Paradox Interactive and Paradox Development Studio have released the latest update to Stellaris, which includes the new Paradox Launcher to unify the experience.
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- Operating system: Windows 7 / 8 / 8.1 / 10 Processor: AMD Athlon II X4 640 @ 3.0 Ghz / or Intel Core 2 Quad 9400 @ 2.66 Ghz Memory: 2 GB RAM Graphics Card: AMD HD 5770 / or Nvidia GTX 460, with 1024MB VRAM Sound Card: Compatible with DirectX 9.0c Free space on hard disk: 8.2 GB. Stellaris: Galaxy Edition 2.8.1.2 + DLC's RePack – (3.4 Gb.
- Stellaris (Lee 2.4.1) in multiplayer with mods not working? So we are four guys playing Stellaris together (due to time issues we often play only on weekends together).
LEARN MORE: www.stellaris.com - Stellaris will be free to try on STEAM from May 12 to May 17. The song will be available on streaming platforms on May 29th.
The launcher isn't all that's new though. If you're running Stellaris from their own store or GOG they have added in cloud saving to both. Paradox also updated all factions titans 'with panning light meshes', updates to the visual effects for 'ther drake's wing attack (muzzle, projectile, hit effect)' and new '/mute ' and '/unmute ' chat commands were added. Defence Platforms also got a boost for Outposts, providing 2 points of Piracy Suppression for their system.
A bunch of UI updates also made it in like the ability to Shift+Click on the ship count in the Fleet Manager, adding ships up to the nearest 10. There's more tooltips on the Planet Screen, a new notification when one empire guarantees the independence of another along with other minor additions and cleanups for the UI. On top of that there's some performance improvements, AI enhancements and a number of bug fixes. See all the changes in Stellaris 2.4 in this forum post.
Thankfully, the roll-out of the launcher for Stellaris is after they've already fixed up a bunch of issues. So unlike the updates for other PDS titles, it works perfectly on first run for me.
If you want to learn more about the Paradox Launcher and their reasoning for using it, along with their other plans for it check out this post from Anders Törlind, the Product Manager for it. Now only one team will work on the launcher, enabling all their games to have a similar experience across whatever store you buy their games from. This also means modding can be done easier as it won't entirely rely on the Steam Workshop. They gave a list of what to expect from it:
- GDPR compliance
- Login and account creation
- Single-sign-on with distribution platform (Steam, Microsoft, more in the pipeline)
- Account connection (Steam, Microsoft, more in the pipeline)
- Resume from last session
- DLC activation / deactivation
- Mods installation (For all non-steam users)
- Mods management
- Load order
- Activation / deactivation
- Mods upload (Steam Workshop, PDX Mods)
- Game settings (typically settings that would require a restart of the game)
Does sound like it will be quite useful. Not to be confused with their store client though, which is different.
You can grab Stellaris from Humble Store, Paradox Store, GOG and Steam.
Article taken from GamingOnLinux.com.Special thanks to
u/TechnicallyNeon for helping me get and organize the data.
In Stellaris planetary features determine what districts and special resources exist on any planet. General knowledge dictates that Dry worlds are good for energy, Wet for food, and Cold for minerals. TechnicallyNeon and I decided to look under the hood and collect, organize and analyze the data to see the true differences between the planets.
Links to Data:
Overview:
https://docs.google.com/spreadsheets/d/1cmmX9MGbRIAs2SpkFexw_imYQBVbwI5Zwh66kNWJtKQ/edit?usp=sharing
Food Feature Breakdown:
Stellaris 2 4 1 10 Contact
https://docs.google.com/spreadsheets/d/19ZDeE_Oei6-ycKoNjc74j5Dm6quwBiIOrR3ixraLhmU/edit?usp=sharingMineral Feature Breakdown:
https://docs.google.com/spreadsheets/d/1LJTBaYGVvoyczDFNsSEhgnzf8yd_4kRPiy-q8UpaHus/edit?usp=sharing
Energy Feature Breakdown:
https://docs.google.com/spreadsheets/d/1e0G7C0-7oHLMVSDaHgk3oB4YfUGmfPvKC0l0oMOCI54/edit?usp=sharing
Stellaris 2 4 1 10 Color
Strategic Resource Breakdown:
https://docs.google.com/spreadsheets/d/189YGcUMrSeejTY4BKrtMD0YrS4EvALJplYBPc_Fwk0I/edit?usp=sharing
Q: How are planetary features created?
