Stellaris NEW Storm Types & Mechanics Revealed

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Stellaris: Cosmic Storms DLC will bring us new storm mechanics and new storm types. Lets find out how storms will work and which kinds of storm we will be facing!

Lets dive in!

Chapters:
0:00 Blow Ye Winds Blow
0:40 How Will Storms Work?
4:38 Electric Storms
6:17 Particle Storms
8:18 Gravity Storms
10:42 Magnetic Storms
12:09 Radiant Storms
13:41 Stardust Storms
16:12 Shroud & Nexus Storms
18:07 The Aftermath
18:41 New Planetary Features
19:40 New Planet Modifiers
19:59 New Events & Anomalies
20:45 Storm Repulsion Centre
22:32 Storm Relief Centre
23:32 Hunker Down Decision
23:59 New Techonologies
25:30 Galactic Meteorology

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And please comment with any feedback, any ideas or if you disagree!
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The biggest thing here is the fact we have game settings for storms.

argentshrike
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"Moving a bit to science fantasy there" he says about the game that has people with psychic powers, extradimensional invasions, and necromancers

unejinkj
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About gravity storms: When 2 black holes collide, the surroundings REALLY do not like it - the center of gravity around them will keep moving swiftly, massively shifting the direction of gravity over time which can mess up a galaxy.

PizzaMineKing
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Honestly, the thing I don't like about this DLC isn't the storms, but the buildings. There is already such precious little room on planets for necessities let alone room for extras like storm buildings

XCerykX
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Game starts: *shroud storm touches your home system and changes habitability to low*

zebsnk
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These space storms seem to affect planets way more than space....

Kinda wish there would have been more effects on mining/research stations, observatories, and mega structures.

Science and construction ships as well. Also would have been cool if storms had positive and negative effects on fleets.

Electric storm increasing shield hp while turning off them and increasing projectile damage but reducing laser damage. Ect

nip
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Whether the weather be magnets,
Or whether the weather be shocks,
Whether the weather be Shroud,
Or whether the weather be dust.
We'll weather the weather,
Whatever the weather,
Whether we like it or not!

CliffCutterActual
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16:40 - Just to clarify, I believe what it's saying about the Shroud storm is that it can change both habitable and uninhabitable worlds, not necessarily that it will flip them from one to the other. Now it still might! But just a heads-up.

valritz
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It seems to be going against the grain, but I am kind of looking forward to this. It really seems to be a pack aimed at making the single player games a bit more interesting and varied. The one thing I would like to see is a slight reduction in the research cost ramp up if they are adding more techs - or we should have more control over which 'theme' of research we want to head into (since we now have astral threads, all the ascension paths, archeotech, and new storm mechanics).

TheBahamaat
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I think it's really important that the storms are there for a long period of time so there is actually an incentive to play around it. The effects also need to be relevant, so I'd prefer fewer useless effects (stuff like "+50% enforcer output").
Also, hopefully the visuals for the storms will be nice, vanilla Stellaris systems are kinda lacking when it comes to visuals.

ismayonez
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10:06 "If you're a battleship you'll get minus 10%"
If they're basing ship size on it's likely using the ship scaling that torpedos use, which would be a -22.5% damage output for battleships, -12.5% damage output for cruisers, -7.5% damage output for destroyers, and -5% damage output for corvettes and frigates.

Empmortakaten
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These storms remind me strongly of Civ 6's disasters.
Sure, it hurts to be hit by them but there are potential benefits to reap as well

briannaherrington
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I think Ill keep naturally spawning storms off but leave it as an option for empires to use as a form of offensive strategy.

Iivaitte
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I think they missed an opportunity to release an Energy Species Pack alongside this one.

LordProteus
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Maybe build a storm attraction center at a starbase in a desolate uninhabited system, in order to draw storms away from your populated systems?

JohanDanielsson
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It's a good day when he releases a video!

averagereader
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6:00

"I don't know what determines that"

Text on screen "depending on the storms intensity"

nip
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Honestly don't care about the storm DLC, just seems like its gonna go the way of espionage, it'll be technically a thing but to weak to bother with. The next update after it though looks really interesting, messing with the space fauna could be fun on its own, might also tie into the fruitful partnership origin which would be neat.

lavan
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Sounds like going wide is good insurance from any of the storms. Losing some production from a planet or ten is basically unnoticeable once you get big enough. In my last playthrough there were many planets I just forgot about for a while, or even missed the colonization notification entirely because I was busy.

golf
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Imagine trying to bring real-world physics into your sci-fi space game 🤣 I would really love if there was a mechanic where stars could become unstable and go nova or supernova

davidwoodmansee
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