|
Enjoy posted:Cool I would assume it's per POP, so that you could have one luxury race and a bunch of slave races.
|
# ? Jan 19, 2017 04:27 |
|
|
# ? Jun 5, 2024 08:04 |
|
Dr. Arbitrary posted:I would assume it's per POP, so that you could have one luxury race and a bunch of slave races. Fully automated luxury gay space colonialism!
|
# ? Jan 19, 2017 04:33 |
|
Dr. Arbitrary posted:I would assume it's per POP, so that you could have one luxury race and a bunch of slave races. Isn't that like another standard sci-fi trope? "Wow, this perfect society of harmony and peace is perfect! Almost a little too perfect..." Then it turns out there's some horrible secret on how they steal other people's youth to keep themselves alive forever, or just eat them alive or something.
|
# ? Jan 19, 2017 05:53 |
|
What's interesting here is that it makes monthly mineral gain more important--assuming quality of life matters.
|
# ? Jan 19, 2017 06:05 |
|
Having one luxury race and a bunch of slave races is kind of a real life trope.
|
# ? Jan 19, 2017 06:06 |
Wiz is posting on twitter about a game of materialist/xenophile/egalitarians who are building robot worlds to fill with immigrants from migration treaties! That's my playstyle! ... I wonder how he's going to deal with the awkwardness where they need planets your fleshy species can move to before they're open to migration treaties. Also, a while back I was wondering about more interesting/meaningful good-guy options, and right after Wiz posts about refugee policies. That's awesome and exactly what I want! Twitter folks getting outraged about that are missing the real implication- it's not that the game now lets you be an rear end in a top hat in a politically sensitive way. It's that the game now lets you define yourself as not an rear end in a top hat in a politically sensitive way. My country's doing horrible things out of stupid hateful fear in real life? Well my beautiful socialist space butterflies are letting in all the refugees! Take that, Trump! (Oh god this is going to be a miserable four years.)
|
|
# ? Jan 19, 2017 06:11 |
|
GunnerJ posted:Having one luxury race and a bunch of slave races is kind of a real life trope. Hey, you have to simulate that if you want to make space America as realistic as possible!
|
# ? Jan 19, 2017 06:14 |
On that note, I hope the faction system makes for some more dynamic states. "We used to own slaves, but then there was a social movement to abolish slavery, a civil war when they took over, and now our slaves are free (second class citizens), so you can stop hating us now!" Or in a more plausible gameplay scenario, "We used to be xenophile pacifists, but we lost half our territory in a bloody genocidal war, and now we know we must be strong and hold the vile aliens at bay!" Generally, if you're doing bad a faction that opposes the state ethics would gain more power, and possibly flip your ethics. I don't know if that's how it's going to work or not, but it would be cool if it did.
|
|
# ? Jan 19, 2017 06:20 |
|
What should I do with purged planets that have a 20% habitability score for my race? Robots?
|
# ? Jan 19, 2017 06:35 |
|
Eiba posted:Wiz is posting on twitter about a game of materialist/xenophile/egalitarians who are building robot worlds to fill with immigrants from migration treaties! That's my playstyle! Yeah, I'm pretty happy about the new good guy options. Also the renaming to Authoritarian-Egalitarian; it fits a lot better. Kind of tempted to eventually try a not-so-nice species eventually too. Not madly genocidal or basically-space-fascists, but still something that'll use the new evil options as well. Something like the Ur-Quan Kzer-Za. Also I hope we get some more, possibly a bit weirder AI personalities sometime; I want to populate my galaxies with things like an empire who makes everyone they conquer livestock because, well, they eat people and stuff, but the closest current option seems to be Slaving Despots. Also huh, looking up those tweets of his, he's using the same species picture (parrots ins space suits) as I did for my "make everyone robots" empire. I wonder what it is about the parrots that makes them seem like a good "turn into robots eventually" species. (Of course, since I was doing this ages ago, my plan for them was get synths, then purge non-synths to simulate uploading, so they also have different ethics, but that's a bit tangential.) GodFish posted:What should I do with purged planets that have a 20% habitability score for my race? If you don't have any other species to populate them with, yeah, robots are about your only option I think. Prepare to need a lot of energy. Roland Jones fucked around with this message at 06:53 on Jan 19, 2017 |
# ? Jan 19, 2017 06:37 |
|
GodFish posted:What should I do with purged planets that have a 20% habitability score for my race? Terraform for long term success
|
# ? Jan 19, 2017 10:23 |
|
On the earlier discussion about stations & colonies, it's worth pointing out that some race choices can dramatically tilt the balance in favour of colonies, even in the early game. A nomadic/rapid breeder/agrarian race will build up new colonies very quickly, to the point where your biggest concern will be lebensraum.
|
# ? Jan 19, 2017 11:51 |
|
I think the takeaway is that territory control is an ASAP deal, and the three colonies right beside you aren't a gear return on investment in that respect. In an all colonies all the time build like this then early colonies might win out over early stations, but you still want to be prioritizing land grab planets over the ones right next to you.