A: The game has preset planetary features that can spawn on a planet. every planet has its own version of a +1, 2 and 3 district of every type. To note, this is speculation and we could not find the associated code, if you can find it, please send it to me. Each feature has an associated weight attached to it. when a planet is created the total weight of all possible features is put into a big pile and are rolled for with their percentages. I could not locate in the files how many features are generated per planet but it seems that it is around 8-16 features per planet. There are also modifiers that guarantee that all planets a minimum of one feature in each category.
Q: How are the planets different then?
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A: Some features will have the same effect but can spawn on the same planet. On continental worlds, Bountiful Plains and Boggy Fens are +1 Food district. this means that the total weight for +1 Food districts is doubled on continental worlds compared to a Desert world that can only generate one type of +1 Food district, the Nutritious Mudlands. These differences are what makes planets different within their own categories.
Q: Are planets still weighted for certain types of production?
A: Yes, the game makes the weight of the corresponding resources be worth 1.5 times more if on the correct planet. The weight of +1 features is 16. If a food tile on a wet world, then its weight becomes 16 * 1.5 = 24. The bonus are Food for Wet worlds, Energy for Dry, and Minerals for Cold. Strategic resources also have the same weight modifier for types of planets. Motes for Dry, Gasses for Wet, and Crystals for Cold.
Now that most questions are out of the way it's time to hand out some rewards to each of the planets
NORMAL PLANETS
The Triplets Award goes to the Cold planets
There are no differences between any of the cold planets in terms of the resources they generate. If you need minerals, any cold planet will do. Pick based on flavor.
The Twins Award goes to Tropical and Ocean.
Slightly less impressive than the triplets of the cold planets, you can rest easy knowing that the difference between these two is only the flavor.
The Mineral Award also goes to the Cold planets
The Cold planets are in the firm lead with an expected mineral value of 0.65 with Savanna far behind in second place at 0.43
The Energy Award goes to the Savanna
Savanna has a slight margin of victory at an expected value of 0.65 with Desert in a close second with a 0.63
The Food Award goes to Continental
Continental has the highest food value at 0.68 which is also the highest expected value for all of the normal planets, in seconds place is confusingly Arid at a 0.63,
The Wrong Category Award goes to Arid
Arid is odd in that its highest expected value is in food rather than energy. this has to do with the fact that Arid has 5 total food-producing features with one +1, two +2, and two +3 features. It produces on average more food then Ocean or Tropical.
Note for the following, Strategic resources cannot spawn on non-life seeded homeworlds.
The Motes Award goes to the Savanna
Savanna has an expected value for mote at 0.0222 with Desert not far behind at 0.0214. interestingly I also discovered a bug where the Motes +1 and +2 variant have the same spawn rate, this is inconstant with the other strategic resources where the +2 is much rarer than the +1.
The Gasses Award goes to Tropical and Ocean
The expected value of 0.0094 says your best chance of getting those sweet gasses on are on these worlds. Continental some in second with a 0.0079.
The Crystal Award goes to the Cold Planets
All cold planets have a value of 0.0104 for crystals. If you need to get them somewhere else, Savanna with a 0.0069 is your next best bet.
The Betherian and Xeno pets Award goes to the Cold Planets with a guest star Savanna
All of these planets have a value of 0.0025 for either feature with Desert bearly missing the cut at 0.0024.
The Most Districts Award goes to Arid
On Average, the Arid world has the best chance to spawn the most amount of districts at a 1.61 expected value. If you want the least amount of problem with districts cap, Arid is the planet for you
Biggest Loser List
Food: All Cold Worlds 0.44
Minerals: Continental 0.33
Energy: Cold 0.44
Motes: Continental 0.0113
Gasses: Arid 0.0062
Crystals: Continental 0.0053
Betherain: Continental 0.0019
Xeno Pets: Continental 0.0019
2 4 1 Pizza Toronto
Expected Districts: Continental 1.46
Gaia, Tomb, and Relic
Gaia: Gaia planets have some notable unique spawning mechanics compared to other planets. First off Gaia worlds do not spawn +1 district features (they possibly still can but it is absurdly low because it needs a non zero value) +1 Districts can still be created by terraforming any planet into a Gaia world. Any feature on a planet will spawn +2 or +3 features. The split for Gaia is 0.81 F, 0.58 M, and 0.81 E, which is the highest in each category besides Minerals. Gaia planets also have a 2 times modifier compared to the 1.5 times modifier other planets have. Gaia's modifiers apply to strategic resources. this leads to a spawn rate of 0.0432 of motes and 0.0202 for gasses and crystals. With 2.19 expected districts, Gaia worlds are really that good. Only other feature of note is that life seeded Gaia worlds can spawn strategic resources, whereas other homeworlds cannot.
