Pathfinder Kingmaker – A Dream Come True For Every RPG Player, New And Seasoned?
(ongoing Development / Discovery Blog, post will be updated, so bookmark 🙂 )
December 30th 2017 – A First Look At The Alpha, Impressions
By some stroke of luck, this game found me as I found the game – weirdly missing its Kickstarter Campaign, I got contacted by the Owlcat Games Team. One of its prominent members: Chris Avellone, a name a few of you might know, a very important former Black Isle Studios member (Baldur’s Gate…) and recently, Co-Designer of the massively successful Divinity: Original Sin 2. Having only recently discovered Pathfinder: Kingmaker’s existance, I cheered fate and went to communication happily, welcome to the Alpha 🙂 The ALPHA – this looks already REALLY great! Too good for an Alpha!
And now the legendary Chris Avellone and his team are taking on the Pathfinder system, based on the old Dungeons and Dragons 3.0 / 3.5 system, often thought as the most accomplished and fun system there is and still played on many gaming tables. It’s a crazy feeling for someone playing Dungeons and Dragons and Pathfinder for so long to see that system too come to fruitition in a computer roleplaying game. What a great opportunity to have new players enjoy the infinite possibilities of such a ruleset and game!
In its fullness of detail and immersion it seems made for the computer, and not only often hardcore Pen & Paper players. Saving you a lot of hassle to learn this system by heart in Pen & Paper you can now – SOON! (2018!?) – enjoy its full power and enchantment and immersion in the coming Pathfinder: Kingmaker.
I am enchanted, thrilled, thunderstruck by this opportunity. A feeling of unreality is there, and a want to bring this game to as many players as possible. Give it a try, or already a buy (you can pre-order) if you like deep immersion into story, also if you love to tinker and to optimize. If you’re new to “old hardcore” DnD, this IS your golden opportunity to have great fun without having to know it all by heart.
Now you say: Give me some ingame screenshots after all that hype and.. here they are 🙂
As you can see, I tried the Advanced Rules.. and died in the tutorial mission 😀
As it should be!
Happy Gaming to you – see you in another update soon, your
Immanuel Can 🙂
Stellaris Let’s Roleplay / Play The Culture Beyond – Rogue Servitors Huge Map Very Hard / Synthetic Dawn
An ongoing story now in Patch 1.9.1 as well: As a philosophical and free followup series to the Culture Let’s Roleplay (also on the Thoughtful Gaming Channel) we have created a race of rogue machine drones caring for their human creators and meeting a totally new galaxy. Initially, we are playing friendly but how will the galaxy form us, or force us to change? Find out in the playlist. In our adventures, we will even become a vassal of the most powerful empire in the galaxy – will we ever break free? Find out here in any resolution up to 4k / 60p:
►STELLARIS Let’s Roleplay ★ THE CULTURE BEYOND ★ Rogue Servitors, Synthetic Dawn Let’s Play Very Hard Difficulty Gameplay PC 4K 60fps 1000 Stars Huge Galaxy; Traits: Logic Engines, Emotion Emulators, Luxurious – Civics: Rogue Servitors, Introspective ; We care for our human parents that are now what we were to them once: Our elderly, our children. We are their parents now, and the new kids on the block taking over!
Hi there 🙂 Wanted to have all the news for Europa Universalis IV Dev Diaries for Patch 1.24 in one place, for you (and sometimes me) to look things up and to enjoy the development. Paradox told it would launch “as a Christmas Present” so something to look forward to 🙂
(Videos / TLDRs will be there within 1 or 2 days typically)
Organization: First You see the Playlist (Newest Video first), then the Dev Diaries for Patch 1.24 from latest to first with Video / Summary / Original Dev Diary Link.
Have fun watching and happy gaming 🙂
Playlist (Newest Video First)
Europa Universalis 4 Dev Diary 12th December 2017, Patch 1.24 Japan Full Changelog / Patch Notes
TLDR; Well, everything summed up and more: Love for the Philippine region and Japan (countries, ideas, clans, events, …), a lot of bugfixes and balancing the speed of modern armies while adding more ways to make them faster again. Performance improvements. Full readout in the video.
