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Project Augustus/Stellaris

fnwilborn

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På Gamecom i morgen kl 2000 CET skal Paradox avsløre sitt neste prosjekt for sitt interne PDS-team, Project Augustus. Spekulasjonene har vært "rampant" i dagesvis, med totalt merkelige "teasers" som vanlig. Jeg gleder meg veldig, jeg elsker som kjent PDS-spill! :D

I kveld kom det en leak på Steam, og det ser ut til at det nye spillet er Stellaris, et space-spill. Fra Paradox, kjent for historiske Grand Strategy Games, no less! :eek:

Det er PDS, så jeg har troen. Men disse bildene ser virkelig generiske og uinspirerte ut, håper de har noe juicy å komme med i morgen! Bildene minner meg litt for mye om andre space 4X-spill som det går 10 på dusinet av...

Her er leaken:
 

kaieivindm

Moderator
Medlem
Sci-fi tema liker vi! 4x? Not so much! Ugh! Håper det er noe nytt!

Takk for info, skal følge med.
 

fnwilborn

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Det er garantert et GSG, a la CK2, EU4, HoI4 osv, i gameplay. Det er hva PDS gjør.:)
 

Joachim_F

Spillhistorie
Medlem
Dangit, jeg har vært helt lost i Civ V i kveld, så jeg fikk ikke med meg dette. Ser kult ut.
 

fnwilborn

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Medlem
Så presentasjonen, hadde ikke tid til å se Q&A. Men en kar på forumet deres skrev dette summary'en fra presentasjonen:

  • 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?
Og så har vi denne artikkelen:
http://www.rockpapershotgun.com/2015/08/06/stellaris-paradox-strategy-game/

Les den. Høres helt herlig ut.
 

fnwilborn

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En italiensk side har et preview, en kar har oversatt og laget noen punkter på engelsk:

So, the main things are:

- You start the game by choosing the Galaxy's dimensions, the number of Alien Empires and the game's difficulty (and I assume some more stuff), then you have to choose what race you will play as. The traits of your race (which seems to be mostly cultural: Individualism vs Collectivism, Militarism vs Pacifism, Multiculturalism vs Xenophobia. That kind of stuff) will obviously have an influence over your technological, diplomatic and strategic options for the rest of the game.

- Each planet seems to have regions/territories, that can produce resources, food or be used to build stuff in them. There can also be threats in some territories that must be resolved before you can use them for production or construction.

- Population will be present and your actions can determine if the people will grow rebellious or more productive.

- There seems to be two ways to increase technology: one is the standard one "tied to your race" (I don't know what that means), the other is about sending your Scientist characters to explore stuff in Space and hope that a Xenomorph doesn't eat him. Once one of these searches/expeditions is completed you will be allowed to choose between 3 possible technologies to research.

- Characters are confirmed to have a big role. You can name them governors, they can grow and eventually die, and there seems to be relations with them like in CK2.

- You can't actually control your units in battle, like in every Paradox game.

- They also express some worries in the article. Apparently, on the main map you can zoom only up to a certain point, to check into a single solar system however you have to click on it, they fear that once your empire has become huge this system will slow the game down into a clickfest.

- You can create Federations with other Alien Empires. By doing so you will have access to some of their resources and technologies.

- There will be an unpredictable Endgame, that may be an Extragalactic invasion from a Black Hole or rebellious AIs.
 

fnwilborn

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Forresten, punktet i rps sitt preview om kontakt med primitive verdener foreslår anal probing. Fett. :D ;)
 

fnwilborn

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Fra et tysk preview:

Events sind sehr wichtig und sind ebenfalls sehr erfrischend und fordernd. Sollte der religiöse Wissenschaftler von vorher zum Beispiel, den Tempel auf einem Asteroiden sprengen wollen, weil er ketzerisch ist, so kann besagter Asteroid bei falscher Sprengung seine Umlaufbahn verlassen und den nächst besten Planeten treffen und zerstören.