Stellaris 2 4 1 1 2 Answer
Tomb: Tomb worlds have some interest data concerning their generation and district make up. They're the only world where they have a modifier that decreases weight with a 0.33 modifier to Food features. Additionally Tomb world can not spawn +3 food features. It has a 0.16 F, 0.66 M. 0.66 E split, with a low district generation of 1.18, the second worse in the game. This makes Tomb worlds really good for robot empires which can ignore the habitability and don't care about the food.
Relic: Although Relic worlds have collected data, any conclusion that can be drawn from this list should be ignored mostly because they have special guaranteed districts and most spawn by an event. All this guide with say is if organic, make an arcology, if hive or machine, you have a nice research world.
Final Thoughts:
This Data does not take into account how planet-wide features, such as mineral-rich or strong magnetic field affect planets. These effects are also generated with a weight system similar to the regular features, but I could not find any of the code for how the computer rolls for these, similar to how I could not find the exact data on how it decides how many features a planet gets. If someone can find the code, I'd be more than happy to publish a revised guide or update the spreadsheet to reflect in-game numbers instead of the abstract numbers used in this post. I would also like to see different types of energy and mineral features added to change to help diversify some of the planets in the game because as of now, we have 6 different types of basic planets in terms of districts alone. In the end, I think I only really learned one thing, continental worlds suck.
Source: Original link
The Crystal Award goes to the Cold Planets
All cold planets have a value of 0.0104 for crystals. If you need to get them somewhere else, Savanna with a 0.0069 is your next best bet.
The Betherian and Xeno pets Award goes to the Cold Planets with a guest star Savanna
All of these planets have a value of 0.0025 for either feature with Desert bearly missing the cut at 0.0024.
The Most Districts Award goes to Arid
On Average, the Arid world has the best chance to spawn the most amount of districts at a 1.61 expected value. If you want the least amount of problem with districts cap, Arid is the planet for you
Biggest Loser List
Food: All Cold Worlds 0.44
Minerals: Continental 0.33
Energy: Cold 0.44
Motes: Continental 0.0113
Gasses: Arid 0.0062
Crystals: Continental 0.0053
Betherain: Continental 0.0019
Xeno Pets: Continental 0.0019
2 4 1 Pizza Toronto
Expected Districts: Continental 1.46
Gaia, Tomb, and Relic
Gaia: Gaia planets have some notable unique spawning mechanics compared to other planets. First off Gaia worlds do not spawn +1 district features (they possibly still can but it is absurdly low because it needs a non zero value) +1 Districts can still be created by terraforming any planet into a Gaia world. Any feature on a planet will spawn +2 or +3 features. The split for Gaia is 0.81 F, 0.58 M, and 0.81 E, which is the highest in each category besides Minerals. Gaia planets also have a 2 times modifier compared to the 1.5 times modifier other planets have. Gaia's modifiers apply to strategic resources. this leads to a spawn rate of 0.0432 of motes and 0.0202 for gasses and crystals. With 2.19 expected districts, Gaia worlds are really that good. Only other feature of note is that life seeded Gaia worlds can spawn strategic resources, whereas other homeworlds cannot.
Stellaris 2 4 1 1 2 Answer
Tomb: Tomb worlds have some interest data concerning their generation and district make up. They're the only world where they have a modifier that decreases weight with a 0.33 modifier to Food features. Additionally Tomb world can not spawn +3 food features. It has a 0.16 F, 0.66 M. 0.66 E split, with a low district generation of 1.18, the second worse in the game. This makes Tomb worlds really good for robot empires which can ignore the habitability and don't care about the food.
Relic: Although Relic worlds have collected data, any conclusion that can be drawn from this list should be ignored mostly because they have special guaranteed districts and most spawn by an event. All this guide with say is if organic, make an arcology, if hive or machine, you have a nice research world.
Final Thoughts:
This Data does not take into account how planet-wide features, such as mineral-rich or strong magnetic field affect planets. These effects are also generated with a weight system similar to the regular features, but I could not find any of the code for how the computer rolls for these, similar to how I could not find the exact data on how it decides how many features a planet gets. If someone can find the code, I'd be more than happy to publish a revised guide or update the spreadsheet to reflect in-game numbers instead of the abstract numbers used in this post. I would also like to see different types of energy and mineral features added to change to help diversify some of the planets in the game because as of now, we have 6 different types of basic planets in terms of districts alone. In the end, I think I only really learned one thing, continental worlds suck.
Source: Original link
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© Post 'Stellaris: A Guide to What are the Best Planets as of 2.4.1' for game Stellaris.
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