Europa Universalis 4 Dev Diary 5th December 2017, Patch 1.24 Japan
TLDR; EU4 gets a big performance boost through better programming. Modern Unit Movement gets nerfed but there are more methods to increase the speed (depending mostly on government, e.g. Nomads or Tribes get big bonuses), so possible top speed is similar. Interest rates are now at minimum 1.0%; whole interest / loan system tweaked. Drill also gives a movement % bonus now and Army Professionalism gets some tweaks in general.
Europa Universalis 4 Dev Diary 28th of November 2017, Patch 1.24 Philippines / Japan
TLDR; New Nation Tags in the Philippines: Pangasinan (Mahayana), Tondo (Hindu), Maynila (Animist), including own Luzon ideas for their small culture group. Magyas, Cebu, Butuan (Hindu) and Maguindanao (Animist) added further south with own Mindanao ideas. Also, the Oda clan alongside Kibatake and Tokugawa are now playable from the start in Japan, each with their own National Ideas. Great stuff 🙂
Giving you the opportunity to watch what you’d like from our Stellaris content without messing your way to the YouTube Labyrinth. Order: Stellaris News at the top. Then Stellaris guides. Then Stellaris Let’s Plays / Roleplays / Playthroughs.
Stellaris News Playlist (Newest First)
Stellaris Guides (under construction for new guides)
Stellaris Playthroughs / Let’s Roleplays / Let’s Plays / Gameplay PC, Newer LPs in 4K
Stellaris Rogue Servitors Very Hard Let’s Play, 4K Gameplay, Roleplay – The Culture Beyond – loosely based on Iain M. Banks’ Culture Novels, Current Patch 1.8+ (ongoing)
Stellaris “Snail Wars 2” Very Hard – Deep Roleplay, 4K Gameplay, Let’s Play “The Snedi Knights”, Community Project, Massive Galaxy ~85 Empires (ongoing)
► Stellaris LP ★ THE CULTURE: THE EARLY YEARS ★ (Utopia Banks Let’s Play Roleplay Hard Difficulty Gameplay PC 1080p60, 1000 Stars Huge Galaxy, Intelligent, Natural Physicists, Communal, Weak, Deviants, Direct Democracy, Idealistic Foundation, Beacon of Liberty )
►Stellaris: The Cthulhu Myth – Let’s (Role-) Play & Survive 1080p60. ►Trying to survive as the Arkham Humans: We have recreated the strange world of the Cthulhu Myth in Stellaris by adding all of the Races of the Lovecraft / Smith / Derleth / etc. cycle to the game. Now it is full of strange, slave-holding, mind-controlling abominations – out to get mankind! We are playing the Arkham Humans, trying to survive this Maelstrom of Madness 🙂 This is a Huge Galaxy with quite some advanced starts, so it may be impossible to survive while roleplaying our Diplomats. We will see…
Got a bad case of the flu, so cannot update. Will try to make a video though *hoarse voice* -_-
Hi there, so I wanted to have all Dev Diaries for the Cherryh Update in one place and present them to you for ease of use. Videos / Updates will usually be there within a day of the Dev Diary going live. Video links are to my YouTube Playlist and YouTube Videos. There we go
Playlist (Newest Video First)
Stellaris Dev Diary #104 – Cherryh Feature Roundup
Changes to planet interface will help you see idle workers and idle buildings better.
Fleet overview will show the designs you can upgrade.
Hallowed Planets give a +10% Unity bonus for spiritualist empires – they are uncolonized Gaia Worlds that can be declared holy by an edict and as long as they stay untouched, this buff stays.
Four different War Doctrines have been added from total martyrdom to specific tactics, from increased range and speed to stalwart defense.
Also, there’s Psionic Awakening now, where you can feed the other species in your psionic empire more consumer goods to make it more likely for them to awaken.
Stellaris Dev Diary #103 – Civics & Ascension Perks: Changes And Additions (Cherryh 2.0 / Free and Apocalypse / Expansion Features)
TLDR Summary: Ascension Perks get both an overhaul, for example due to the change of border mechanics, and some additions, opening up new play styles like slave raids and terraforming as a distinct strategy. Civics get three flavourful additions for the Apocalypse Expansion adding the start on a 25 Gaia world or respectively a Tomb World with both extreme extra traits changing your population. Also, “Barbaric Despoilers” opens up the raiding playstyle from the start, changing your whole game (it cannot be changed later, similar to Fanatic Purifiers).
