Wormhole was so problematic, especially since you needed to place a wormhole station close enough for a system to be in range of jumps, making warfare difficult. Good news is you could research alternative FTL methods down the line.
Honestly that first Stellaris game was just so charming, discovering every little event. I'll forever remember the first time I got the Horizon event. I had no idea that, something, somewhere had always loved me. And that I had always loved him too.
@@Unoriginal____Starwalker Google worm in waiting and you will get the wiki explaining the whole event chain. A number of patches ago you could force the event to fire by just sending a scientist into and back out of a black hole system but now there is just a set chance of it happening the first time you enter a specific system.
I remember encountering the gas giant civilization event for the first time. And getting so irritated with chaperoning them in their colony civil war that I will never interact with the event chain ever again lol
i wish paradox never got rid of them, it was so fun being able to use the other method of FTL, i never really liked hyperlane, i was more of a wormhole guy
My favourite feature was the ability to have several factions owning different planets on the same system. Ever since they forced borders on us through space lanes and exclusive systems, I wasn't interested playing it anymore. I didn't buy a space game in order it to become a node invasion mobile-game.
I wanted to keep it because of mods. There were some mods where you could get bonuses from certain buildings being adjacent. It was almost like factorio + stellaris.
The tile system was fine. And the current Pop system makes the game So much slower in the mid-late game. But the only thing I really miss were the different FTL types
@@TheotherTempestfox I couldn't agree more, my ADHD doesn't allow me to play stellaris anymore, I can't get to late game anymore because of the district system, with that being said, the biggest thing I enjoy with the district system is watching my planets grow in the pictures. tile system I never got to see that due to how fast I populated the planet with buildings
1.0 did not have Fallen Empires. I remember that I found them very interesting when they got introduced later into the game. You could do some very wonky stuff with them(well mostly the xenophobic one). You could build a starbase next to them, "gift" it to whatever empire you don't like/have a beef with, they will accept because |AI see free stuff->AI take free stuff| and the ultimatum from the Fallen Empire will fall on them(they always sent it at the beginning of the month) and the normal ai empire was hardcoded *NOT* to give land away, so they would get absolutely smacked down and you will be left with the mop up operations.
@@agamemnonofmycenae5258 I don't know if this is still in the game, but I remember losing a war to a fallen empire also had the added bonus in which they sent assassins to kill your leader after the peace deal
@@matheusGMN I remember fallen empire assassins coming and killing my leader like every 10 years like a ritual or something. They did it over and over and over again for 1 infraction. Lmao
there are quite a few things I liked about 1.0 over the new systems I liked that when you take control of a system you get a circle around your system to display your influence and if you overtook there influence an empire could lose control of it, also the repugnant trait made other empires dislike you and would be aggressive towards you. I remember enslaving another empire and I started purging their citizens and the fallen empire didn't take too kindly to it and split my empire into 2 opposing empires lol. I also liked the different warp drive options I understand why they changed it but I liked it regardless. There was some things back then that I liked an quite a few things I didn't like and the quality of life additions were definitely much needed.
Organic borders is the one gameplay mechanic I wish would com back. The fact that your empire grew overtime just from being there and growing made it seem more realistic than what we have now.
Hot take: borders are holding the game back. They don't make sense in a space setting, and the need to make them work and avoid border gore are hurting the overall gameplay experience.
Organic borders were bad, especially if you were bordering a xenophobic FE as you were basically screwed right from the start of the game, as eventually your borders would reach the FE and you’d be dead.
Considering their main competition was Galactic Civilizations and Sins of a Solar Empire, it is fascinating how underwater they appeared in comparison, yet how the market is now.
I still play SoaSE even today, and it haven't aged a single bit. Never got into Galactic Civilizations, but I could give it a try. Watching that SoaSE 2 announcement almost made me cry.
Two fun facts: 1) In 1.0 Stellaris you were also required to survey your home system, only your home planet begins surveyed. 2) I preordered the game through the Paradox store which resulted in getting both a Steam copy and a Paradox copy, not sure if that's the case regardless of how you buy the game, as a result I have two installs with Steam running the latest version and the Paradox install running 1.9.1 for that sweet sweet warp gameplay.
Honestly, this is the only version of the game I know. I haven't played since release. It got me through my wrist surgery when I had only one usable hand to play games with for about 3 months. Since then, I've just been watching your channel to see how the game is going.
I’d like to see the whole game here. Such a nostalgia. Most of all I miss the different styles of travel, although I welcomed the unification of starting travel options. Warp drive was it? Always felt like an advantage, and hyper lane network felt like chains
I loved how if you had warp or wormholes you could still _research_ hyperlanes, just to see how the poor AI sods were forced to get around and where their choke points were.
Warp was the most meta, slower travel time between systems didn't mean anything when most of the time you were skipping 4/5 jumps. It also really let you cherry pick expansions
Picking hyperlanes was hilarious. If you're not careful, you would kinda forget that the other empires aren't restricted by it. So you'd build chokepoints and then the AI would just waltz right past them.
I would like to see a full-ish playthrough of this. It was really fun to see. There are some interesting ideas in the older versions that could be revisited in the current game, like "advanced government types." Might’ve been bare bones at the time, but its a cool concept for evolving governments alongside your society. Maybe could be done with a traditions rework?