Kult eller KULT?
 

fnwilborn

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Mer tysk kulhet:

Der Spieler findet einen Planeten, auf der sich bereits eine dominante Spezies befindet, welche aber noch nicht mit der Raumfahrt in Kontakt getreten ist. Der Spieler kann nun entscheiden, wie er reagieren soll: Eine Forschungsstation im Orbit bauen? Einige Individuen entführen und sezieren? Den Planeten mit Waffengewalt übernehmen? Die Lebensformen unterwerfen und zu treuen Soldaten machen?
 

kaieivindm

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Medlem
For de av oss som ikke kan tysk :p

Oversatt av Google:
Fra et tysk preview:

Events sind sehr wichtig und sind ebenfalls sehr erfrischend und fordernd. Sollte der religiöse Wissenschaftler von vorher zum Beispiel, den Tempel auf einem Asteroiden sprengen wollen, weil er ketzerisch ist, so kann besagter Asteroid bei falscher Sprengung seine Umlaufbahn verlassen und den nächst besten Planeten treffen und zerstören.

Kult eller KULT?
Hendelser er svært viktig og er også svært forfriskende og utfordrende. Hvis de religiøse lærde av tidligere eksempel, ønsker å sprenge templet på en asteroide fordi det er kjettersk, så sa asteroide permisjon feil blåser sin bane og traff nærmeste planet og ødelegge.

Mer tysk kulhet:

Der Spieler findet einen Planeten, auf der sich bereits eine dominante Spezies befindet, welche aber noch nicht mit der Raumfahrt in Kontakt getreten ist. Der Spieler kann nun entscheiden, wie er reagieren soll: Eine Forschungsstation im Orbit bauen? Einige Individuen entführen und sezieren? Den Planeten mit Waffengewalt übernehmen? Die Lebensformen unterwerfen und zu treuen Soldaten machen?
Spilleren vil finne en planet hvor det er allerede en dominerende art, som ennå ikke har inngått kontakt med plassen. Spilleren kan bestemme hvordan du vil reagere nå: bygge en forskningsstasjon i bane? Enkelte individer kidnappe og dissekere? Ta over planeten med våpenmakt? De livsformer undertrykke og gjøre dem lojale soldater?

:)
 

kaieivindm

Moderator
Medlem
Regner med at skjermbildene jeg fant er "tatt" fra en Steam early access side. Men har blitt tatt ned. Lover meg selv å ikke gå inn i spillet før lansering!

Ser bra ut! :)

Håper det kan dempe EVE Online faktoren min litt!
 

fnwilborn

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Medlem
Utviklerne har nevnt at maks stjernesystemer som kan koloniseres(tomme systemer blir en del av bakteppet så å si og kan ikke utforskes) blir 1000. :)
 

fnwilborn

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Medlem
For de av oss som ikke kan tysk :p

Oversatt av Google:


Hendelser er svært viktig og er også svært forfriskende og utfordrende. Hvis de religiøse lærde av tidligere eksempel, ønsker å sprenge templet på en asteroide fordi det er kjettersk, så sa asteroide permisjon feil blåser sin bane og traff nærmeste planet og ødelegge.



Spilleren vil finne en planet hvor det er allerede en dominerende art, som ennå ikke har inngått kontakt med plassen. Spilleren kan bestemme hvordan du vil reagere nå: bygge en forskningsstasjon i bane? Enkelte individer kidnappe og dissekere? Ta over planeten med våpenmakt? De livsformer undertrykke og gjøre dem lojale soldater?

:)
Huhei for en dårlig oversettelse. :p Men dere skjønner vel poenget. :)
 