|
# ? Jan 19, 2017 12:04 |
|
There's something I just realized about the new pop ethics system, and while it's probably already been answered at some point I'm not sure where, so I figure I should ask here: With pop ethics changing so every pop only has one ethos, what's happening to ethos bonuses that are currently pop-based rather than empire-based? Like, currently all your starting pops will have two to three different ethoses, based on what you picked to start with, and their corresponding bonuses, and will develop from there. If they all only have one ethos, though, then those bonuses don't apply to all your pops, at least assuming the ethos bonuses aren't changed too. How big a deal this is admittedly depends on your particular ethos set; Materialism not being on your entire population isn't that bad, since not all your pops will be working science anyway, for example, but So, well, yeah. I'm wondering if things are going to be changed there, and if so, how? Assuming any of that's been revealed. I'm looking through the dev diary thread that originally revealed this change, but where I currently am it's mostly fascists trying to say egalitarianism and authoritarianism are the same and other things that are both dumb and not helpful. Roland Jones fucked around with this message at 13:10 on Jan 19, 2017 |
# ? Jan 19, 2017 13:03 |
|
Roland Jones posted:There's something I just realized about the new pop ethics system, and while it's probably already been answered at some point I'm not sure where, so I figure I should ask here: With pop ethics changing so every pop only has one ethos, what's happening to ethos bonuses that are currently pop-based rather than empire-based? Like, currently all your starting pops will have two to three different ethoses, based on what you picked to start with, and their corresponding bonuses, and will develop from there. You get your bonuses based on how happy your factions are. Your empire is 40% militarist and therefore that faction is strong. If you keep them happy they give you their bonuses, so you gotta keep a big fleet and a bunch of spaceports and whatnot. If they're defensively minded they want you to have a number of defense stations too. I think the bonus will be more significant if the faction is large, but its also possible for you to have several militarist factions with different goals.
|
# ? Jan 19, 2017 13:08 |
|
The Species Rights dev diary is up.
|
# ? Jan 19, 2017 13:13 |
|
Demiurge4 posted:You get your bonuses based on how happy your factions are. Your empire is 40% militarist and therefore that faction is strong. If you keep them happy they give you their bonuses, so you gotta keep a big fleet and a bunch of spaceports and whatnot. If they're defensively minded they want you to have a number of defense stations too. I think the bonus will be more significant if the faction is large, but its also possible for you to have several militarist factions with different goals. Huh. I read about the faction bonuses, but that seemed like a new thing, not a replacement to pop ethos bonuses. It wouldn't apply early on, when no factions exist, for example. Wiz posted:The Species Rights dev diary is up. Oh, this is neat. I've been wanting to see more about this for a while. Edit: Oh wow, some of this is dark. I was not expecting that level of flexibility in purge methods. Roland Jones fucked around with this message at 13:23 on Jan 19, 2017 |
# ? Jan 19, 2017 13:14 |
Wiz posted:The Species Rights dev diary is up. Species rights: Citizenship, Military service. Looking forward to a "Service guarantees citizenship!" policy
|
|
# ? Jan 19, 2017 13:16 |
|
"Purge and Slavery Types (Paid Feature)" Yeah I'll happily pay for the ability to put undesirables in forced labor camps.
|
# ? Jan 19, 2017 13:25 |
|
Wiz posted:The Species Rights dev diary is up. This owns.
|
# ? Jan 19, 2017 13:37 |
|
Wiz posted:The Species Rights dev diary is up. Orbital habitats? Hell yes
|
# ? Jan 19, 2017 13:40 |
|
uXs posted:"Purge and Slavery Types (Paid Feature)" look on the bright side, it actively pisses off all the awful neo Nazis that unironically think genocide of other ethnicities is a good thing, and also makes them part with their money
|
# ? Jan 19, 2017 13:40 |
|
Looking forward to building a liberal multispecies utopia and being conquered by a xenophobic species that still has enough minerals to build ships. Seriously though, mineral inflation in the mid game is only negative because you rapidly run out of energy to maintain the things you build with minerals. If this change means I'll be spending less time making decisions and more time waiting for minerals to accumulate it may be negative.
|
# ? Jan 19, 2017 14:03 |
|
Ships also become very, very expensive towards the late game (with some battleships easily costing 2.5k minerals or more) so it is easy to blow through your stockpile in a matter of minutes if you're in a serious war and chewing through ships. Not a huge fan of just introducing random time/resource sinks to help counteract something else but I'm not going to condemn the new mechnaic right out of the gate though. Will see how ot fits into the rest of what's going on but I'd rather they have introduced something else for me to spend the minerals on rather than more maintenance with nothing to show for it.
