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I have some pops unhappy about purges. Thing is, I'm not purging anyone as far as I know. Is there a way to zoom on a purge or something? It's not even allowed in my empire so I have no idea what the deal is. I am playing the Star Trek mod so it may just be a bug.
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# ? Feb 17, 2017 11:33 |
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# ? May 8, 2024 23:50 |
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Baronjutter posted:I hope we can make hybrids and for the graphics they just take the two portraits and put on a bad 90's morph effect. An entire galaxy just chock-full of beings who look like the mid-point of an Animorphs cover.
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# ? Feb 17, 2017 11:41 |
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https://twitter.com/StellarisGame/status/832541703051571200
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# ? Feb 17, 2017 11:47 |
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canepazzo posted:Stream started https://www.twitch.tv/paradoxinteractive Ouch. That's painful. 3? Hopefully the research price on adding core systems is cheaper, and pops up more often in response. Not a huge fan of the change though. 5 felt just fine. Nelson Mandingo fucked around with this message at 12:08 on Feb 17, 2017 |
# ? Feb 17, 2017 12:05 |
Nelson Mandingo posted:Ouch. That's painful. 3? Hopefully the research price on adding core systems is cheaper, and pops up more often in response. Not a huge fan of the change though. 5 felt just fine.
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# ? Feb 17, 2017 12:13 |
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Eiba posted:They made it seem like you'd be getting back up there with tech in a reasonable timeframe, they just wanted to push you to make your first sector sooner at the very start of the game. That's fair, and maybe with the new content it'll feel better to start a sector earlier. But still- comes across as a bad change on it's surface. By the time you colonize 5 systems you'll be getting out of the early game at that point, which is when sectors (or more efficiently just one massive sector) comes into play. Which feels exactly like the appropriate time for them to be a thing. It came across as a natural segue to me in all my games. Feels bad, man.
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# ? Feb 17, 2017 12:22 |
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quote:Q: battle7895 : The "amount" of planets needed to build a ringword, would you need like a system with 5+ planets fixed or does it calcuate the seizes aswell?Does the ringworlds once you make them habitatable also get some sort of resource like energy cred tiles or are they tottaly blank? This kinda bugs me. Also I wonder if the resources ringworlds get will be based on the resources on worlds consumed to build them.
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# ? Feb 17, 2017 12:25 |
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Nelson Mandingo posted:That's fair, and maybe with the new content it'll feel better to start a sector earlier. TBH the main issue I have with the transition to using sectors is normally you want to hand them a developed planet to start them off, rather have to go back to them constantly to top them up with minerals and energy. This means you can't have a 'Frontier' sector for less developed planets without accepting it'll take forever to grow. Reducing the number of initial worlds to 3 means you're going to spend more time babysitting colonies that will end up in sectors, which rather reduces their role in lowering micromanagement. It would be handy to have an option for automatic subsidies to sectors until they get to a certain number of pops/mineral output.
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# ? Feb 17, 2017 13:25 |
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Why aren't your Core Worlds in a Sector also, like a Core Sector that way i would only need one governor for my Core Planets.. You could even balance rebellion/faction/political stuff on that, ex. as your other sectors has to be smaller then your Core, otherwise they would hold more production power, so you couldn't just have one sector to rule the rest of your space empire. I hate beating down on weak One planet rebellions, what are they suppose to accomplish? It's just annoying. I dunno, just hate that i don't have enough leader slots and you need one governor for every drat Core planet ...
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# ? Feb 17, 2017 14:18 |
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I think your core system limit should be the limit of systems allowed per sector. As it is right now I only use 2 sectors, a normal one focused on energy and the shitlorde sector. The shitlorde sector has all the pops that are causing me problems so I can funnel it all into one faction to suppress.
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# ? Feb 17, 2017 14:34 |
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Also I haven't played in ages and since the topic is up, are sectors still completely incapable of wiping their own rear end or do they build stuff now?
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# ? Feb 17, 2017 14:37 |
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they build stuff and are generally tolerable, but tolerable doesn't mean good or problem free
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# ? Feb 17, 2017 14:41 |
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Bloodly posted:Pops, huh? Will they build things on their world? They had a bug that did that in the first session with Banks - that's why cKnoor has so many primitives to eat. Primitives with growth really favors invaders I think.
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# ? Feb 17, 2017 14:45 |
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Coolguye posted:they build stuff and are generally tolerable, but tolerable doesn't mean good or problem free Last I played they were entirely useless so I'll take tolerable for now.
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# ? Feb 17, 2017 14:50 |
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Grand Fromage posted:Last I played they were entirely useless so I'll take tolerable for now. slightly more useful answer: they're good enough that i've broken the back of a medium sized, hard difficulty, high aggressiveness AI run where i'm going for Suffer Not the Alien. i own over 50% of the habitable planets in the galaxy now and humanity outnumbers all other races in the galaxy combined. i've had a couple of heartstopping problems where the sector AI let my empire run deeply in the red for a while when i did a new expansion wave, because people would migrate from power plants to the new planets and the sector AI would not reassign pops to produce maximum energy like i'd asked them to. the problem ended up resolving itself when new pops grew on the worlds that had seen migration. but beyond that they've given me no problems that i've deeply noticed.
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# ? Feb 17, 2017 14:55 |
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The number 1 request finally makes it in: https://twitter.com/martin_anward/status/832597715557179392
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# ? Feb 17, 2017 15:32 |
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Soup du Jour posted:The number 1 request finally makes it in: Oh god that's a trait that makes them better food I love this game
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# ? Feb 17, 2017 15:43 |
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all hail this glorious dumb video game
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# ? Feb 17, 2017 15:47 |
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I cannot stand the fact that uplifting presentients requires colonizing the planet they are on. Why can't it just be an Observation Station mission? Is there a mad that fixes this?
