really indecisive on the weapons, probably a slight lean toward missiles or lasers.
  • Love the look of the Avian ships.
  • Materialism > Individualism > Xenophilia > Militarism > Pacifism > Xenophobia > Collectivism > Spiritualism
  • Despotic Hegemony or Science Directorate are my preferred forms of government.
  • Traits: I really like Industrious, Intelligent, and Quick Learners.
  • Negative Traits: I gravitate toward Weak (this should probably come with a Mineral Penalty; Army damage seems really insignificant in this game) and Repugnant.

I'm going to spoiler the rest, just in case people don't want to read about it. There's no actual spoilers in here, just my early game strategy thoughts.

Spoiler


I am still loving the hell out of this game.
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Old 06-09-2016, 11:05 AM   #404
Honolulu_Blue
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Excellent summary and tips, VP2!

I very much appreciate it.

I started a new game last week and seem to have finally turned the corner. At least this time out...

I am pretty far along in the game now. I have three battle ships and a ton of cruisers, destroyers, and corvettes. I think my fleet value is around 15,000.

I have my 5 core planets and 2 sectors one with 5 planets and another with 4.

I have two vassals.

Checking myself against the known aliens out there, I am better than all of them in terms of military - by far - except for one.

I focused on lasers and torpedoes and went for better military more often than not. Typically, in these games (like Civ) I advance pretty evenly. If I see a tech that's low value, I get it just to take it. Here, I didn't do that. I went for some of the bigger techs well before going after the low hanging fruit.

I haven't figured out how useful vassals are at the moment. One of them seems to do nothing, the other revolts every now and then.
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Old 06-09-2016, 11:19 AM   #405
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See, for me, I'd rather fight over territory in the middle or fight claims against folks early, knowing I can move to the edge of the galaxy or something later. If I come across a enemy civ, I often march towards it if it's feasible. (like not a fallen empire or an advanced start Ai or a person with the opposite traits of mine and a real grudge to form.)
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Old 06-09-2016, 01:50 PM   #406
Vince, Pt. II
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To flesh out that bit: if I have a neighbor right on my doorstep, more often than not I'm blitzing them early regardless of whether or not they have resource rich or strategically valuable systems. I just don't want to have to worry about them later.
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Old 06-09-2016, 10:53 PM   #407
tarcone
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The little planet I vassalized decided to revolt. Now, they were behind me technologically. Which allowed me to make them my vassal.
When they revolted, they had a space fleet with a military power of 652. They had 7 destroyers.
I just finished researching Destroyers myself. And have no idea when I will get the opportunity to research a level 3 space port, which you need to build destroyers.

How does that happen?

Not sure if I like that or not.

And where can I see the tech tree?
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Old 06-09-2016, 11:55 PM   #408
Brian Swartz
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There is no tech 'tree' per se. Also, someone can be behind you in tech overall but more advanced in a specific area or two.
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Old 06-10-2016, 12:13 AM   #409
nilodor
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I'm in the middle (what I think is the middle) of the game and:
  • I've colonized 14 planets
  • I have two fleets, each with strength around 6.5K
  • I've surveyed all the systems I have access to
  • My alliance partner doesn't want to go to war with anyone (or admit anyone to the alliance)
  • The people near me are all of similar strength, kinda random when comparing tech scores.

Any thoughts on what I should do?
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Old 06-10-2016, 07:44 PM   #410
Vince, Pt. II
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I'm sure there's a wiki somewhere that will have all of the techs that you can look at, but there is nowhere in game that will let you see anything more than your currently available options for research.

As for what you should do nilodor, I have no idea how alliances work. I'd probably make sure I had fully developed all of my systems, then flesh out my military so that I was as well-defended as possible.
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Old 06-10-2016, 08:24 PM   #411
tarcone
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I figured out I should have put an army in my vassal. I am learning as I go.
I lost the war and that vassal is an empire.

I am really going to enjoy my re-start when I figure stuff out.
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Old 06-10-2016, 08:47 PM   #412
tarcone
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Im up for a MP game. Anyone else?
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Old 06-11-2016, 05:56 PM   #413
tarcone
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What mods do you guys use?
What are the best mods out there?
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Old 06-11-2016, 06:17 PM   #414
Abe Sargent
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I have mods as simple as living me color options on various races to ones that add in stuff like adding new races. Probably the only major game impacting one I subscribed to, but have not tried out yet, is the Unlimited Potential, which gives you the ability to have edicts to add to your leader, embassies, rivalries, etc up. That's it though,
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Old 06-12-2016, 02:18 PM   #415
tarcone
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There is a MP game forming with me and 2 others from a different site.
Wednesday night at 8 pm eastern.