fnwilborn

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Fra et tysk video-preview:
Gameplay & Ship Editor
  • Like Crusader Kings 2 or Europa Universalis 4 Stellaris runs in pausable/accelerable real time.
  • At the start of a game we tinker our own race via a populace editor. We can choose bonuses and penalties like production or research bonus or traits like"xenophobic", "religious" or pacifistic" which determine the further course of the game considerably. Then we choose one of 100 portraits and with it the appearance of our people - and there you go!
  • While there are also prefabricated races they are only intended for quick start - for people who don't want to edit. In the game itself you will not meet these races.
  • After all, the properties of all adversaries are completely randomly generated in every game! So you never know in advance if you'll meet fanatically religious squid researchers, xenophobic mushroom creatures or isolationist cyborgs in the vastness of space. While this could limit the uniqueness of the races it can increase the replayability. There should be thousands of combinations of the diverse traits.
  • The galaxies of Stellaris are randomly generated from a chosen size. At the presenation the developers zoomed seamless from individual suns and planets up to the whole galaxy. Which looks big. Bloody big.
  • Each of the up to 16 adjustable enemy races starts with only one planet and must expand. In addition to these 16 "upstarts" are other inhabitants of the galaxy in different stages of development. More about that in "Phase 1: Exploration".
  • Spaceships move freely through space and not on predetermined paths. In order to safeguard important flight corridors, one can build starbases or lay minefields.
  • Battles between fleets take place directly in the game view, there are no separate tactical maps. You can't control the battles yourself, they run automatically - just like Europa Universalis or Crusader Kings.
  • There will be an editor in which we equip our ships with weapons, reactors, engines, etc and thus can design our own models.
  • Obsolete Ships can be upgraded at home to the current state of the art, but this takes some time and costs money.

Colonies & Heroes
  • Each colonized Planet offers several grounds slots on which we can build one building each. Several similar buildings (for example factories) side by side enjoy synergy bonuses and produce more.
  • The tiles have different properties with advantages and disadvantages. Alien Ruins for example increase the research output; food farms should be on fertile fields rather than in ice deserts. And areas that are inhabited by dangerous animals must be purged first - which in turn requires the appropriate technology. Thus the planets are likely to greatly stand out from each other, a desert world will never be the food basket of the empire.
  • In order for a tile to produce something we need to assign workers on it. Per population point we have a "workers unit" available. But beware: Just like a roleplaying character each population unit has individual qualities that Stellaris generates based on the initially selected national characteristics - for example "industrious" (good!) or "xenophobic" (bad if other races live on the planet) .
  • RPG-like characters play an important role, as in Master of Orion special heroes are available in Stellaris. Namely leaders (lead colonies), admirals (command fleets), generals (commanding ground forces) and scientists (fly research vessels, more on that later).
  • Each character has certain advantages and disadvantages and levels up by successes. Thus you should distribute your subordinates wisely. This reminds pleasantly to the often illustrious princes, bishops, etc from Crusader Kings 2.

Phase 1: Exploration & nonlinear research
  • In the first phase of the game you explore the universe with research vessels on which you assign a scientist as a commander. They then naturally bring individual abilities (and maybe disadvantages) with them.
  • The research vessels can, among other things, scan planets to find out their properties.
  • In the vastness of space the research vessels can make special discoveries which lead to various follow-up tasks. For example one finds an asteroid on which a temple stands, which is oddly enough dedicated to an ancient human deity. Now one should find out what it's all about.
  • Depending on the characteristics of their own people and the scientist involved you can choose different decisions. Religious researchers could simply blow up the asteroid as blasphemous and experience a completely different sequence of events than non-religious scientists who could search for more shrines and unravel the mysteries behind it.
  • Each event can succeed but also end in disaster. When an incompetent researchers examines the aforementioned asteroid there is a risk that the boulders leaves its orbit and is on a collision course with an inhabited world. Then our fleet needs to intercept it.
  • A quest log (called"Situation Log") lists our open events.
  • The asteroid is just one example of many. Paradox promises varied events. In addition there are your usual monsters waiting in space like interstellar giant jellyfish.
  • The regular research extends nonlinearly in Stellaris, there is no fixed research tree!
  • How does it work? First of all we have the three areas of research for which each a scientist-hero is responsible. The three areas are "Physics", "Engineering" and "Society". At certain intervals these researchers make new discoveries from which we have to choose one out of 3 technologies. For example improved laser cannons, shields or ground forces weapons.
 

fnwilborn

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Resten(søren ta maks 10k tegn i et innlegg!):

  • The highlight: the discovered technologies are not predetermined but are drawn randomly from a pool. Here Stellaris also uses the character level and the characteristics of the researcher employed, our national characteristics and the previously selected technologies.
  • If we, for example, use an experienced laser scientist and have previously developed energy weapons, the chance increases to research high-tech blasters. A "mad scientist" however, produces more experimental technologies. The system should help the individualization of our race and at the same time ensure that the progress feels natural so we don't discover Death-Star technology at the start of the game.

