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Deltasquid posted:In Galactic Civilizations, you slap transport modules on ships, and when they take off from a planet, you can choose to load them up with population from your planet as soldiers. Considering that GalCiv is basically a playground for its designer's hilariously far-right conservative world view (its economic model actively punishes you for collecting taxes) the ability to draft 100% of your population does not surprise me in the slightest.
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# ? Jan 25, 2017 17:50 |
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# ? May 13, 2024 08:02 |
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GlyphGryph posted:Hey guys, since that Goon race pack never actually happened, I'm gonna throw my own together. Is it all right to link to a pastebin? Is there a limit on submissions?
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# ? Jan 25, 2017 17:51 |
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Man, it takes forever to kill off just a one population with full bombardment. So many more left to go.
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# ? Jan 25, 2017 17:55 |
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https://twitter.com/Martin_Anward/status/824299930898595840 Looking good. Want to see what the other species get too.
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# ? Jan 25, 2017 18:01 |
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Roland Jones posted:https://twitter.com/Martin_Anward/status/824299930898595840 I wonder if that's determined by city type or ship type?
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# ? Jan 25, 2017 18:08 |
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Ship type.
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# ? Jan 25, 2017 18:11 |
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Zore posted:I wonder if that's determined by city type or ship type? Suspect the station itself tied to ship design where as the infopane graphics are tied to city like everything else planet related. It looks like you build one just like colonzing any other planet. Wonder what benefits they will confer, aside from "here's a pop, but it's in space!" since it looks like it is otherwise self contained.
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# ? Jan 25, 2017 18:14 |
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Just one more sleep until the orbital diary.
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# ? Jan 25, 2017 18:16 |
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Zore posted:I wonder if that's determined by city type or ship type? I'd guess ship type, since all your other orbital and space stations are decided by that- LordMune posted:Ship type. Oh, looks like we got the official answer while I tabbed away in the middle of writing this. Anyway, besides the aesthetics, I find it interesting that the orbital's "landscape" appearance resembles that of a Gaia world and the habitability is 100%. This is really neat, but I assume there are some limitations/drawbacks, since just making your own Gaia worlds everywhere seems too good to be true. It being size 12 isn't spectacular, I suppose. Also wonder what's with the "colonize" right in the middle above the size means. It seems like you'd have people on these from the start, right? Why construct a habitat like that if you aren't planning on having people live on it? Roland Jones fucked around with this message at 18:31 on Jan 25, 2017 |
# ? Jan 25, 2017 18:23 |
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Roland Jones posted:Also wonder what's with the "colonize" right in the middle above the size means. It seems like you'd have people on these from the start, right? Why construct a habitat like that if you aren't planning on having people live on it? Well, you still need to move people to it, and right now the way you do that is with colony ships.
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# ? Jan 25, 2017 18:35 |
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Yeah, it'd be pretty silly if constructors could "build" population then just bus them to another planet. That's probably why you need the colony ships still.
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# ? Jan 25, 2017 18:49 |
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Drone_Fragger posted:Yeah, it'd be pretty silly if constructors could "build" population then just bus them to another planet. That's probably why you need the colony ships still. Also it's an easy way to let you select what pop you want to start the colony with.
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# ? Jan 25, 2017 18:58 |
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Wiz posted:Also it's an easy way to let you select what pop you want to start the colony with. That makes sense. I didn't think that population would be spontaneously generated, but didn't consider things like this.
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# ? Jan 25, 2017 19:02 |
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Swedish Horror posted:Haven't played with mods in Stellaris before, guess I'm gonna have to give it a shot. Are all the alphamod submods worth getting? Don't start with Alphamods, it adds WAY TOO MUCH unless you just want All The Things(tm) in your game and IMHO the balance is really badly thought out. There's an alternative listed in my list in the OP that is a better overhaul, but if you really want to shake up the game try the Star Trek total conversion - the changes in that one actually make some sort of sense.
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# ? Jan 25, 2017 19:07 |
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Ah, so colonies just function as little planets with mines re-named mining drones or something.
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# ? Jan 25, 2017 19:18 |
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GlyphGryph posted:Hey guys, since that Goon race pack never actually happened, I'm gonna throw my own together. SPECIES SUBMISSION code:
edit: oh my god my tables help EDIT edit: ok still bad but idk Also, why is there not a retro 50s space babe race variant for humans? Is the archeologist trait bugged? It didn't seem to do jack poo poo for my now dead scientist >:[ Deceitful Penguin fucked around with this message at 19:38 on Jan 25, 2017 |
# ? Jan 25, 2017 19:19 |
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Baronjutter posted:Ah, so colonies just function as little planets with mines re-named mining drones or something. It means systems can go from 'empty, useless' to 5+ 'worlds' in a system, all of which can have Spaceports and the like. More scope for events, too. Not bad at all.