Tiles in 1.X were not too bad once you had the AutoBuild mod. Even Sectors became usable with it. Just set a budged and general development strategy in mod options, create your sector and disallow it redevelopment. With any planet headed for the sector bank, just go and remove all blockers first, schedule what buildings you want and throw it in the sector. Anytime you have more in the bank than is the lower limit for AutoBuild it will go and upgrade your buildings. Since 1.X didn't have Strategic Resources, it also wouldn't wreak havor on your economy like automatic building still does in Vanilla (i.e. deamon upgrading a lot of T1 labs into T2 or T3 variants and suddenly you are 20 gas in the red). Migration was an issue in 1.0 though, but then again if we look back at 2.X branch of stellaris this one had some even worse QoL issues, like a *new* resettlement UI that wouldn't show you any information about habitability for that pop. 1.0 was also not forgiving if you let your population starve and you could put your empire in a death spiral, and funnily, AI empires too if you made long time trades and then ended those. Plus trading Ai some in-colonization holy worlds or start purges on conquered worlds then giving them back to AI (and have them eat the -1000 genocide penalty as they wouldn't cancel their own purges) was always fun. Wars from 2.x onwards feel etiher super static (wait at your bastion for someone to attack you, wipe them, then give chase and steal some systems), or are a frantic and mostly annoying whack-a-mole as Ai fleets split into tiny fleets just strong enough to recap single stations somewhere in the pampa. In 1.0 you could have hostile fleets showing up literally anywhere, so you'd fortify all of the planets that mattered instead some imaginary and impenetable border wall. You were incentevized to play very differently depending on your FTL mode, with Wormhole requireing a lot of thought into which facing of the system you'd install your WH emitter, so hostile fleets wouldn't be running into those on their approach and your flight plans would often times be very non-intuitive so that you could jump right on top hostile fleets. No other FTL mode could do this as freely as WH and upgrading to Jumprives often meant disadvantage since you could not jump over closed borders with them (they were actually just "super warp drives" with instant travel speed but still count as passing through a direct line between origin and destination).
I do miss having multiple ways to travel between systems. Deep strikes and fluid front lines were both exhilarating and insanely frustrating . . . no one misses tiles, though.
Lots of people miss tiles. Just look at the subreddit everytime it gets mentioned. I think it's silly, but there are plenty that prefer it, and it's better performance.
You call it a nightmare, I call it a return to form. This just reinforces that a lot of the bloat added over the years is just that - bloat. QOL lack aside, the game has changed into something I genuinely cannot recognize any longer.
Borders were hilarious in 1.0. I remember playing with some friends at the time and our pops would trigger at different times and push our border influence a bit. There was a system on the border between their territory and mine that would flip owership each time a pop would get created.
I didn't know that newer versions of stellaris didn't have a chance to fail an anomaly. I really miss wormhole stations. I played the game in frontier station "pockets" with wormhole hubs. (4 or more wormhole stations in one system) So my borders always looked like an caterpillar doing gymnastics. Add in free-form military stations with mods adding fortress stations. You could force hyperlane empires to go through a massive maginot system while you just tickled them with corvettes via wormholes.
Most of my Stellaris binging was in the early versions, and I have a pretty good memory, so most of the stuff you're boggling at here feels recent and familiar. Still prefer tiles to districts; the inability to assign specific pops to specific jobs bothers my need to micromanage everything(I also liked the roleplay opportunity that individual pops having fully ethics combined with tiles gave(also the ability to enslave and free individual pops)).
I still remember my first game. I started next to the mushroom Fanatic Purifiers (Utopia was the most recent DLC). Fleets and defenses were kinda low on my priorities because exploring and expanding are fun. So in a few short years they declared war, annihilated my handful of corvettes, and took over my capital with armies. Boy I learned fast from there.
The organic border was a lot less tedious to manage but is a lot less tactical, flexible or precise You can’t really go to war over a single system or claim that one system with the rare resource you want On the other hand the planet based border made the planets feel so much more impactful and made you feel more attached to them because they were directly related to your control of space And The different ftl types really added a lot of flavor and personality to the different empires and the way they had to interact with eachother and that felt really grand and mysterious But it was a nightmare for the balancing of combat Im sure at least some of the good parts of the old system could still be brought back somehow within the current system But im not sure how
The deathspirals were so quick & sudden back then. The amount of times the pirates basically wiped me out I ended up chasing food shortages. Then the non-hyperlane races would just bypass defenses & murder all my folks. Quite a learning curve.
I remember following the dev diaries before the game even released 1.0 and was blown away. To look back at how bare bones the game was makes me feel like anyone picking it up these days is being spoiled lol.
I actually like the idea of planetary space stations instead the starbases Maybe modding is possible to make your starbases to be built on any planets/stars you have on a completed surveyed system.
One of the BIGGEST things I do miss, as mentioned in another vid like this. Planetary Outpost/Starbases. I once had a planet that was attacked by slaver ships, which I thought was protected by my starbase, but nope. Came back to see that the Starbase hadn't attacked them nor pulled their attention as they just gathered EVERYONE on my planet into their ships... EDIT: OMG Planet Naming was AUTO!?!?! OMG I want that back, let the default option be randomized from our naming lists ffs. I mean, that list still exists but isn't used automatically from what I can tell...