Anyone interested?
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Old 06-12-2016, 02:21 PM   #416
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count me as a possible.
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Old 06-12-2016, 11:19 PM   #417
Vince, Pt. II
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I am unfortunately buried this week, or I'd be in. Would be interesting to try an MP game.
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Old 06-14-2016, 09:57 AM   #418
Thomkal
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Some major changes to diplomacy lie ahead in the Asimov 1.2 patch:

https://forum.paradoxplaza.com/forum...sies.947827%2F
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Old 06-15-2016, 12:11 PM   #419
tarcone
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Game still on tonight.

Anyone know how MP works?
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Old 06-15-2016, 12:40 PM   #420
chesapeake
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I'd be interested in giving MP a try, but I probably can't be on before 9:30. If it is possible to join a game already underway, I'd be willing to try, even accepting the fact that I'd likely be playing at a big disadvantage since others would have a head start.
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Old 06-15-2016, 03:52 PM   #421
tarcone
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Yes you can join a game in progress.
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Old 06-15-2016, 07:53 PM   #422
tarcone
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Game is setup

GameboxLeague

password- Caseblue
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Old 06-15-2016, 09:56 PM   #423
chesapeake
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Just logged in but can't seem to find anything called GameboxLeague
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Old 06-15-2016, 11:16 PM   #424
tarcone
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Yeah. It was under usrlocal

Sorry. It got changed at game time.

Still can get in when we re-start, if interested.

I had a hard time getting in and started a little late.
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Old 06-16-2016, 12:03 AM   #425
Edward64
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Just started playing last weekend and plan to spend more time on it this weekend.

Appreciate any tips you guys can provide for the early game.
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Old 06-16-2016, 12:21 AM   #426
Brian Swartz
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For the early game, you want to get minerals. And then get minerals. When you're done with that, get more minerals. Have I mentioned minerals yet? :P

In all seriousness, minerals fuel expansion because you need to be able to build things in a reasonable timeframe. A second science ship quickly is a good idea to survey faster so you know where to build, and don't be afraid to leave anomalies with a high-ish failure risk alone for a while. Keep your home planet with a decent food surplus, buildings should come just fast enough so you never have any unemployed pops, just enough energy for what you need to run everything, and the faster minerals go up the faster you can expand. Colonize a good planet or two nearby when you can, but don't go crazy with it -- they take time to get going, it's a reasonably long-term investment.

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Old 06-16-2016, 12:34 AM   #427
Vince, Pt. II
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Brian's got a pretty good write-up there. Don't overlook the buildings on the surface of your home planet and your colonies when you start building them up - they will typically be cheaper than a mining station on a planet, and will also have a better return than most.
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Old 06-16-2016, 12:37 AM   #428
Edward64
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I remember running out/low of influence.

I read a way to increase influence is to declare rivalries. Does this work pretty well?
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Old 06-16-2016, 12:42 AM   #429
Brian Swartz
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That depends on the situation. Influence is something that you have to ration. You can't spend it on everything you want to do, or even half of what you want to do. Must prioritize. Rivalries are a double-edged sword. To have a decent return the rival must be close to or above your level, which means it's at least a little dangerous to do it because it lowers relations. Rivaling someone you aren't prepared to go to war with if needed is risky.

I generally try to keep a +2 influence monthly. If that means I have to turn off an edict, or not build a frontier outpost I'd like, etc. then that's what it means. Esp. at the very beginning, when you need to recruit at least a scientist or two for the survey ships, you won't have a ton of it.
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Old 06-16-2016, 12:46 AM   #430
Vince, Pt. II
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As you get further into the tech tree, you begin unlocking techs that will grant you +1 influence per month. They become extremely important when you have a few Border Outposts out there.

Also, do not be afraid to dismantle said outposts once you have colonies pushing your borders out; they are utterly useless unless they are expanding your borders.
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Old 06-16-2016, 11:14 AM   #431
tarcone
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Another thing about rivalries.
If there is a an alien between you and them, its good to make them your rival. Races cannot go through any borders without a treaty.
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Old 06-16-2016, 01:06 PM   #432
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Quote:
Originally Posted by tarcone View Post
Another thing about rivalries.
If there is a an alien between you and them, its good to make them your rival. Races cannot go through any borders without a treaty.