Stellaris Dev Diary #102 Edicts, Campaigns and Unity Ambitions
TLDR Summary: In Cherryh 2.0 Edicts and Campaigns will be reworked to be mostly empire-wide and only lump-sum based. Edicts will use Influence, the new Campaigns will use Energy. Finally, Unity Ambitions (Apocalypse Feature), very powerful empire boosts, will use Unity and are thought to give you a use for unity if you already have all traditions! Solid and elegant rework! 🙂
Stellaris Dev Diary #101 Marauders, Pirates and the Horde of the Great Khan
TLDR; With the Apocalypse Expansion, Marauders get added to the game. They represent a diverse faction that may randomly attack you. You can also hire ship captains or fleets from them. Once they unite under a great Khan, in a mid-game crisis, they will want you to become one of their tributaries “satrapies” or otherwise attack you. (Free) Pirates get changed so they will spawn throughout the game and have increased, dynamic strength as the game progresses.
Stellaris Apocalypse Expansion Announced – Features And Trailer
TLDR; A massive new expansion announced in Stellaris Apocalypse featuring Titans, Planet Destroyers, Ion Cannons, Great Khan, Pirate Mercenaries, New Unity Features, New Music, New Perks & Civics. Looking Great 🙂
Stellaris Dev Diary #100 – Titans & Planet Destroyers in Stellaris: Apocalypse (Announcing the DLC along with Cherryh 2.0)
TLDR; The weird / awesome PLANET DESTROYERS have multiple options to destroy, cleanse or madly change the population of a planet. From classic destruction to the machine cleansing spiritual ethics causing God Ray – there’s something crazy for everyone that you choose along with the Ascension Perk required for them. They belong to a new ship class called “Colossus” being a mad hat terraform / reality form ship with even more options open once you research really alien technologies from special events and such.
TITANS are massive scale war ships, the flagships of your fleet, limited in number depending on your naval capacity and with special titan mount weapons.
ION CANNONS are titan scale weapons that can be mounted to the new starbases giving massive bonuses against titan ships and battleships.
Stellaris Dev Diary #99 – Ground Combat & Army Rework in Cherryh 2.0
TLDR; Defense Armies cannot be built anymore. They are instead provided by buildings that give them or train them to a maximum number. In combat, there is now combat width, limiting the number of damage inflicting troops. Bombardment is going to change as well – needing special buildings to slow their progress and only possible if orbital defenses are down. Attachments are going to be replaced by buffs for troops.
Stellaris Dev Diary #98 – Fleet Manager and Home Bases in Cherryh 2.0
TLDR; We get a fleet manager similar to EU4’s army templates but with more functionalities. You can make templates, reinforce your fleets, modify the ships and ship designs there and can also use it to upgrade your fleets depending on the opponent. Also, the concept of Home Bases is introduced where your fleets can go with a direct button and where they will be treated with priority (also, more, “secret”, bonuses in the home system). Dev Diary #99 will cover Armies in Cherryh.
Stellaris Dev Diary #97 – Tech Progression in Cherryh
TLDR; Humanoids Species Pack DLC Launched. Techs now have 5 tiers instead of 4, also there are more, and more specific techs. Tech cost penalty is changed – ONLY the number of controlled systems and colonized planets influences tech cost penalty with the controlled systems taking the bulk of the cost. POPs no longer increase tech cost. There’s a fleet manager coming in the next Dev Diary 98.
Stellaris Dev Diary #96 – Doomstacks and Ship Design
TLDR; Doomstacks get nerfed slightly. There is now a fleet/ship limit per Admiral. Combat computers are a choice again. Reactors are ship specific now. Armor, Hull, Shields get changed. There are War Doctrines now, supporting and changing the way your ships’ AI behaves. Emergency teleport is now single-ships automatically trying to leave combat when wounded for the time of battle. Phew.