|
# ? Jan 19, 2017 14:33 |
|
inflation is ignoring the hidden maintenance cost of an idle late-game fleet and station upkeep costs flipping from +1k to the negatives when war breaks out
|
# ? Jan 19, 2017 14:39 |
|
Wiz posted:The Species Rights dev diary is up. This is like some sort of tantric dev diary ability, where you get teased a lot and then right at the end when you think you're ready to finish you leave off with the fact orbital habitats are going to be a thing and then it just starts all over again. So to recap: * Changes to pop ethics and factions looks awesome and cool as gently caress * Traditions look awesome and cool as gently caress * Ascension perks look awesome and cool as gently caress * The whole species rights thing looks awesome and cool as gently caress * Orbital habitats sounds like it could be awesome and cool as gently caress Looks like a pretty kick rear end patch/DLC so far. For a moment I thought they had replaced food with consumer goods and addressed this rights thing and the shared food thing at the same time, but no such luck.
|
# ? Jan 19, 2017 14:45 |
|
Wiz posted:The Species Rights dev diary is up. My first game after this drops is gonna be a culinary tour of the galaxy
|
# ? Jan 19, 2017 14:53 |
|
Sweet, Orbital Habitats. Can't wait to prove that Zeon was in the right. Also, I just met the Unbidden. I've had a science ship examine their debris, is there anything cool that can happen as a result of them being here, or should I just exterminate them now? By cool I mean is there an equivalent event to the Swarm event where you can get a queen.
|
# ? Jan 19, 2017 14:55 |
|
Pyroi posted:Sweet, Orbital Habitats. Can't wait to prove that Zeon was in the right. No, if they grow big enough a yellow version of them spawns and they fight each other but that's about it
|
# ? Jan 19, 2017 15:02 |
|
What happens if a species is forced to flee (like when excluded by the core world policy) but has nowhere to go? WIll they form a wildcat colony somewhere? Will they feed a persistent pirate threat (Pirates supported by a pop)? Will they jump into ships and become a roaming pop, triggering events and such?
|
# ? Jan 19, 2017 15:23 |
|
I never once had my mineral income in the negatives other than rebuilding my fleet would deplete my reserves. Actually, I did not know that there was a mineral maintenance cost.
|
# ? Jan 19, 2017 15:26 |
|
What's the current state of huge sectors? Google says the only drawback of having everything in 1 sector is that they can rebel if they're more powerful than you, but those are all posts from 6+ months ago. Are there economic reasons to keep them small, like with the core sector?
|
# ? Jan 19, 2017 15:42 |
|
Current state of huge sectors is that you are incentivised to have one huge sector as it costs the same in influence to suppress rebels regardless of the size of sector, and allows you to use a single governor slot. This may change in 1.5.
|
# ? Jan 19, 2017 15:46 |
|
Aethernet posted:Current state of huge sectors is that you are incentivised to have one huge sector as it costs the same in influence to suppress rebels regardless of the size of sector, and allows you to use a single governor slot. This may change in 1.5. Downside is it effects performance and anecdotally I've found the AI much worse at managing planets in bigger sectors than in smaller ones
|
# ? Jan 19, 2017 15:48 |
|
I've gotten real carried away with the old timey stuff literally just trawling wikimedia commons and hacking away at old paintings.
|
# ? Jan 19, 2017 15:59 |
|
Kitchner posted:Downside is it effects performance and anecdotally I've found the AI much worse at managing planets in bigger sectors than in smaller ones My sectors are all 7-9 planets and they're poo poo at building out new colonies even though they and the empire have full banks spilling over minerals into the vacuum of space. My new colonies fill up instantly and the whole planet needs to be built out ASAP so I always have to do it myself poverty goat fucked around with this message at 16:02 on Jan 19, 2017 |
# ? Jan 19, 2017 15:59 |
|
Aethernet posted:Current state of huge sectors is that you are incentivised to have one huge sector as it costs the same in influence to suppress rebels regardless of the size of sector I think it costs less to suppress rebels in a single sector than in two sectors; there appears to be a fixed startup cost to suppress single pop's worth of supporters, and then a lower incremental cost for each additional pop's worth of supporters, although I didn't go to the files to pull out the numbers.
|
# ? Jan 19, 2017 16:13 |
|
Wiz posted:The Species Rights dev diary is up.
|
# ? Jan 19, 2017 16:15 |
|
I'm going to enslave and eat the universe.
|
# ? Jan 19, 2017 16:46 |
|
|
# ? Jun 5, 2024 08:04 |
|
poverty goat posted:My sectors are all 7-9 planets and they're poo poo at building out new colonies even though they and the empire have full banks spilling over minerals into the vacuum of space. My new colonies fill up instantly and the whole planet needs to be built out ASAP so I always have to do it myself I was thinking sectors if like 3-4 planets rather than 7-9. I always play with planets at 125% if that makes a difference, I don't find I've normally got enough to have multiple sectors of nearly 10 planets at a go
|
# ? Jan 19, 2017 16:48 |