I think my favorite version is when they first introduced unity. I think it was 1.7, but 1.5 and 1.6 were really great too. I hate districts and miss the tiles. I also miss having different ftl engines, it felt more realistic that different civilizations would develop different tech
So Stellaris was much like other Paradox grand strategy games? Its just this one was able to expand out because well Its not limited to history or real life limitations like Crusader Kings, Hearts of Iron or Europa, its just.. *space*
Tbh I kind of miss the expense of colony ships in old Stellaris. Made when to colonize an actual choice rather than something you just do ASAP. Edit: I remember the reasoning behind mandatory sectors was to minimize micro by making automation mandatory, rather than a suboptimal choice. It was a decent idea, but the sector AI was so bad people hated it. Edit 2: Also ASpec not remembering that you don't need a system to be within your borders to colonize it.
Now it plays like a nightmare, but Stellaris 1.0 was better than any 4x space game out there anyway. Since its release there's basically no competition for Stellaris
There's so much just not there that I'm so used to having around. The market, districts, having to claim one system at a time, etc. It's weird to see this version again.
The five directly controlled planets thing was probably a relic from one of paradox's other games like crusader kings. in CK2 with a large enough territory you had to delegate chunks of it to smaller lords underneath you or else you'd have a hard time controlling it.
Yep that's right food is local Can you imagine the cost of transporting enough food to feed several billions of people for several months? Farmers not a garbage job all of a sudden huh? Seriously tho, imagine if the tile system remained and we had all the optimization accrued through all the patches. You could probably play the warhammer 40k scenario mod with decent speed and without a NASA supercomputer
I played 1.0.3 Stellaris yesterday for the first time ever. And I get why I fell on my face back then. The first empire and only empire I met so far in the game are fanatic purifiers. :)
This is how I remember playing the game. I played up until 2.0 and kinda stopped because everything was changing and I couldn’t keep up. Although, watching your videos, I kinda want to learn again
Much of what you are calling "quality of life" I disagree is the case. Things like the market is so stupidly exploited in *bad* ways that I have a hard time calling it an improvement for game quality. Have there been clear improvements, obviously, the fleet manager is a godsend, but there is plenty from 1.x that has been nuked, or made utterly irrelevant because Paradox would rather simplify rather than make a decent tutorial.
Early stellaris was spooky. Eery ambience, random alien flies by really fast, no interstellar food shipping, starbases would be completely destroyed by invaders rather than occupied.. it was a rough galaxy. Felt more empty and high risk
It really did But it was also hard to balance wars with warp and wormhole drives in the game Since you could just appear everywhere at any time And things could get gimmicky pretty fast It kinda worked because you didn’t fought over control of the individual systems but rather the planets It really wouldn’t work in the current version as its played now
I actually only play with 1.9.1 when I decided to play Stellaris anymore. Yep, it's messy, but I actually have choices in my game, and it's much better to be able to do a bunch of things and play a whole different way then have the exact same early and mid game every playthrough. It was organic and wonderful.
@@dj_koen1265 Can you elaborate? I looked around on both the library page (in Steam for Stellaris) and in the pop-up launch window (including under settings) that opens when you hit the Play button... didn't see the version option.
I was talking to my friend that current stellaris vs 1.0 are totally different games, I compared it to COD vs CS, while they are both shooters but they have different mentalities to the design and game play
When I see people say “we should play stellaris 1.0” I say, “NO!” Seriously. If you want to go back, 1.1 or 1.4 are as far back as you should go. You want to definitely avoid the core sector planets. Core sector systems was bad enough.
Honestly, I am happy with how Stellaris is now, but I would also enjoy organic borders to return, perhaps making it so that planets expand your borders across hyperlanes based on certain factors, possibly just the capital, but starbases act as a hard claim on it, making it so that foreign influence can neither expxand past it nor into it.
I miss: no market. no alloys and the other 2 dozend completely worthless ressources. no hundreds of pops and dozends of completely useless jobs. a functioning sector management system. the tile system. the organic border growth. SHARED SYSTEM OWNERSHIP!
Before stellaris came out, GalCiv 3was my goto space 4X game. It had some things in common with stellaris 1.0: Freedom of movement, planetary tiles, no convoluted resource zoo. I'm kinda disapointed, it plays like your standard province based strategy game now. I don't understand how the community prefers modern stellaris to 1.0.
It is funny to see Stellaris youtubers getting filtered by harsh reality of 1.0. Like, people seems to forgot that start was much slower and required more planning instead of abusing market to get resources and spamming labs on capital world 🤔
I mean, I was there from day 1, I've been through all of that. It's like being forced to drive a Model T again after enjoying a Charger for the last 2 two years.
So i am too. But it only shows how easier/accessible Stellaris became after 7 years. Is it good or bad thing, i shouldnt be one to judge (but really, moments like 'i forgot to survey my home system' or 'i need to research colony ship first' made me laugh and hit with nostalgia).
The weird thing about quality of life improvements are you dont know you need them until you use something a lot. Then once you have them you forget you ever needed them.