Keep in mind once the new patch comes out they are making open borders with everyone (except rivals) the default, unless you spend influence (I think?) to close them.
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Old 06-16-2016, 04:42 PM   #433
tarcone
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Yes. I read that. And what an improvement.
In our MP game, there is a habitable planet within my neighbors borders. But I cant get to it to colonize.

Bah.
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Old 06-27-2016, 03:30 PM   #434
Brian Swartz
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Asimov is here:

https://forum.paradoxplaza.com/forum...eports.953141/

Diplomacy, system graphics, slave factions & rebellions, sector improvements, fleet combat behaviors for better battles, etc. The diplomatic stuff needs more tweaking but another fairly hefty set of changes that overall definitely improve the game.
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Old 06-27-2016, 06:31 PM   #435
JonInMiddleGA
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I guess what I don't get (among other things) is the incredible autonomy that's given to the sectors. They really don't seem to be parts of your empire, more like ... tributary states, or something. Not quite vassals even.

I could understand, in theory at least, some kind of system where you issued specific orders & they followed them (or didn't) to some varying degree. But it seems they go far more simplified than that, simply forcing you to use sectors & forcing you to let them do as they will far too often.

Just seems like an incredibly bad design decision, in a game that steadily underwhelms me the more I see/hear.

edit: re: bad design decision -- I mean, is there really some huge contingent of existing (or untapped) players out there thinking "gosh, if only we had less control over what is supposed to be our territory"? Just seems like an approach destined to piss off more players than it pleases.
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Old 06-27-2016, 09:45 PM   #436
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It does seem to be a curious decision. I can only imagine the reasoning was:

1. Minimize the need to micromanage. But...you're playing a Paradox game. Kinda what you sign up for. And if you didn't really want to micromanage, then optionally use sectors.

2. Hamper the player by forcing the AI on them to goober things up.
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Old 06-27-2016, 10:26 PM   #437
JonInMiddleGA
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Originally Posted by cuervo72 View Post
2. Hamper the player by forcing the AI on them to goober things up.

This notion has crossed my mind more than once with this one.

Kind of a "gotcha" vibe about it.
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Old 06-27-2016, 11:23 PM   #438
Brian Swartz
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Quote:
Originally Posted by JonInMiddleGa
They really don't seem to be parts of your empire, more like ... tributary states, or something. Not quite vassals even.

There's more control with sectors than with vassals in any game I ever played. I get the point you are making, I just think you are overstating it.

Quote:
Originally Posted by cuervo72
1. Minimize the need to micromanage. But...you're playing a Paradox game. Kinda what you sign up for.

I don't think micromanage = Paradox Game. In many ways its the opposite. Matrix Game? Sure. But there's a reason why Paradox games don't have tactical combat. They shine(or don't, but it's where the focus is) on the grand strategic level. In a standard galaxy, to 'win', you need a minority of all planets which is over 200 of them.

Quote:
Originally Posted by cuervo72
2. Hamper the player by forcing the AI on them to goober things up.

I think this is part of the purpose and it's an important element that should be present in all large-scale strategy games. No AI will ever be as good as a competent player, as previously talked about.

There's plenty of stuff to complain about. I think more macro tools as the game goes on are needed. Rally points and fleet/ground force templates to streamline construction, ability to designate an entire area of space to survey instead of doing it system-by-system when you've explored hundreds of them, technological advancement is too linear, more differentiation between races, leader system could be more developed, etc. But I think the level of control you have in sectors is roughly appropriate. Spaceports/fleet/army construction is still under your control, taxes, focus for development, etc. Management of the many is different from management of the few, and I think Stellaris should have more features that reflect that, not less. In other words, I think it's a great design choice, among others that in some cases are not.

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Old 06-27-2016, 11:31 PM   #439
JonInMiddleGA
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I think the enslaving-their-own option given to sector governors -- without a simple, easy override -- is quite possibly the most absurd "design choice" I've seen in a game in a long time.

Like, Mass Effect 3 (original) ending kind of bad.

It's not only absurd, it completely breaks any & all notion that you control an empire. You're little more than a sector yourself at that point frankly, a faux emperor that has governors running about willy nilly doing as they please. You're, effectively, not much more than a mere sector yourself.