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# ? Jan 25, 2017 19:34 |
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Lum_ posted:Considering that GalCiv is basically a playground for its designer's hilariously far-right conservative world view (its economic model actively punishes you for collecting taxes) the ability to draft 100% of your population does not surprise me in the slightest. Population growth is created by recruitment centers, the implication being that more people live on your planet than you actually see on the screens, and you need to make them apply for citizenship before they're factored into your planet output and input. So I guess the double-implication is that every citizen is a soldier and that every person who has access to government-sponsored food, science and culture, is a soldier by proxy. I never really thought about it this way but I am indeed getting some Heinlein vibes from this.
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# ? Jan 25, 2017 19:41 |
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Population being converted 1:1 into troops is probably less because of some political view and more because that's how MoO1 did it and it worked really well.
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# ? Jan 25, 2017 19:52 |
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DatonKallandor posted:Population being converted 1:1 into troops is probably less because of some political view and more because that's how MoO1 did it and it worked really well. MoO also had "more taxes = less happiness" so I feel like that's not really evidence of a right wing galciv conspiracy either...
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# ? Jan 25, 2017 20:03 |
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Lum_ posted:Considering that GalCiv is basically a playground for its designer's hilariously far-right conservative world view (its economic model actively punishes you for collecting taxes) the ability to draft 100% of your population does not surprise me in the slightest. Huh? It's been a couple years since I picked up GalCiv 2, but I don't recall anything particularly "right wing" about it's tax system. I'm pretty sure it was your standard "tax more, produce less" scheme, albeit with approval rating and such. That's like, every game ever. You need both money and production to survive, so it's a balancing act. Edit: Glad I wasn't the only one scratching my head there...
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# ? Jan 25, 2017 20:05 |
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LogisticEarth posted:Huh? It's been a couple years since I picked up GalCiv 2, but I don't recall anything particularly "right wing" about it's tax system. GalCiv and GalCiv 2's tax system has an explicit Laffer Curve built in, where the maximum amount of money is achieved with a tax percentage well below maximum (and below 50%, IIRC).
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# ? Jan 25, 2017 20:16 |
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Ainsley McTree posted:MoO also had "more taxes = less happiness" so I feel like that's not really evidence of a right wing galciv conspiracy either... There's taxes and happiness in moo?? Also yeah, Galciv has a ton of very right wing economic and social ideas baked in, it's just not hit you over the head obvious. But in any game where you're trying to model economies and societies is going to end up showing some sort of creator bias.
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# ? Jan 25, 2017 20:26 |
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ulmont posted:GalCiv and GalCiv 2's tax system has an explicit Laffer Curve built in, where the maximum amount of money is achieved with a tax percentage well below maximum (and below 50%, IIRC). Baronjutter posted:There's taxes and happiness in moo?? What the hell do sectors even do? I thought they would let me skip tech penalties and poo poo but no, it looks like those planets count too. Do they not build ships or is that just for later? I can't gift them their own constructors? Did it delete my que for buildings after I made it into a sector?
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# ? Jan 25, 2017 20:46 |
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sectors allow you to get around the maximum number of personally administrated systems. if you have 10 systems but can only personally administrate 5, you will get progressively worse penalties to basically everything as you're administrating more and more systems. if you hand these systems off to a sector, you can keep all 10 systems in your empire. there's a bunch of stuff surrounding sectors and if you want to learn more you're basically better off reading how they work in game or on the stellaris wiki
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# ? Jan 25, 2017 20:48 |
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Baronjutter posted:There's taxes and happiness in moo?? Well moo2 anyway. Didn't it work so that the higher your taxes were, the more protesting pops you'd have? My favorite tax system was in Victoria, where a good strategy was to reduce rich taxes to zero, and tax the poor for as much as you could without them physically rebelling
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# ? Jan 25, 2017 20:49 |
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Ainsley McTree posted:Well moo2 anyway. Didn't it work so that the higher your taxes were, the more protesting pops you'd have? Nope, no tax related happiness stuff in moo. It wasn't so much a tax rate as just a production rate converted into money. You could build "trade goods" or what ever which directly converted production into "BC" or you could set a "tax" rate that converted a percentage of your production into income. It had no social or economic effects.
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# ? Jan 25, 2017 21:03 |
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GunnerJ posted:Is it all right to link to a pastebin? Is there a limit on submissions? Yeah in hindsight a pastebin is probably better. As for the limit, consider 3 to be a soft limit. That's about how many I'd probably be willing to do before getting bored with your civs and "forgetting" to add the rest, unless they are really good, in which case there is effectively no limit!
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# ? Jan 25, 2017 21:07 |
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Ainsley McTree posted:My favorite tax system was in Victoria, where a good strategy was to reduce rich taxes to zero, and tax the poor for as much as you could without them physically rebelling The most historically accurate game Also dang those avian arcologies look pretty.