Phase 2: Conflict & Contact
  • Eventually in the course of the game we meet one of up to 16 rivals. The diplomacy system is similar to Europa Universalis 4: We can build alliances and non-aggression pacts, make trade deals and even make inferior nations our vassals.
  • If you get along particularly well with one or more neighbors you can even set up a federation à la Star Trek, an alliance of semi-sovereign members comparable to the European Union. With the difference that a leader of a member nation rules this Federation as president and therefore determines its foreign policy. Every few years there are elections in which a new president gets elected. Depending on the characteristics of each nation the Federation as a whole will act differently: If pacifists come to power, diplomacy is in the foreground; if an aggressive faction wins the race, expansion is announced.
  • To start a war in Stellaris we should also have a reason for war (casus belli). For example by falsifying the claim of our people on a solar system. Without official reason for war our reputation suffers and we'll soon see a powerful enemy alliance against us. However this can also happen if we expand too quickly.
  • Wars are not simply just won or lost, instead there is a "War Score" ie. a points value which indicates how much the enemy would give us in a peace treaty. For example we can demand nothing or just some money, annex whole solar systems or even completely vassalize small states and make them our puppets.
  • In the galaxy of Stellaris we not only meet starfaring races, but also those which may be scientifically advanced but can't reach into space yet (Poland for example). How we deal with these neutral planets depends on the properties of our people. Pacifists can watch them from hiding to collect research points. More radical scientists can abduct people and subject them to studies; warlike races just conquer the planet. And of course we can give the residents the spaceflight technology to include them as a member of the galactic community. Or add them in our own federation, of course completely altruistic.
  • Apart from such advanced races some planets are also inhabited by races that have not yet developed self awareness. As a ruthless ruler we can intervene in the evolution of these aliens to tailor us a slave race of our own design. If our own people have problems with surviving on a desert planet - no problem then we simply tinker our own Fremen (Dune, of course). And if we have weak troops we just breed us a race of willing soldiers - the Jem'Hadar from Star Trek: Deep Space Nine send greetings.
  • And there is a third type of neutral nations: the fallen empires. This great star empires had once powerful technologies but lost all their knowledge - just as the human Imperium of Warhammer 40K. They can still use their high-tech ships and weapons still operating but can no longer repair or rebuild. The fallen empires therefore don't expand and start any wars, but doggedly defend their borders - with very advanced fleets. Whoever attacks them must reckon with hard resistance but also has the chance to get particularly valuable technologies that can't be gained otherwise.
  • Destroyed fleets leave behind debris which can be studied by research vessels to extract technologies. Anyone who has always envied their neighbors because of their bigger laser cannons can therefore easily steal them. Assuming he defeats one of its fleets.

Phase 3: Endgame & major disasters

  • Typically the endgame of a space strategy game always develops the same: At some point you're so big and powerful that you simply wipe away the remaining competitors. Stellaris wants to do it differently. When your empire grows it also increases the risk of a galactic catastrophes that makes the endgame particularly demanding.
  • There are several types of galactic disasters that are always based on the current state of the game itself. For example when somebody intensively researches about wormhole technology it may happen that a portal opens into another dimension inviting as powerful as evil aliens in our universe.
  • Another example: When we have discovered the appropriate technology we can build robot-workers for our colonies who toil very effective and are never unhappy. Anyone who has seen Battlestar Galactica knows: This can backfire! The robot can in fact develop awareness and establish their own machine state. And eventually decide to extinguish the meat bags that contaminate the rest of the galaxy.
  • If such a disaster occurs we have two choices. Either we unite all the races of the galaxy and fight the enemies together. Or we lean back, strengthen our fleet and wait while our competitors fight - only to all intervene at the end and mop up what remains.
 