Hey ASpec, which Steam bundle is best during the summer sale do you think? Galaxy? Starter? Summer? Ultimate? Thanks for all your content!! Hope you hit 1mil subs soon
I still think that the 1.X ftl and spheres of influence mechanics instead of starbases and space highways, plus spaceports around the planets. Also defensive armies not linked with planetary structures. But apart from that, man now that looks unplayable.
I mean the reason why you can only control so many planets in the old version is because the game was never built around the idea of people controlling and microing up more than like half a dozen or so planets. Looking back, when they changed this and killed Sector automation its really when the micro-hell started. Add on that the game wasn't built around the idea of nearly as many pops as we have today and its only more obvious how far the design philosophy morped away from what it once was.
1.0 is the quintessential Stellaris experience. As much as i like the modern game, it is way more convoluted and way less friendly to newer players. Kinda a completely different game.
I bought this like, right after I got my steam refund for No Man's Sky, and I swear I remember food was a pooled resource by that point (to be entirely fair, it was like, 3 months after the game launched, and day 1 stellaris not having food as a pooled resource totally makes sense).
I blame playing 1.0 Stellaris literally day 1 of release for why I am unable to play this game without a ton of mods. The game was sorely lacking in a lot of ways for me that mods were able to help, and then I got so used to the mods that playing without em felt wrong after so long.
You forget that your borders primarially grow also from colonies, it seems. the frontier outposts were meant I think, for critical points, not the main capture methods.
I sort of miss the tile system, but the real feature that I really wish would come back was the ability to DECIDE EXACTLY HOW MANY ROBOTS I MAKE AND WHAT KIND.
1.7 will always be peak to me, when i could just slap every building i was going to put onto a planet and then the pops would fill in naturally later. I really hate planet and pop micro
Hey, get involved in building my shed and get a plaque placed on it for your trouble; www.patreon.com/ASpec
How did you load this version?
Say what you will, but performance wise, old stellaris before the nonsense with the pop and job change was just so much better.
Wormhole was so problematic, especially since you needed to place a wormhole station close enough for a system to be in range of jumps, making warfare difficult. Good news is you could research alternative FTL methods down the line.
@@TheGoodLuchonestly, that's a good question. I just went on steam to check properties, and rolling back only goes down to 2.1.
Make this a series
Honestly that first Stellaris game was just so charming, discovering every little event.
I'll forever remember the first time I got the Horizon event. I had no idea that, something, somewhere had always loved me. And that I had always loved him too.
The worm Loves us all,and loved us from the start of time and we love it.
@@anidiot4243 Even now that the worm is hidden behind a very low event proc chance
What was shall be...
I am clueless, can someone fill me in...?
@@Unoriginal____Starwalker Google worm in waiting and you will get the wiki explaining the whole event chain.
A number of patches ago you could force the event to fire by just sending a scientist into and back out of a black hole system but now there is just a set chance of it happening the first time you enter a specific system.
I remember encountering the gas giant civilization event for the first time. And getting so irritated with chaperoning them in their colony civil war that I will never interact with the event chain ever again lol
I personally love that event chain. Also I thought it was funny one time I got it was actually on Jupiter.
Did they make that event more rare? I haven't seen it in forever.
@@gerryw173ify not sure, I’ve gotten it in most of my recent games though
I love how it took you ages to remember your starting system was not surveyed yet. So much has changed since 1.0
Watching this made me realize that you can't fail anomalies anymore.
I really do miss the variety of FTL methods like wormhole generators and stations, was a really cool idea.
i wish paradox never got rid of them, it was so fun being able to use the other method of FTL, i never really liked hyperlane, i was more of a wormhole guy
Warp was way OP
All they needed to do was make interdiction a tech and force then to drop on thrboutskiets of the system
@@FrenchLightningJohn wormholes is all i ever used i miss em
My favourite feature was the ability to have several factions owning different planets on the same system. Ever since they forced borders on us through space lanes and exclusive systems, I wasn't interested playing it anymore. I didn't buy a space game in order it to become a node invasion mobile-game.
It's a shame that Paradox only ever listens to their multiplayer communities.
oh god the old times i thought i was safe
ALSO HOLY CRAP I WAS A CHILD WHEN I FIRST PLAYED STELLARIS
Hey stop making us feel old
I think I was 16 or 17 and now im 22! its really been by my side for some time.. 4k hours later!
Im 25 now started playing in 1.3
I still remember the amount of people that wanted to keep the tile system
But it was so easy: slap one building in most of the tiles an busting buildings in remaining ones. One braincell could not hold the new system )
I wanted to keep it because of mods. There were some mods where you could get bonuses from certain buildings being adjacent.
It was almost like factorio + stellaris.
The tile system was fine. And the current Pop system makes the game So much slower in the mid-late game. But the only thing I really miss were the different FTL types
@@TheotherTempestfox I couldn't agree more, my ADHD doesn't allow me to play stellaris anymore, I can't get to late game anymore because of the district system, with that being said, the biggest thing I enjoy with the district system is watching my planets grow in the pictures.
tile system I never got to see that due to how fast I populated the planet with buildings
I miss it because of how well it worked at scale. Scaling up to galaxy-wide warfare brings so much slowdown now.