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# ? Feb 17, 2017 16:10 |
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GunnerJ posted:I cannot stand the fact that uplifting presentients requires colonizing the planet they are on. Why can't it just be an Observation Station mission? Is there a mad that fixes this? Yeah, it's super weird. I feel like, if anything, uplift should work like this: To uplift a unit, your observation post "captures" a pops worth of dudes from that planet, and after research is complete you get the option of generating a colony ship or planting a baby/growing pop on a planet you already own (but without the needing another member of their species to grow requirement). That feels like it would be a lot cooler - and then you can send those new sentient pops to subjugate their presentient brethren - after all, these "humans" will be perfectly fine clearing out those worthless monkeys and building proper cities.
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# ? Feb 17, 2017 16:43 |
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I suppose the non-cute species now have a trait which redeem them as livestock instead of outright purging.
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# ? Feb 17, 2017 16:51 |
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Soup du Jour posted:The number 1 request finally makes it in: Not something good, but definitely something.
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# ? Feb 17, 2017 17:11 |
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Heartcatch posted:I suppose the non-cute species now have a trait which redeem them as livestock instead of outright purging. never
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# ? Feb 17, 2017 17:26 |
Splicer posted:I know I wasn't the first to request this, but I was the first to request it in this thread and that's something. It's definitely good.
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# ? Feb 17, 2017 17:37 |
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Nuclearmonkee posted:It's definitely good.
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# ? Feb 17, 2017 17:45 |
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Can you process your own species? Can I make delicious cannibals?
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# ? Feb 17, 2017 18:02 |
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Soup du Jour posted:The number 1 request finally makes it in: god bless
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# ? Feb 17, 2017 18:30 |
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That's neat. Presumably genetically-engineering Delicious in is the equivalent of teching-up your Hydroponics farms. Plus I wonder if they still give 5 food when they're just regular livestock, not being purged... even at 4, non-delicious species aren't actually going to be much use as livestock which I guess makes sense.
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# ? Feb 17, 2017 18:43 |
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I don't know why a delicious species would provide more food. Sure, they taste nice, but they should still have the same calories as less tasty species?
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# ? Feb 17, 2017 18:56 |
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Nelson Mandingo posted:Ouch. That's painful. 3? Hopefully the research price on adding core systems is cheaper, and pops up more often in response. Not a huge fan of the change though. 5 felt just fine. I've skipped more core systems tech twice since I don't feel like really need it right now. It has allowed me to focus more on other things and worry less about tile management which is nice. Torrannor posted:I don't know why a delicious species would provide more food. Sure, they taste nice, but they should still have the same calories as less tasty species? Easy, you make sure to process more of the meaty substance of the bodies. Since it's tasty and all.
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# ? Feb 17, 2017 18:57 |
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Torrannor posted:I don't know why a delicious species would provide more food. Sure, they taste nice, but they should still have the same calories as less tasty species?
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# ? Feb 17, 2017 18:58 |
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Torrannor posted:I don't know why a delicious species would provide more food. Sure, they taste nice, but they should still have the same calories as less tasty species? But people obviously wouldn't eat as much of the bland, non-tasty food. So a lot of that will go to waste.
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# ? Feb 17, 2017 19:02 |
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Does repugnant also give a tastiness penalty or is it not related? It kinda owns that Stellaris lets you write questions like that.
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# ? Feb 17, 2017 19:02 |
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Actually having a delicious trait that influences food value is absolutely ridiculous and stupid but I can't be upset at it. Wonder how much it costs and if it's a penalty or bonus. Imagine gene-modding a conquered species to be delicious.
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# ? Feb 17, 2017 19:04 |
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The tastier the alien, they less room you have to devote to growing silly things like spices, leading to a greater number of tasty aliens per square foot in the farming districts. It's all very logical and backed by science.
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# ? Feb 17, 2017 19:06 |
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Baronjutter posted:Imagine gene-modding a conquered species to be delicious.
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# ? Feb 17, 2017 19:08 |
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Baronjutter posted:Actually having a delicious trait that influences food value is absolutely ridiculous and stupid but I can't be upset at it. The fluff text explains they're also very nutritious, and yes it's used in genemodding. If you've gone down the biological ascension path you can genemod a species to be delicious and nerve staple them so they're not sad about being eaten.
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# ? Feb 17, 2017 19:12 |
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OctaMurk posted:Can you process your own species? Can I make delicious cannibals? Livestock will also be a slavery type, so I guess that if your own species used Caste System you could use the enslaved members of your own species as food instead of laborers. That might be an easier way to do it? (not sure what the rework of Collectivism will do to the ability to enslave your own species, mind you)
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# ? Feb 17, 2017 19:17 |
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Reddit AMA posted:Q: ElNab : Will there be an option to tell people to stop forward settling my stuff? So looking at your response, Wiz, I think that the best way to do this when you're not allies would be: You can request the empire not settle near you. If they, don't great. If they do, you get a war goal to take that nearby settlement at a discounted rate relative to its normal cost. It would make it easier for everyone to penalize those who settle near them.
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# ? Feb 17, 2017 19:41 |
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# ? May 8, 2024 23:50 |
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Wiz posted:The fluff text explains they're also very nutritious, and yes it's used in genemodding. If you've gone down the biological ascension path you can genemod a species to be delicious and nerve staple them so they're not sad about being eaten. This is some dark dystopian stuff here. Makes A Brave New World look like pleasant vacation and crosses over to the Time Machine.
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# ? Feb 17, 2017 19:53 |