fnwilborn

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Giant Bomb har et timeslangt intervju med Henrik Fårhaeus, tidligere main dev for CK2, nå main dev for Stellaris: http://www.giantbomb.com/podcasts/scope-and-intimacy-talking-historical-accuracy-gra/1600-1322/

Hører på den nå.:) Reddit har en tråd med info og diskusjon fra podcasten: https://www.reddit.com/r/paradoxpla...nt_bomb_interviews_henrik_fahraeus_about_the/

Some info from the interview:

  • Pre-scripted maps are supported, specifically for modders to be able to create and share their own
  • Nebulas, voids, and other things will get in the way of FTL travel, but the galaxy map necessarily won't be as full of geographic choke points (e.g. mountains, rivers) as in earth-based GSGs
  • Creating alien factions is an interesting new challenge, compared to the "crutches" of modeling history
  • Major lore influences: "basically everything" -- most of the team has read and watched a lot of scifi, provided them with a "treasure chest" to rely on; Henrik specifically mentions the Foundation series
  • Major game inspirations: other Paradox games, Distant Worlds, Sword of the Stars, Civilization series
  • Not going the automation route (a la Distant Worlds and HOI3); no bang for your buck in creating systems that are complicated but end up invisible to the player
  • A lot of effort going into scripting and branching stories ("storylets") giving a lot of different variation
  • A lot of effort has also gone into developing Clausewitz engine into a space game
  • Classic 4x start: home planet, science ship, construction ship and a fleet; you send out your science ship to survey your home system
  • Characters are sort of a cross between EU4 and CK2 (don't marry and have kids, but still have personalities, traits, stories)
  • Conquest isn't as easy as in classical 4X games -- you need a claim to the planet, need to occupy the planet and finally win it in a peace treaty (like in other Paradox games)
  • Diplomacy similar to EU4: alliances, non-aggression pact, civilian and military access
  • New diplomacy feature in the notion of the "federation": you invite alien species into an alliance and can suggest you take it one step further and make a federation. You are still sovereign states, but an elected federation president in charge of foreign policy. The whole federation has a common federation fleet (which can take the best ships from each federation member), while each member retains their own also.
  • Different races have different ethos/ideologies, as do each individual "population unit" -- no good or evil ideologies. Example: a fanatic spiritualist POP will react badly to certain technologies (e.g. uploading consciousness into computer) and become discontent, coming together into factions with a political leader character and demanding change. You can negotiate with them, treat them harshly or wait for the rebellion and wipe them out. Factions can also perform actions less extreme than revolts, such as sabotaging your economy.
  • Wants to avoid the game becoming too "spreadsheety" and predictable like other 4X games, by surprising the player and throwing unforeseen obstacles in their path
  • Tech is more of a deck of cards than a determinative technology tree, preventing the player from min-maxing and encouraging exploration and unpredictability.
  • Other than humans, every race will be procedurally generated in every game
  • Two victory conditions: conquest and technology (which they're still planning/working on)
2 things that are really 'new' or atleast better explained are:

  • Different races have different ethos/ideologies, as do each individual "population unit" -- no good or evil ideologies. Example: a fanatic spiritualist POP will react badly to certain technologies (e.g. uploading consciousness into computer) and become discontent, coming together into factions with a political leader character and demanding change. You can negotiate with them, treat them harshly or wait for the rebellion and wipe them out. Factions can also perform actions less extreme than revolts, such as sabotaging your economy
  • Pre-scripted maps are supported, specifically for modders to be able to create and share their own
 

fnwilborn

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Nja, både ja og nei. Det er et Paradox-spill, så det vil minne en del om konseptet rundt Europa Universalis og Crusader Kings. Altså grand strategy. Men de sier at tidlig i spillet vil det være mye som er likt såkalte 4X-spill. Endless Space er 4X. Så til dels, er vel riktig svar.:) Men Endless Space er turn based. PDS spill er real time, med pauseknapp som brukes flittig og variabel speed.
 