I remember how starbases could really screw you over with a xenophobic fallen empire.
1.0 did not have Fallen Empires. I remember that I found them very interesting when they got introduced later into the game. You could do some very wonky stuff with them(well mostly the xenophobic one). You could build a starbase next to them, "gift" it to whatever empire you don't like/have a beef with, they will accept because |AI see free stuff->AI take free stuff| and the ultimatum from the Fallen Empire will fall on them(they always sent it at the beginning of the month) and the normal ai empire was hardcoded *NOT* to give land away, so they would get absolutely smacked down and you will be left with the mop up operations.
No, 1.0.3 did have fallen empires, I found one when I recently tried out that version
@@agamemnonofmycenae5258 I don't know if this is still in the game, but I remember losing a war to a fallen empire also had the added bonus in which they sent assassins to kill your leader after the peace deal
@@agamemnonofmycenae5258Fallen Empires were present at launch, but 1.3 added more interactions with them
@@matheusGMN I remember fallen empire assassins coming and killing my leader like every 10 years like a ritual or something. They did it over and over and over again for 1 infraction. Lmao
there are quite a few things I liked about 1.0 over the new systems I liked that when you take control of a system you get a circle around your system to display your influence and if you overtook there influence an empire could lose control of it, also the repugnant trait made other empires dislike you and would be aggressive towards you. I remember enslaving another empire and I started purging their citizens and the fallen empire didn't take too kindly to it and split my empire into 2 opposing empires lol. I also liked the different warp drive options I understand why they changed it but I liked it regardless. There was some things back then that I liked an quite a few things I didn't like and the quality of life additions were definitely much needed.
Organic borders is the one gameplay mechanic I wish would com back. The fact that your empire grew overtime just from being there and growing made it seem more realistic than what we have now.
How is that realistic?
Boarders on countries dont just randomly grow
@@natanoj16the realism comes from sensor range and maximum distance of your engines, mimicking the patrol ranges of an empires border forces
100% But *not* like this, the balls and influence way of it sucks hard lol
Hot take: borders are holding the game back. They don't make sense in a space setting, and the need to make them work and avoid border gore are hurting the overall gameplay experience.
Organic borders were bad, especially if you were bordering a xenophobic FE as you were basically screwed right from the start of the game, as eventually your borders would reach the FE and you’d be dead.
Considering their main competition was Galactic Civilizations and Sins of a Solar Empire, it is fascinating how underwater they appeared in comparison, yet how the market is now.
I still play SoaSE even today, and it haven't aged a single bit. Never got into Galactic Civilizations, but I could give it a try.
Watching that SoaSE 2 announcement almost made me cry.
Two fun facts:
1) In 1.0 Stellaris you were also required to survey your home system, only your home planet begins surveyed.
2) I preordered the game through the Paradox store which resulted in getting both a Steam copy and a Paradox copy, not sure if that's the case regardless of how you buy the game, as a result I have two installs with Steam running the latest version and the Paradox install running 1.9.1 for that sweet sweet warp gameplay.
Honestly, this is the only version of the game I know.
I haven't played since release.
It got me through my wrist surgery when I had only one usable hand to play games with for about 3 months.
Since then, I've just been watching your channel to see how the game is going.
I’d like to see the whole game here. Such a nostalgia. Most of all I miss the different styles of travel, although I welcomed the unification of starting travel options. Warp drive was it? Always felt like an advantage, and hyper lane network felt like chains
Hyperdrive was the easiest to balance which is likely why they picked it
I loved how if you had warp or wormholes you could still _research_ hyperlanes, just to see how the poor AI sods were forced to get around and where their choke points were.
Warp was the most meta, slower travel time between systems didn't mean anything when most of the time you were skipping 4/5 jumps. It also really let you cherry pick expansions
Picking hyperlanes was hilarious. If you're not careful, you would kinda forget that the other empires aren't restricted by it. So you'd build chokepoints and then the AI would just waltz right past them.
I would like to see a full-ish playthrough of this. It was really fun to see. There are some interesting ideas in the older versions that could be revisited in the current game, like "advanced government types." Might’ve been bare bones at the time, but its a cool concept for evolving governments alongside your society. Maybe could be done with a traditions rework?
and shared proxy star systems, which could be a interesting cold war plot device
I would love to see a return of the 3 types of FTL with our current quality of life upgrades.
I remember now why I had an obsession of meticulously balancing the output of every planets individually to have no deficit. This, this is why.
Tiles in 1.X were not too bad once you had the AutoBuild mod.
Even Sectors became usable with it. Just set a budged and general development strategy in mod options, create your sector and disallow it redevelopment. With any planet headed for the sector bank, just go and remove all blockers first, schedule what buildings you want and throw it in the sector.
Anytime you have more in the bank than is the lower limit for AutoBuild it will go and upgrade your buildings. Since 1.X didn't have Strategic Resources, it also wouldn't wreak havor on your economy like automatic building still does in Vanilla (i.e. deamon upgrading a lot of T1 labs into T2 or T3 variants and suddenly you are 20 gas in the red).