Whoever came up with that idea ought to be hung, slowly & inefficiently but quite thoroughly, anyone who greenlighted it should be on the unemployment line.

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Old 06-27-2016, 11:45 PM   #440
Brian Swartz
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Quote:
Originally Posted by JonInMiddleGA
You're, effectively, not much more than a mere sector yourself.

Everyone's entitled to their opinion, but this simply factually not true. Sectors:

** Have zero control over the military aside from building spaceports(and you can upgrade/build those yourself if you want)
** Have no input whatsoever on what you research
** Do not control colonization at all
** Do not control survey efforts at all
** Cannot implement policies or edicts differing from their 'imperial overlords'
** Must contribute resources to the empire at a rate you designate, and have their development dicated by what the empire designates
** Have jack diddly squat to say about any aspect of foreign policy/diplomacy/wars/trades/rivalries/etc.
** Must accept you adding/removing systems, changing their borders and therefore economic balance at your whim

Even with the sectors at their worst, there is simply no comparison between them and the 'imperial' government. They aren't remotely similar. They have zero, zilch, nada input on most aspects of the game.

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Old 06-27-2016, 11:55 PM   #441
JonInMiddleGA
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Originally Posted by Brian Swartz View Post

** Cannot implement policies or edicts differing from their 'imperial overlords'

How does that jibe with the aforementioned slavery policy then? In our sample game, we clearly have a distinct intent ... one that the sector has been allowed to subjigate to their own quirky variant.

Eh, in the end, it matters naught. Those who bought it can deal with it, not my problem.

I'm just saying that from what I've seen described (both in detail in the sample game and other issues more generally discussed here), you couldn't give me this one for free. And it has made me even more wary of anything from the developer in the future, this looks like cheap hamstringing of the player to cover the AI, with a lack of control that's outright insulting. A true "fuck Paradox then" kind of insult afaic.
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Old 06-28-2016, 12:04 AM   #442
Brian Swartz
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Quote:
Originally Posted by JonInMiddleGa
How does that jibe with the aforementioned slavery policy then? In our sample game, we clearly have a distinct intent ... one that the sector has been allowed to subjigate to their own quirky variant.

That's basically an ethos situation. As Collectivists we can't set an imperial policy to enslave only aliens. Only Xenophobes can do that -- as a non-Xenophobic race we place all species on a relatively equal playing field by definition. As mentioned, one can certainly argue that it's a bad design decision to have such a thing be dependent on ethos -- though I'd likely counter that it's at least defensible since there need to be things that aren't simply X% bonuses to production or whatever.

I'm not telling you not to hate the game. Lots of people don't like things that I like. I'm just trying to clarify, particularly for the benefit of others reading this, the reality of the situation. Things not specifically defined in edicts/policies or the sector options(taxes, focus, development options) are things that you have to live with variance on due to the reduced control on the 'outlying territories'. Can the balance on those things be improved? Sure. But I think it's good that some frankly pretty limited restrictions are there.
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Old 06-28-2016, 10:05 AM   #443
Abe Sargent
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Plus you can just mod away the need for sectors. Grab a mod that let's you run 15 or 50 or 200 systems yourself and move on.
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Old 07-12-2016, 12:00 PM   #444
Thomkal
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Stellaris - Plantoids Species Pack Teaser Trailer - YouTube
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Old 07-12-2016, 03:19 PM   #445
nilodor
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I'm hoping that this game gets some different victory conditions because the ones they have now are just an absolute slog.
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Old 07-12-2016, 07:38 PM   #446
dzilla77
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Galactic Vegans Unite!
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Old 08-04-2016, 10:17 AM   #447
Thomkal
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It's live now
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Old 08-04-2016, 12:01 PM   #448
tarcone
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While very cool looking, $8 for it is excessive. I will wait until it is on sale or in a bundle.
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Old 08-04-2016, 12:20 PM   #449
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Join Date: Nov 2003
8 dollars for what is essentially cosmetic art?! Paradox really are ridiculous, but you will be able to get it for pennies as part of a sale or set eventually

Has anyone played with the Star Trek mod floating about the place? Looks promising from what I have read and may be the interest point I need to get back into this game.
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Old 08-04-2016, 12:20 PM   #450
Critch
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Join Date: Oct 2000
Location: Herndon, VA
I thought $8 was excessive too, but the one that looks like a space radish has won me over.
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