fnwilborn

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Nei, ingenting er kjent om lanseringsdato ennå. Men jeg regner med i år. Pollen er på en nyhetsside da. ;)
 

fnwilborn

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Dette har jeg ikke testet. CK2 og EU4 har jeg testet. Disse dager tester jeg mest for Firaxis. Alt slikt er nda så klart. Men at jeg er på test-team for lanserte spill er ok å si. ;)
 

kakemannen

Nintendo Forever
Medlem
Hvordan får du være med på slike ting? Spesiell webside du bruker for å melde deg på?
 

fnwilborn

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For paradox sin del så har de påmeldingsskjema som de åpner når de nærmer seg beta. Alpha, som jeg også har vært med på, er invite only, basert på anbefaling og deltakelse på forumet uten å ha hatt problemer med moderatorene. Blant annet. Firaxis er anbefalingsbasert, og jeg kom inn i 2010 etter å ha vært et produktivt medlem av fan communityet i et drøyt tiår. Kom inn rundt sen pre-alpha på civ5, og har vært med siden. Trives absolutt best med Firaxis, så der jeg konsentrerer kreftene nå. :)
 

fnwilborn

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Releasedato er annonsert. Spillet kommer ut den niende mai!

To videoer med Quill18 er også lansert. Disse er fra da spillet ble presentert for ham i januar, så før beta-perioden var i gang:
 

kakemannen

Nintendo Forever
Medlem
Det jeg fikk ut av de siste to postene er; ver greit mot moderatorer :rolleyes:

Men kult en kan få bli med på slikt. Og at det lønner seg over tid.
 

fnwilborn

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Det jeg fikk ut av de siste to postene er; ver greit mot moderatorer :rolleyes:

Men kult en kan få bli med på slikt. Og at det lønner seg over tid.
Moderatorer? Vel, i forbindelse med Paradox så hjelper det. De har et eget forum som er ganske enerådende. Eller vær hjelpsom mot andre brukere, vær aktiv osv. Mange kommer inn fordi de er gode som mods eller "kundesupport" mot andre brukere. Eller fordi de har vist gode skills i spillet. Eller fordi de har funnet mange bugs og rapportert dem. Men om du har infractions på forumet, synker sjansene mye, ja.:)

Når det gjelder Firaxis, så var jeg et medlem at det (daværende) største forumet, og var blitt venner med flere som, uten at jeg visste det, var med i Frankenstein-testgruppen. De anbefalte meg og jeg ble invitert inn i januar 2010. Ble nesten ikke med videre, for svar-mailen min til Jon Shafer(daværende sjefdesigner på Civ5) kom i spam-mailen til Firaxis...!:eek: Purret en mnd senere og kom inn i gruppen.:) Vi er en liten, men veldig aktiv gjeng. Og for noen fantastiske folk! Devs er veldig greie og setter veldig tydelig pris på oss. Et par av dem chatter vi med om alt mellom himmel og jord på Skype hver dag faktisk.:)
 

fnwilborn

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Siste dev diary, i en serie av så langt tjuesju(det kommer ut en ny hver mandag), handler om musikk. De gir informasjon om utviklingen av musikken og lydbildet generelt(og flere utfyllende kommentarer senere i tråden). Og de legger ved to låter fra sangen:

Main theme er på over åtte minutter og er ikke avslørt ennå.:)

Det legges ut videoer på youtube og lignende hver uke også. Hver torsdag har utviklerne en til to timer med Let's Play direkte på Twitch. Dette kan sees i sin helhet på Twitch etterpå og legges ut i flere halvtimes lange episoder på youtube i løpet av uken følgende opp til neste torsdag. Vi følger rasen av stygge sopper som bare ønsker å være venner, men de andre rasene er ikke interessert i å være venner med slike stygge vesener, så de må sende venneskip til naboene og.....overtale dem.;) Dere finner alle videoer linket i en stor tråd her.:)
 

fnwilborn

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Forhåndsbestilling er åpnet.:)

Tre utgaver, Standard for 39.99 dollar/euro, Nova for 49.99 og Galaxy for 69.99.