Migration was an issue in 1.0 though, but then again if we look back at 2.X branch of stellaris this one had some even worse QoL issues, like a *new* resettlement UI that wouldn't show you any information about habitability for that pop.
1.0 was also not forgiving if you let your population starve and you could put your empire in a death spiral, and funnily, AI empires too if you made long time trades and then ended those. Plus trading Ai some in-colonization holy worlds or start purges on conquered worlds then giving them back to AI (and have them eat the -1000 genocide penalty as they wouldn't cancel their own purges) was always fun.
Wars from 2.x onwards feel etiher super static (wait at your bastion for someone to attack you, wipe them, then give chase and steal some systems), or are a frantic and mostly annoying whack-a-mole as Ai fleets split into tiny fleets just strong enough to recap single stations somewhere in the pampa. In 1.0 you could have hostile fleets showing up literally anywhere, so you'd fortify all of the planets that mattered instead some imaginary and impenetable border wall.
You were incentevized to play very differently depending on your FTL mode, with Wormhole requireing a lot of thought into which facing of the system you'd install your WH emitter, so hostile fleets wouldn't be running into those on their approach and your flight plans would often times be very non-intuitive so that you could jump right on top hostile fleets. No other FTL mode could do this as freely as WH and upgrading to Jumprives often meant disadvantage since you could not jump over closed borders with them (they were actually just "super warp drives" with instant travel speed but still count as passing through a direct line between origin and destination).
I do miss having multiple ways to travel between systems. Deep strikes and fluid front lines were both exhilarating and insanely frustrating . . . no one misses tiles, though.
Lots of people miss tiles. Just look at the subreddit everytime it gets mentioned. I think it's silly, but there are plenty that prefer it, and it's better performance.
I like tiles when it came to using mods like dedicated worlds mod. It made it easy to scale up your economy tremendously
You call it a nightmare, I call it a return to form. This just reinforces that a lot of the bloat added over the years is just that - bloat.
QOL lack aside, the game has changed into something I genuinely cannot recognize any longer.
Borders were hilarious in 1.0. I remember playing with some friends at the time and our pops would trigger at different times and push our border influence a bit. There was a system on the border between their territory and mine that would flip owership each time a pop would get created.
I didn't know that newer versions of stellaris didn't have a chance to fail an anomaly.
I really miss wormhole stations. I played the game in frontier station "pockets" with wormhole hubs. (4 or more wormhole stations in one system) So my borders always looked like an caterpillar doing gymnastics.
Add in free-form military stations with mods adding fortress stations. You could force hyperlane empires to go through a massive maginot system while you just tickled them with corvettes via wormholes.
Most of my Stellaris binging was in the early versions, and I have a pretty good memory, so most of the stuff you're boggling at here feels recent and familiar.
Still prefer tiles to districts; the inability to assign specific pops to specific jobs bothers my need to micromanage everything(I also liked the roleplay opportunity that individual pops having fully ethics combined with tiles gave(also the ability to enslave and free individual pops)).
I still remember my first game. I started next to the mushroom Fanatic Purifiers (Utopia was the most recent DLC). Fleets and defenses were kinda low on my priorities because exploring and expanding are fun. So in a few short years they declared war, annihilated my handful of corvettes, and took over my capital with armies.
Boy I learned fast from there.
There is so much I miss from 1.0. Organic borders, FTLs and so much more. Kind of strongly dislike the Hyperspace only version.
This game came a long way.
Also I miss organic borders and your civs having different ways of space travel.
The organic border was a lot less tedious to manage but is a lot less tactical, flexible or precise
You can’t really go to war over a single system or claim that one system with the rare resource you want
On the other hand the planet based border made the planets feel so much more impactful and made you feel more attached to them because they were directly related to your control of space
And The different ftl types really added a lot of flavor and personality to the different empires and the way they had to interact with eachother and that felt really grand and mysterious
But it was a nightmare for the balancing of combat
Im sure at least some of the good parts of the old system could still be brought back somehow within the current system
But im not sure how
As i quessed, heforgot to scan his homesystem, as it came pre scanned only after 1.8? if i'm not wrong.
Yes, that neuron didn't fire till well in. I completely forgot this was a thing
The deathspirals were so quick & sudden back then.
The amount of times the pirates basically wiped me out I ended up chasing food shortages.
Then the non-hyperlane races would just bypass defenses & murder all my folks.
Quite a learning curve.
I miss the selective pop purge! When you want to expunge the pops that are not doing anything but keep some slaves was good
Forme stellaris 1.0 was perfect .
I remember following the dev diaries before the game even released 1.0 and was blown away. To look back at how bare bones the game was makes me feel like anyone picking it up these days is being spoiled lol.
I actually like the idea of planetary space stations instead the starbases
Maybe modding is possible to make your starbases to be built on any planets/stars you have on a completed surveyed system.
One of the BIGGEST things I do miss, as mentioned in another vid like this.
Planetary Outpost/Starbases.
I once had a planet that was attacked by slaver ships, which I thought was protected by my starbase, but nope. Came back to see that the Starbase hadn't attacked them nor pulled their attention as they just gathered EVERYONE on my planet into their ships...
EDIT:
OMG Planet Naming was AUTO!?!?!
OMG I want that back, let the default option be randomized from our naming lists ffs.
