For the time being, I continue to play and enjoy Stellaris. After spending some 40+ hours in my first sort of easy-mode tutorial, I decided to start a new Ironman game on medium difficulty with a custom-made race in a Large galaxy.
One thing I have learned since starting this journey though, is that Paradox actually updates the game a lot. Like, a lot a lot. I came in at the tail-end of a big overhaul of the game mechanics via 2.0. Some of the changes have been controversial, but since I never saw the original way the game was played, I don’t have any strong feelings about them.
Well, other than the fact that it’s near impossible to actually divine any currently-correct information about Stellaris on the internet.
Which Traditions are the best to take first? Are there any must-have Ascension perks? What’s the general idea with custom ships? How fast is too fast when it comes to expanding your empire? These are all questions that were solved and optimized at some point in the past, but have quickly turned into historical canards. For example, about half of the old forum posts I’ve combed through have referenced Food like it was a big deal. And it was… until Food was made an empire-wide resource, allowing you to dedicate entire worlds to mining or energy with ease while farming elsewhere.
Like most games these days, there is a Stellaris Wiki out there, but it suffers from the same issue as all game Wikis – 99% of it is simple, in-game information with zero analysis. Yeah, Option X gives me 5% more Y. But is extra Y even useful considering you can get Z instead? Sometimes it is flat out wrong. For example, there are some “Prophet’s Retreat” utopia-esque planets out there that are guarded by otherwise end-game Fallen Empires, who get really mad if you try to colonize the planet. But could I build a Habitat (e.g. colony space station) orbiting the Prophet’s Retreat without angering the Fallen Empire? According to the wiki:
[Habitats] cannot be built on habitable planets, asteroids, moons or planets with an anomaly.
I gambled with 10,000 minerals and several in-game years and it turns out you absolutely can build a habitat in orbit around the Prophet’s Retreat world without angering the Fallen Empire protecting it. So that wiki entry is either flat wrong, or incredibly misleading (perhaps the author meant anomalies would block all attempts?).
I am also beginning to understand that a lot of the Stellaris community is perfectly fine with inefficient/bad options for purely role-playing purposes. Which is fine, whatever, you do you. It’s one thing to pick an option because you want that to embody your virtual empire, and something else entirely when you pick an option that sounds good but is really just a newbie trap.
Stellaris is by no means the only game that suffers such (unintentional) misinformation. But the whole situation does give me pause. The internet is forever… but that also means it will accumulate more and more shit over time, in a perfectly entropic metaphor kind of way. Search Engine Optimization can force the cream of useful information to float to the top of Google results, but that is reliant on an engaged audience still producing currently-useful information. Over time, there will be less and less engagement, and the actual answers will be lost in a soup of nonproductive energy.
…
…well then, as a fan of Sisyphus, let’s get this rock rollin’: as of the date of this post, in Stellaris 2.0, you can create a habitat around a Fallen Empire-protected, habitable planet with no issues.
The Internet is Forever… Wrong
Jun 7
Posted by Azuriel
For the time being, I continue to play and enjoy Stellaris. After spending some 40+ hours in my first sort of easy-mode tutorial, I decided to start a new Ironman game on medium difficulty with a custom-made race in a Large galaxy.
One thing I have learned since starting this journey though, is that Paradox actually updates the game a lot. Like, a lot a lot. I came in at the tail-end of a big overhaul of the game mechanics via 2.0. Some of the changes have been controversial, but since I never saw the original way the game was played, I don’t have any strong feelings about them.
Well, other than the fact that it’s near impossible to actually divine any currently-correct information about Stellaris on the internet.
Which Traditions are the best to take first? Are there any must-have Ascension perks? What’s the general idea with custom ships? How fast is too fast when it comes to expanding your empire? These are all questions that were solved and optimized at some point in the past, but have quickly turned into historical canards. For example, about half of the old forum posts I’ve combed through have referenced Food like it was a big deal. And it was… until Food was made an empire-wide resource, allowing you to dedicate entire worlds to mining or energy with ease while farming elsewhere.
Like most games these days, there is a Stellaris Wiki out there, but it suffers from the same issue as all game Wikis – 99% of it is simple, in-game information with zero analysis. Yeah, Option X gives me 5% more Y. But is extra Y even useful considering you can get Z instead? Sometimes it is flat out wrong. For example, there are some “Prophet’s Retreat” utopia-esque planets out there that are guarded by otherwise end-game Fallen Empires, who get really mad if you try to colonize the planet. But could I build a Habitat (e.g. colony space station) orbiting the Prophet’s Retreat without angering the Fallen Empire? According to the wiki:
I gambled with 10,000 minerals and several in-game years and it turns out you absolutely can build a habitat in orbit around the Prophet’s Retreat world without angering the Fallen Empire protecting it. So that wiki entry is either flat wrong, or incredibly misleading (perhaps the author meant anomalies would block all attempts?).
I am also beginning to understand that a lot of the Stellaris community is perfectly fine with inefficient/bad options for purely role-playing purposes. Which is fine, whatever, you do you. It’s one thing to pick an option because you want that to embody your virtual empire, and something else entirely when you pick an option that sounds good but is really just a newbie trap.
Stellaris is by no means the only game that suffers such (unintentional) misinformation. But the whole situation does give me pause. The internet is forever… but that also means it will accumulate more and more shit over time, in a perfectly entropic metaphor kind of way. Search Engine Optimization can force the cream of useful information to float to the top of Google results, but that is reliant on an engaged audience still producing currently-useful information. Over time, there will be less and less engagement, and the actual answers will be lost in a soup of nonproductive energy.
…
…well then, as a fan of Sisyphus, let’s get this rock rollin’: as of the date of this post, in Stellaris 2.0, you can create a habitat around a Fallen Empire-protected, habitable planet with no issues.
Posted in Commentary
5 Comments
Tags: Entropy, Inevitable, Newbie Trap, Sisyphus, Stellaris, The Internet is Forever