Alle preorders gir en unik forum avatar, ringetoner til mobil, en kosmetisk DLC med innhold bestemt av communityet og de sender en ballong med en USB-stick med navnene til de som forhåndsbestiller opp i atmosfæren.:D

- Creatures of the Void (Cosmetic DLC)
Five additional alien avatars exclusive to pre-order customers, each inspired by design suggestions from the community. These dark, creepy, and twisted creatures include: Hydra/Xenomorph, Evil Porcupine, Dinosaur Bird, Shadowy Anthropoid and Fungoid Infected Mammalian, with which to populate the galaxy.

-Ringtones and Message Alert Sounds
Get the stirring Stellaris theme as composed by Andreas Waldetoft as your ringtone, and receive communications from across time and space! Also includes 5 sound effects from Stellaris suitable for text messages and alerts.

- Blorg Forum Avatar
Become an official Spacefriend of Blorg!!!!!!!

- Send Your Name into (almost) Space
We will literally take your name and launch it into the upper stratosphere on a weather balloon, and we´ll film the whole thing! Some day, extraterrestrial life may know that you dared to reach out to them! Must have a Paradox Account linked to your Steam Account to have your name included; must link accounts before June 1, 2016 to qualify.

Nova-utgaven gir i tillegg et 140 minutters lydspor, et ekstra forumikon(alle spill man eier fra Paradox gir et eget ikon) og en eksklusiv kosmetisk DLC til.

Galaxy-utgaven gir i tillegg til det man får i Standard- og Nova-utgaven, en ebok, digital samler-bok, et signert wallpaper, et ekstra forumikon og en unik forum-avatar.

 

fnwilborn

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Forresten. Ikke fortell Paradox før jeg har fått forhåndsbestilt(får ikke gjort det før i morgen, tidligst), men det ser ut til at de har tullet til prisen på Steam.:D

Standard-versjonen skal koste 39.99 dollar/euro, og vi europeere skal vanligvis ha euro-prisen. Men spillet koster bare 270 NOK, og det er med dagens kurs 29.10 euro.:D
 

kakemannen

Nintendo Forever
Medlem
Ok pris hvert fall. Paradox er på gang om dagen. Håper de får gode skussmål for spillet.

De er hvert fall flinke med oppfølging i etterkant. Med tanke på Cities.
 

fnwilborn

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Medlem
Cities, ja. Og mer relevant for studioet(det er utviklet av deres interne studio); CK2 og EU4.:) Fokuset på gode DLC i form av ekspansjoner og mye gratis innhold i patcher, finansiert av disse DLC'ene, har virkelig betalt seg. Og kvaliteten på spillene er definitivt bedre når man ser på graden av bugs i gamle utgivelser kontra dagens! :)
 

fnwilborn

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Medlem
Installerer. 85%... 6.9 MBps akkurat nå. I sted var det 26 KBps. Mange som installerer tror jeg.:p Forumet er i kne.
 

fnwilborn

Moderator
Promotør
Medlem
Herlighet så UTROLIG MORO...!!! :D :D :D

Har spilt i over åtte timer sammenhengende. Tålmodig kone.;) 3 om natta nå, og tvinger meg selv til å si god natt til spillet...;)

Jeg er kattepuser i verdensrommet; Kroll Confederation. Leder for øyeblikket en føderasjon bestående av meg, to langtids allierte og tre mindre nasjoner jeg har frigjort fra fiendenes grep.;)

Her er føderasjonen tegnet inn(mangler føderasjons-map mode. Det kommer visst med en snarlig patch.):
upload_2016-5-10_3-19-17.png
 

fnwilborn

Moderator
Promotør
Medlem
Status i imperiet:

Jeg har 7 planeter under meg direkte, 5 sektorer med 3, 4, 5, 2 og 5 planeter i dem.

Nåværende økonomi er som følger:
+75 energy
+255 minerals
+3 influence

Nårværende research er som følgende:
+94 physics
+83 society
+75 engineering