I mean, that list still exists but isn't used automatically from what I can tell...
I think my favorite version is when they first introduced unity. I think it was 1.7, but 1.5 and 1.6 were really great too. I hate districts and miss the tiles. I also miss having different ftl engines, it felt more realistic that different civilizations would develop different tech
we all loved 1.0 because we didn't know better, only with hindsight can we recognize just how many flaws there were.
Stellaris 1.0 was 5% planetary puzzle game, 5% fun events, and 90% waiting.
The game is incredible fun for... about an hour.
So Stellaris was much like other Paradox grand strategy games? Its just this one was able to expand out because well
Its not limited to history or real life limitations like Crusader Kings, Hearts of Iron or Europa, its just.. *space*
BACK IN MY DAY YOU COULD START THE GAME WITH WARP TRAVEL OUTSIDE OF HYPERLANES AND BLACKHOLE GENERATORS
Tbh I kind of miss the expense of colony ships in old Stellaris. Made when to colonize an actual choice rather than something you just do ASAP.
Edit: I remember the reasoning behind mandatory sectors was to minimize micro by making automation mandatory, rather than a suboptimal choice. It was a decent idea, but the sector AI was so bad people hated it.
Edit 2: Also ASpec not remembering that you don't need a system to be within your borders to colonize it.
RIP Gateways. The varied FTL types gave the game some character that I miss.
Now it plays like a nightmare, but Stellaris 1.0 was better than any 4x space game out there anyway. Since its release there's basically no competition for Stellaris
There's so much just not there that I'm so used to having around. The market, districts, having to claim one system at a time, etc. It's weird to see this version again.
The five directly controlled planets thing was probably a relic from one of paradox's other games like crusader kings. in CK2 with a large enough territory you had to delegate chunks of it to smaller lords underneath you or else you'd have a hard time controlling it.
I'd love to see you continue this 1.0 playthrough, it's surreal seeing how much has changed from this barebones and questionably designed beginning.
I honestly miss the pop/tile system for planets
Would probably help with mid/late game lag if we reduced the number of pops again
@@General_Flores Indeed
Yep that's right food is local
Can you imagine the cost of transporting enough food to feed several billions of people for several months?
Farmers not a garbage job all of a sudden huh?
Seriously tho, imagine if the tile system remained and we had all the optimization accrued through all the patches.
You could probably play the warhammer 40k scenario mod with decent speed and without a NASA supercomputer
27:46 Unironically the most coolest thing about og Stellaris, why did they have to ever remove these icons and descriptions??😭😭😪😪
I love how you didn't even think to survey your starting system at first!
I played 1.0.3 Stellaris yesterday for the first time ever.
And I get why I fell on my face back then.
The first empire and only empire I met so far in the game are fanatic purifiers.
:)
This is how I remember playing the game. I played up until 2.0 and kinda stopped because everything was changing and I couldn’t keep up. Although, watching your videos, I kinda want to learn again
Asking Paradox players if you should continue being tormented is an easy answer. Yes. Always yes.
Much of what you are calling "quality of life" I disagree is the case. Things like the market is so stupidly exploited in *bad* ways that I have a hard time calling it an improvement for game quality. Have there been clear improvements, obviously, the fleet manager is a godsend, but there is plenty from 1.x that has been nuked, or made utterly irrelevant because Paradox would rather simplify rather than make a decent tutorial.
Early stellaris was spooky. Eery ambience, random alien flies by really fast, no interstellar food shipping, starbases would be completely destroyed by invaders rather than occupied.. it was a rough galaxy. Felt more empty and high risk
I literally haven't played since 1.0, and I just loaded it up again tonight randomly. I have absolutely NO idea what I'm doing anymore.
you know, you can colonize planets outside your territory without building an outpost.
damn wish i had experienced the alternate travel options. that truly gave character to your faction
It really did
But it was also hard to balance wars with warp and wormhole drives in the game
Since you could just appear everywhere at any time
And things could get gimmicky pretty fast
It kinda worked because you didn’t fought over control of the individual systems but rather the planets
It really wouldn’t work in the current version as its played now
the market has become such a crutch that the developers employ it lieu of actually putting in the effort to balance civics, origins, and more.
Been there from Day 1 as well and lets be fair:
The only reason why we would love 1.0 are the L-Slot Tachyon BBs and DDs
The FTL types, naturally growing borders, and planet tiles are features I miss.
Unironically like this better than current stellaris lol
Ready for it: I liked the original better. I wanted QOL for the systems they had and not the rework we got. I find it so boring now
I actually only play with 1.9.1 when I decided to play Stellaris anymore. Yep, it's messy, but I actually have choices in my game, and it's much better to be able to do a bunch of things and play a whole different way then have the exact same early and mid game every playthrough. It was organic and wonderful.
Betharian power plants still exist, but you need to find a planet with the resource, which have become super rare sadly.
Modern stellaris is more convoluted than open heart surgery
At least it did have wormholes and warpdrive FTL. I miss those.
I'm kinda curious- how are you able to play the earlier versions (in a way that doesn't break the current (Steam) version of the game)?