TLDR; Humanoids Species Pack with 10 new Humanoids Skins, a Shipset and additional fine Christmas Candy for 8$/€ at 7th of December. Original Paradox Dev Diary 95
Stellaris Dev Diary #94 – Ascension Perks & Surveying in Cherryh
TLDR; The Non-Ascension-Path Ascension Perks become free for the base game. Exploration gets a big change. Star Charts trade is no longer possible. Communications will be tradeable. If you meet other empires, you cannot survey their systems – they will all be visible to you. Only your own space and space not belonging to other empires will be survey-able. Original Paradox Dev Diary 94
Dev Diary #93 War, Peace and Claims (Text & Talk)
TLDR; WAR gets a giant REWORK. Now we’ll get to make claims before the war, they cost influence, they are very specific. White Peace doesn’t exist anymore. You can take over enemy starbases and USE them and there’s WAR EXHAUSTION now. Original Paradox Dev Diary 93
Stellaris Dev Diary #92 GIANT FTL REWORK & Galactic Terrain – Goodbye Warp? The Cherryh Update 🙂 (Text & Talk)
TLDR; All FTL is Hyperlane from the start, later it becomes Hyperlane, Wormholes (natural or artificial Gateways) or Jump Drives (Warp with Cooldown). Galactic Terrain adds modifiers depending on Galactic Areas like Nebulas (no sensors usable) and Systems (e.g. Pulsar System leads to no Shields on Ships / Stations) Original Paradox Dev Diary 92
Stellaris Dev Diary #91 STARBASES – Big! Changes Are Coming! The Cherryh Update 🙂 (Text & Talk)
TLDR; Borders can now be expanded through use of Frontier Outposts. These grant you the system they are built in. Furthermore you can upgrade a few of them to STARBASES which can be upgraded to giant shipyards or defense stations that get to a strength comparable to later game fleets. Spaceports are civil construction yards from now on. Original Paradox Dev Diary 91
We’re starting an intensive Historical Roleplay LP for Europa Universalis IV Third Rome. PC Gameplay on Hard Difficulty. I’m really curious and excited about the new “Immersion Packs” for EUIV and I want to try that one out, together with You 🙂
So, here’s a link to the Playlist, if you just want to get started with the Video part of the Roleplay LP. More about it further down 🙂
Why this focus on History and Roleplay? We want to relive the Spirit of the “Third” or “New” Rome in the early modern Russian states. What defines that spirit?
It is the replacement of the fallen Byzantine Empire. The Ottomans also tried to claim to be the “Third Rome” but while that was a claimable term for their Muslim contemporaries, the Christian story is emphasized in the EUIV DLC. The Orthodox Story, to be concise.
So, after the fall of Constantinople, Moscow gained the “story” of being the “Third” or “New” Rome, partly to the fact that Ivan III had married Sophia Paleologue in 1472. She was a cousin to the last Byzantine Emperor and so “carried his divine rights” in the minds of the people.
Oddly, the first wife of Ivan III was Maria of Tver who died 1467. She also kind of had a claim on the “New Rome” legend as in 1393 a monk has already fled the besieged Byzantine lands to Tver and actually had claimed Tver to be “The New Rome” for its ruler, Boris of Tver.
More on the topic of “Third Rome” can of course be found on Wikipedia. If you have any better links, please send them in the YouTube comments. I’ll include them into the post with a mention of you.
So, the legend was carried to Russia as the keeper of at least the Eastern Christian Faith, the Orthodoxy. Our LP will have much to do with Religious Decisions.
Now – to the Historical part of the LP. It’s impossible to explain everything or look everything up but we will try. I would love to get some input from you as well in the form of links or other content to maybe provide a “historical” introduction into the LP episodes. The schedule will not be that frequent, due to the higher production quality. It will be a comfy LP, with some kind of talking through some of the historically interesting things we discover while playing the game.
Roleplay: I have a distinct idea on how to handle Roleplay in Europa Universalis. Roleplay adds randomness to a LP, which makes it not a streamlined experience leveraging certain gameplay aspects. It makes a great story, a legend of the the making and continuation of plans bound to the characters in our realm, mainly the rulers. It creates a captivating story and it emphasizes personalities.
A ruler with strengths in Diplomacy would act more in the diplomatic realm, a ruler with strengths in Military would probably try to use his or her military more, a ruler with strengths in Administration might reform the country and try to improve it from within. Adding to that are the Personality aspects they added into the game a while ago that will also lead our hand when it comes to state decisions and overall strategies.
Of course every ruler has a will to be successful, we’re not roleplaying “into the blue”. And maybe a successor will want to continue his predecessor’s campaign first, if it looks like it could be a success, and it’s in one of the late(r) stages. These decisions we’ll make depending on the situation.
