![]() When you get into a fight, then, you’d assume that the camera would maybe zoom in to a micro level, lay out all the terrain of that one hexagon and let you fight it out, right? That’s how scale works – your current view is blown up, so the actual real human being sized view is going to have to go down. You can see from the image above that it’s all kinda scaled down – so you’ve got a whole city in that center tile there. And you’ve got figures that walk around on the tiles – those are your armies and so on, they’d be like Monopoly figures on a board or something. ![]() There’s a global view, and you can click into cities to get a pop-up table and do all your city shit. It seems fine – as illustrated by the point that we don’t really notice it in the first place.įor contrast, let’s move to Endless Legend. It kinda seems to fit, right, it doesn’t make us go ‘hold the fuck up that’s inconsistent’. What’s important for our purposes is that we can acknowledge that gap without it feeling like a massive gaping hole in the fabric of the fiction. That’s not to say that the game is bad – Jesper Juul has a quote about how if you tug hard enough at any video game, you’ll always find the gaps, the places where the rules aren’t really consistent enough to maintain the fiction. Obviously when you finish a battle you get a battle report and it’ll tell you that the fight took two months even though it took like a minute tops, and – so there’s some slippage here, right. That’s how fast those ships would be firing if a game-second corresponded to a real second. So I tend to the belief that the battles are real-time – even just on a visual level. Logically, either these ships can only fire once per day, or there’s a bit of slippage and the battles are actually kinda real-time even though that’s not how time is supposed to work in Stellaris. Look at how frequently the different ships are moving and firing – remember, of course, that each real second it supposed to be a day in the fictional world. Check out this video below – it’s a minute and a half of combat. When two fleets are in combat, it seems much closer to a real-time battle. But there’s actually a little slip in how the game approaches time – there’s a little inconsistency. You get resources replenished at the end of each month, so you get them every 30 seconds – it’s just how the game’s depiction of time works. The other thing to note about Stellaris is that every real-time second counts for one in-game day. You have to scroll into the system to actually see the ships properly. It’s worth noting as well that there’s different types of representation on each level – so if you’re on the galaxy map, your ships show up as little icons next to the system that they’re in. You can scroll in and out between the two of them, that sort of thing, but I find that most of the gameplay really takes place on the galaxy map. So in Stellaris you’ve got two main visual modes – the map of the whole galaxy, and the maps of each individual system. Now Endless Legend is another 4X – it’s turn-based, rather than the real-time gameplay of Stellaris, and it’s got more of a fantasy vibe. Stellaris is easily the most approachable of their games, and today I wanted to talk about how it does combat, especially compared with Endless Legend. :) You are welcome.So if you haven’t played Stellaris, it’s a space 4X strategy game from the team that made Crusader Kings and all that other real high-maintenance crap. I thank you and for your time and thoughts I have sent you a reward. Originally posted by ZumZoom:Personally, I burnt out of Stellaris after 6-7 runs, maybe I just don't know how to roleplay (also I don't play multi). What I really like is the diverse playable empires, each has their unique way of playing, which really helps with replayability. ![]() Combat is unexciting, it's sort of like rock-paper-scissors, and AI isn't much of a challenge even on highest difficulty (somewhat better with ESG mod). Exploration is not as fun as Stellaris (in the sense of discovery, though Stellaris quests did get repetitive after a while too), but it does the job. Quantity and quality of planets affects available pop slots and various bonuses. ![]() Micromanagement is way better in my opinion, it's system-based, rather than by-planet - you build improvements in a system as if it were a city in a Civ game. :DĮS2 is turn-based, systems are connected by lanes, but later you can unlock free movement between two unconnected systems by researching new tech. They are similar in being 4X in space, and that's about it. Personally, I burnt out of Stellaris after 6-7 runs, maybe I just don't know how to roleplay (also I don't play multi).ĮS2 I played about 20 runs by now, and I do get burn-out after a long campaign, but I still feel the urge to come back and play another one after a month or two. ![]()
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