You can select what version you want to play on in the settings on steam
@@dj_koen1265 Can you elaborate? I looked around on both the library page (in Steam for Stellaris) and in the pop-up launch window (including under settings) that opens when you hit the Play button... didn't see the version option.
Ah the joys of mid game colonisation. Just build all the appropriate building on each tile and you're done.
I was talking to my friend that current stellaris vs 1.0 are totally different games, I compared it to COD vs CS, while they are both shooters but they have different mentalities to the design and game play
Maybe the real treasure were quality of life improvements we made along the way
Stellaris 1.0 was the best game I have played in a long time. I had almost 2k hours by the time 2.0 came out. I have maybe 150 since 2.0 came out.
I haven't even watched the video yet but I just know the ship upgrading is going to be hell for you.
Ship building was already a chore.
OMG the old school Stellaris... Also... I will be honest I am mostly here for the shed updates, its the true drama.
I actually kinda wish we had more to do with food again. I miss the days of running a big food surplus meant extra growth.
Oh man, i. Completely forgot about that
When I see people say “we should play stellaris 1.0” I say, “NO!”
Seriously. If you want to go back, 1.1 or 1.4 are as far back as you should go. You want to definitely avoid the core sector planets. Core sector systems was bad enough.
Honestly, I am happy with how Stellaris is now, but I would also enjoy organic borders to return, perhaps making it so that planets expand your borders across hyperlanes based on certain factors, possibly just the capital, but starbases act as a hard claim on it, making it so that foreign influence can neither expxand past it nor into it.
I miss:
no market.
no alloys and the other 2 dozend completely worthless ressources.
no hundreds of pops and dozends of completely useless jobs.
a functioning sector management system.
the tile system.
the organic border growth.
SHARED SYSTEM OWNERSHIP!
Don't forget to redesign your science ships as you unlock new techs.
I miss the warpdrive FTL option.
Before stellaris came out, GalCiv 3was my goto space 4X game. It had some things in common with stellaris 1.0: Freedom of movement, planetary tiles, no convoluted resource zoo. I'm kinda disapointed, it plays like your standard province based strategy game now.
I don't understand how the community prefers modern stellaris to 1.0.
Ngl. I miss the multiple FTL choices. Thats it tho
It is funny to see Stellaris youtubers getting filtered by harsh reality of 1.0. Like, people seems to forgot that start was much slower and required more planning instead of abusing market to get resources and spamming labs on capital world 🤔
I mean, I was there from day 1, I've been through all of that. It's like being forced to drive a Model T again after enjoying a Charger for the last 2 two years.
So i am too. But it only shows how easier/accessible Stellaris became after 7 years. Is it good or bad thing, i shouldnt be one to judge (but really, moments like 'i forgot to survey my home system' or 'i need to research colony ship first' made me laugh and hit with nostalgia).
The weird thing about quality of life improvements are you dont know you need them until you use something a lot. Then once you have them you forget you ever needed them.
I still miss the OG menu animated background. Nothing’s topped it. But the habitat floating in front of a gas giant one was close (2.6 or whatever).
ASpec, Two-Sheds, Jackson.
Hey ASpec, which Steam bundle is best during the summer sale do you think? Galaxy? Starter? Summer? Ultimate? Thanks for all your content!! Hope you hit 1mil subs soon
I still think that the 1.X ftl and spheres of influence mechanics instead of starbases and space highways, plus spaceports around the planets. Also defensive armies not linked with planetary structures. But apart from that, man now that looks unplayable.
I mean the reason why you can only control so many planets in the old version is because the game was never built around the idea of people controlling and microing up more than like half a dozen or so planets. Looking back, when they changed this and killed Sector automation its really when the micro-hell started. Add on that the game wasn't built around the idea of nearly as many pops as we have today and its only more obvious how far the design philosophy morped away from what it once was.
1.0 is the quintessential Stellaris experience. As much as i like the modern game, it is way more convoluted and way less friendly to newer players. Kinda a completely different game.
I bought this like, right after I got my steam refund for No Man's Sky, and I swear I remember food was a pooled resource by that point (to be entirely fair, it was like, 3 months after the game launched, and day 1 stellaris not having food as a pooled resource totally makes sense).
I blame playing 1.0 Stellaris literally day 1 of release for why I am unable to play this game without a ton of mods.
The game was sorely lacking in a lot of ways for me that mods were able to help, and then I got so used to the mods that playing without em felt wrong after so long.
You forget that your borders primarially grow also from colonies, it seems. the frontier outposts were meant I think, for critical points, not the main capture methods.
I sort of miss the tile system, but the real feature that I really wish would come back was the ability to DECIDE EXACTLY HOW MANY ROBOTS I MAKE AND WHAT KIND.
1.7 will always be peak to me, when i could just slap every building i was going to put onto a planet and then the pops would fill in naturally later. I really hate planet and pop micro
This was my version. What a time... 😂
Why you could only control so many planets? I think it was to create stories in the game of your sectors rebelling against you.
The game has come a long way for sure
i grew up with the old tile system and it was easier and less confusing :D
No, it was NOT a nightmare
This version is the only one I ever really got used to.
Fr, when Districts and Buildings were introduced, i never spotted the District screen.
please do a full 1.0 game, it's so much fun to watch