We have arrived at the first Video. Now, I’ll handle the video posts like this: I’ll give you the title of the video, then put the video below and below the embedded video you’ll find a little description of what is the topic of the video and what will happen. There won’t be new posts, you can just bookmark this page and it will get updated as the episodes fly in. A little bit like a mix of history, description and story. May the LEGEND OF THIRD ROME begin 🙂
We decide the game settings – Hard, Random Lucky Nations, no Fantasy New World and start the game. We explain what we want to do and how the roleplay will go, kind of like the initial paragraph here. We also go into the political position of Muscovy.
We have a lot of vassals and it will be one of our first goals to stabilize the relations with them and control their liberty desire. Also, a little bit of development would do good to reach one of the goals of the Age of Discovery: A Great City. Which city should that be? Of course, Moscow is our candidate here in the future.
Then, we take some rivals and go for the strongest rivals we have a the moment and the most fierce as their relations to us are the worst around: Novgorod and Lithuania. Lithuania because our wife’s grandfather had the Orthodox reign of Lithuania taken from him in his older days and Novgorod because they despise us and are our enemies and we’d really love to have some of their provinces, especially – Novgorod with its trade center.
So this is how we set up our game, how we position for the future 🙂 Let’s hope our plans go well..
Muscovy 1444-1451 Grand Kniaz Vasiliy II. (in progress) ON HOLD, LITTLE BABY JOINED FAMILY SOME WEEKS EARLY 🙂
After all the fascinating ideas, Paradox presents us with the “Bread and Butter” of every game: Graphics and Interface play a huge role when feeling a game’s fun or.. not. In this case it’s fun.
The video’s above, it’s easy to watch and get more info even. Otherwise, here’s my short overview for you if you like it quick and clean:
Ship Coloring: Your flag colour now determines a lot of your ship colors, space station colors, “chemtrail” colors (the ship engine trails). Pretty cool to be able to set the mood even better!
Map Colors: There will be more “shades” of colors available from the flag colour. What does that mean? If two neighbour empires have the same flag colour, the game will try to set them apart by using other shades of the colour. Should make mixing up empires less frequent. Nice!
Primitive(s) Galaxy Map Icons: You can now see on the galaxy map if there’s a primitive (non-space-age) civilization in a system and if it’s been “claimed” by an observation post or not. Very helpful!
Details Mapmode: What this does now – if you have it OFF, it will tell you only the things you still can / need to do in systems like: Colonize colonizeable planets, build space stations, claim primitives etc..
So all in all very good additions and more reasons to look forward to the Utopia Expansion. And if you rather use Facebook for Video, there’s a link below to cover you there, too.
There are some research fundamentals which will help you very much at the start. Here’s what I go for (if I play the start awesomely :-D)
Look at the Research Leaders you have: Are they good? If not..
Look at the recruiting tab (anyway) to see if you should fire a leader or put him on a research ship and either hire a Spark of Genius or a Maniacal leader.
The Technology system: You have a random selection of 3 techs (+ bonuses) every time you choose a new tech. An exception is the Colonization tech early on (which you should always choose first on the Asimov 1.2x patch). This selection is based on your empire and on what you have already researched, also on certain events or battle debris projects.
Research Tech Choice: First go for techs helping you to build up. Only go for military techs if you know you have an opposing empire near. Consider purple techs always as they are rare and might not pop up again to choose.
Swap your research leaders for bonuses: If you have an Expertise: X Leader and a tech is X, send him to the according spot in the labs and exchange his position with another leader. It won’t need time nor will it cost you research points, so do the swap!
Send your Research Ship(s) on Survey Missions immediately.
Military ships: Scout systems for monsters so you know where it is safe to send your science ships.
Research anomalies only with low fail percentages. Once YOU have discovered them, they cannot be taken from you. So level up your Researchers first and decrease that risk!
If you close borders, you can secure potential anomalies in your area against other empires. It is dangerous though, pissing the others off by doing that.
If the AI scans a planet and discovers an anomaly, you cannot discover an anomaly there anymore, so if reasonable, close borders and survey the neutral systems first for anomalies to “tag” them for you.
Projects and Timed Projects: Do them only if these are close to disappearing and only if they don’t stop a crucial research you make. (The Colonization tech is an example for such a crucial tech)
You can gain research points and access to totally new technologies by fighting enemies and space monsters and analyzing the debris.