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# ? Jan 25, 2017 21:08 |
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My fav personal bias leaking into a game is victoria 2, specially because the ideological leakage ended up making the economy not function at all and the only way around it was via some sort of command economy like state capitalism or full out communism.
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# ? Jan 25, 2017 21:10 |
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Wait, "collectivists" (lol that name) are the only ones able to keep slaves?? I thought you just had to be a non-individualist Baronjutter posted:My fav personal bias leaking into a game is victoria 2, specially because the ideological leakage ended up making the economy not function at all and the only way around it was via some sort of command economy like state capitalism or full out communism. Lol yeah, that was fantastic.
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# ? Jan 25, 2017 21:48 |
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pretty sure xenophobes can keep xeno slaves but not 100% on that one
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# ? Jan 25, 2017 21:51 |
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Baronjutter posted:My fav personal bias leaking into a game is victoria 2, specially because the ideological leakage ended up making the economy not function at all and the only way around it was via some sort of command economy like state capitalism or full out communism. Sounds accurate though? Edit: genericnick fucked around with this message at 22:33 on Jan 25, 2017 |
# ? Jan 25, 2017 21:55 |
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Deceitful Penguin posted:Wait, "collectivists" (lol that name) are the only ones able to keep slaves?? Collectivists, Xenophobes, and Spiritualists can keep bio-slaves. Collectivism will also be no more in the near future.
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# ? Jan 25, 2017 21:57 |
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Yeah, that axis is getting renamed to Authoritarian-Egalitarian and getting appropriate fluff, which fits the mechanics better as well as addressing certain concerns/issues.
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# ? Jan 25, 2017 22:02 |
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genericnick posted:Sounds accurate though? The joke IIRC is that the guy who developed most of the V2 economy was a "taxes are theft" anacapitalist who somehow made capitalists end up as useless assholes who never do anything which is actually helpful and thus rendered more interventionist government forms into being almost objectively superior.
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# ? Jan 25, 2017 22:25 |
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GlyphGryph posted:Hey guys, since that Goon race pack never actually happened, I'm gonna throw my own together. SPECIES SUBMISSION OK, I went through my empires and retrieved the most interesting ones, here they are: I. Doncorcs The Doncorcs are space crocs and capitalists through and through. They're also oddly charismatic, being able to scam and swindle everyone they meet. They do love their own freedom (to commit fraud), though. Doncorcs posted:"Ubersoft Incorporated" II. Ghich The Ghich are the absolute opposite from the Doncorcs: Even literally, since they are denizens of the deep sea! They have been trying for ages to think something they call the "Deep Thought" and no-one has any idea what that is or what would happen if they succeed. They are oddly fanatical about their devotion to thinking this "Deep Thought". Ghich posted:"Principality of Thought" III. Byr The Byr are catoids (felines) who formed a star nation they called the Lyran Commonwealth. The leader who took over the government after development of the first FTL-drive was Archon Catrina Steiner. She is still leading the Commonwealth when you start the game with this empire. The Byr think they are "peaceful" now, after the end of their bloody unification war, but from an alien viewpoint they are still rather militaristic. Edit: I should mention that I used the Cat Portraits Dimorphism mod, since it makes cats look more like cats than the original portraits. Those make me think the devs played far too much Wing Commander in their childhood. The empire is still playable without that mod, it just makes Catrina Steiner invisible and all future leaders will look like Kilrathi-rejects, even the female ones. If you can live with that travesty, or if that mod is somehow included in a future Goon Pack, go ahead and try this species. Byr posted:"Lyran Commonwealth" I still have seven more races I made for the Goon Mod, but I decided I shouldn't post them all at once. Ten races complete with descriptions and code blocks sound a bit overwhelming for a single post. Next batch coming soon!
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# ? Jan 25, 2017 22:27 |
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RabidWeasel posted:The joke IIRC is that the guy who developed most of the V2 economy was a "taxes are theft" anacapitalist who somehow made capitalists end up as useless assholes who never do anything which is actually helpful and thus rendered more interventionist government forms into being almost objectively superior. I've often thought this reflects a difficulty of designing games and AI to model a real political and economic system more than anything. A strategy game will give you all of the advantages of a command economy with none of the drawbacks, while it will give you all the drawbacks of a market economy and none of the advantages. (I'm not even saying this as some kind of free-marketeer either.)
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# ? Jan 25, 2017 22:29 |
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GlyphGryph posted:Yeah in hindsight a pastebin is probably better. Aight, in light of this I'mma give you mine in descending order of what I think is good (once I get off my rear end and do it) so the best three are on top in case you start getting bored after that.
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# ? Jan 25, 2017 22:31 |
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# ? May 13, 2024 08:02 |
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Will habitats be able to become independent? Like could you have a breakaway star republic consisting entirely of a single habitat. That'd be cool.
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# ? Jan 25, 2017 22:34 |