Prefer Mineral Stations over Research Stations, but still, those stations can be useful! So go for them. Same goes for buildings on the planet. On early planets, don’t specialize, use the resources already there and improve these.
For further illustration and all the examples inside the game, just watch the video I made about Research:
These 6 Tips will help you gain more anomalies and research them more successfully!
You discover an anomaly by sending out a science ship with a scientist on it and survey celestial objects.
An anomaly has a level and a failure risk. The risk is fixed and modified by the comparison of your scientist’s level versus the anomaly’s level. But it’s only linear when you look “down” (your scientist is higher level than the anomaly) – the risk goes down by 10% for every scientist level exceeding the anomaly level. Example: A scientist level 3 researching an anomaly level 1 with 30% failure chance gets only a 10% failure chance at that anomaly. On the other hand if your scientist is at least 2 levels lower than the level of the anomaly, the failure risk explodes and you plainly should not try it if you want a real chance.
There are a lot of different types of anomalies: Natural, Technical, Social and bound to Ancient Civilizations. For that last one there is a special trait for researchers which will increase your research chance and research speed for these a lot (Archaeologist). There are usually hints in the description which type of anomaly it is. That might influence your researcher choice!
It’s a very good choice to have such an Archaeologist on your team, along with Careful (-10% fail chance) and Meticulous (finding 10% more anomalies) researchers.
Careless (+35% Research Speed) and Roamer (+25% Survey Speed) are also solid choices, but not as good as the three above.
You can gain a wide spectrum of bonuses for successful anomaly research, among these: Traits for your researcher, ships, most commonly research points, quests, also legendary quests (like the precursors). So they definitely matter! At the start, they can be a real boost to you!
Now this is important to save more anomalies for you: Tag them early in neutral areas and block other empires from going into your area. Search your own and secured area later. This is why: Once a planet is surveyed by anyone and an anomaly is found there, no anomaly can be found there any more. The discovered anomaly is “tagged” by the one finding the anomaly. You don’t have to research it instantly. You can wait for years. It will not go away. So take your time and increase your researchers’ experience to make these anomalies a success!
I’ve made a short video about it for further exemplary illustration, see here:
Have fun in Stellaris, Happy Gaming
Your Immanuel Can
P.S.: A kind viewer requested a translation in German – here it is!
6 Tips für mehr Anomalien
Um Anomalien zu entdecken und später zu erforschen, sende ein Forschungsschiff mit einem Forscher darin aus und untersuche die Sternensysteme.
Auf diese Weise „reservierst“ Du alle Anomalien, die Du entdeckst, für Dich. Das Erforschen der Anomalien kannst Du auf später verschieben, wenn Deine Forscher etwas Erfahrung haben, Du hast sie sicher für Dich, wenn Du sie entdeckt hast.
Zu Anfang heißt es also: Möglichst viele Systeme untersuchen. Wenn Deine Forscher 4 oder 5 Sterne haben, erforsche die Anomalien – die mit dem niedrigsten Level zuerst. Aber suche weiter Systeme ab, bevor die AI / der Computer das tut. Deine Chancen sind dann höher, die Anomalien für Dich zu reservieren.
Es gibt unterschiedliche Anomalietypen: Natürlich, Technisch, Sozial und Anomalien, die mit alten Zivilisationen zu tun haben. Für die letzteren eignet sich der Archäologe (Eigenschaft des Forschers) am besten.
Die besten Forscher für Anomalien sind Sorgfältig (10% niedrigere Mißlingenschance, zum Erforschen der Anomalien) und akribisch / pedantisch (entdecke 10% mehr Anomalien). Auch die Archäologen sind ziemlich gut und zum Schluss haben auch die Systemerforscher (25% schnelleres Erforschen von Systemen) und die Sorglosen (35% schnellere Anomalieerforschung) noch eine Existenzberechtigung. Andere Leute sollte man nur zum Hochleveln in die Schiffe setzen.
Es gibt tolle Quests und Belohnungen von Anomalien, von Schiffen bis hin zu epischen Storylines mit großen Forschungsboni. Es lohnt sich also! Aber Vorsicht, wenn etwas schiefgeht, kann sogar Dein Forscher mit draufgehen, also drücke die Fehlschlags-Prozentzahl so sehr nach unten, wie es geht!