This thread is so easy to troll and is apparently physically incapable of identifying a shitpost and run and then not responding to it.
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# ? Mar 14, 2017 16:24 |
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# ? May 18, 2024 01:58 |
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Nuclearmonkee posted:This thread is so easy to troll and is apparently physically incapable of identifying a shitpost and run and then not responding to it. There's actually legit criticism that I agree with in it.
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# ? Mar 14, 2017 16:27 |
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Lifeglug posted:I thought the purpose of them was to stake a claim to an area but as you grow your empire and colonise planets, you decomission them as their expanded border isn't needed. I wish I could see what my borders will become when I get rid of a station. As it is now I keep them way too long, just to be sure I don't lose any important systems.
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# ? Mar 14, 2017 16:53 |
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Yeah I only make outposts to claim systems for terraforming. 90% of border expansion is via colonization. Sometimes outposts are good for grabbing that ring world you found near your starting system, or to close off the huge hilarious bottleneck that will see you having the only access to an entire spiral arm.
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# ? Mar 14, 2017 17:01 |
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And calling dibs on any planet near another Empire's border that would potentially grab it before you can afford to colonize it.
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# ? Mar 14, 2017 17:08 |
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Yeah, never colonize planets already within your borders, even if they're juicy planets. Colonize that size 15 planet near a neighbour before you colonize that size 24 paradise next to your home world. Expand as far as you can then backfill once you've claimed as much as you feel you can defend.
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# ? Mar 14, 2017 17:11 |
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You can also use them to push another empire's borders back far enough to steal a colonisable planet sitting just within their territory, then maybe even grab some additional planets from deeper within their territory once you've finished colonising that one.
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# ? Mar 14, 2017 17:11 |
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Chalks posted:You can also use them to push another empire's borders back far enough to steal a colonisable planet sitting just within their territory, then maybe even grab some additional planets from deeper within their territory once you've finished colonising that one.
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# ? Mar 14, 2017 17:30 |
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I've had AI tell me "hey, that planet is too close to the border for comfort, please buzz off" To which I've said no, and then nothing happened, because we were surrounded by purifiers and other xenophobes and the AI was making GBS threads their pants about it.
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# ? Mar 14, 2017 17:34 |
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Vadoc posted:And calling dibs on any planet near another Empire's border that would potentially grab it before you can afford to colonize it. And in the early game, calling dibs on any planet near another Empire's border even if you can't colonize it, just to hem them in.
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# ? Mar 14, 2017 17:35 |
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Lifeglug posted:There's actually legit criticism that I agree with in it. Likewise, I'm so bad at this game but love watching people play it and really want to get better. The user interface is so loving frustrating though it drives me insane.
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# ? Mar 14, 2017 17:57 |
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WMain00 posted:I NEED MORE SPACE FOR MY CITIES! You say that as if shoveling the alps into the med isn't the logical way to get more lebensraum, for your space nazi empire.
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# ? Mar 14, 2017 18:31 |
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fondue posted:Likewise, I'm so bad at this game but love watching people play it and really want to get better. The user interface is so loving frustrating though it drives me insane. Apparently 1.5 will fix some of the more annoying issues, like getting a loving fleet selection window to not loving close when loving scrolling because the mouse pointer went a pixel beyond the Permitted Zone.
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# ? Mar 14, 2017 18:33 |
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Aethernet posted:Apparently 1.5 will fix some of the more annoying issues, like getting a loving fleet selection window to not loving close when loving scrolling because the mouse pointer went a pixel beyond the Permitted Zone. Thank Christ.
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# ? Mar 14, 2017 18:35 |
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Pigbuster posted:This is a little odd to me; I don't really see aliens declare closed borders unless I go out of my way to piss them off or if they're xenophobes. Borders are open by default now so you'd need to have really bad luck for everyone to close them. I mean they all close them to me but maybe that's because I picked repugnant militarist xenophobe despots who hate everyone and who like invading primitives for their land. If you build your species to be dickheads the galaxy will treat you like it. Truga posted:I've had AI tell me "hey, that planet is too close to the border for comfort, please buzz off" What would they suggest you do about it given that you can't decolonize a planet other than by exterminating everyone on it? OwlFancier fucked around with this message at 18:41 on Mar 14, 2017 |
# ? Mar 14, 2017 18:37 |
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fondue posted:Likewise, I'm so bad at this game but love watching people play it and really want to get better. The user interface is so loving frustrating though it drives me insane. yeah there are a lot of things that need to be fixed with the UI at the top of my list currently would be that either it should be easier to get to and build spaceport stuff (including ships) at sector planets, or you shouldn't be able to do it at all e: also more generally it should be harder to accidentally end up on the opposite side of the galaxy from whatever you were trying to examine. this is especially bad when giving a ship orders to move to a specific place in a different system Jeb Bush 2012 fucked around with this message at 18:53 on Mar 14, 2017 |
# ? Mar 14, 2017 18:46 |
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Lifeglug posted:There's actually legit criticism that I agree with in it. e: oh and I stuck it out past the no colonies stages and spent many more games wondering why my research sucked. Splicer fucked around with this message at 18:49 on Mar 14, 2017 |
# ? Mar 14, 2017 18:47 |
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At least colony ships are going to be a starting thing now. That should solve a lot of the "contact with other empires is actually bad" issues.
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# ? Mar 14, 2017 21:53 |
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On the other and it means they're even more likely to snaffle up those starting planets and hem you in.
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# ? Mar 14, 2017 22:06 |
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We're starting with a colony ship now? I always thought it was silly we even had scouts and a science ship but hadn't even surveyed our home system. drat, I want my pre-warp start where I've explored my system and started building space mines before I have the tech/resources to go beyond.
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# ? Mar 14, 2017 22:12 |
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Starting with colony ship tech, not a colony ship built. Probably wouldn't be a bad idea though, most other 4x games start you with scout+colony ship.
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# ? Mar 14, 2017 22:13 |
DatonKallandor posted:At least colony ships are going to be a starting thing now. That should solve a lot of the "contact with other empires is actually bad" issues. Yeah it being a mandatory day one research doesn't make any sense. If you're going to railroad people like that you might as well just have researched already.
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# ? Mar 14, 2017 22:14 |
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Ah yeah the tech makes sense because is there ever a time you don't research it first? You're always going to pick it, and you're often going to use the society boosting focus too to get it asap. That's what I miss because in games like moo and moo2 there were trade offs and not b-lining to colony ships was sometimes a valid strategy. Like in moo2 on a pre-warp start I'd often research automated factories and hydroponic farms and maybe colonize a planet in my home system before investing in the research and massive industrial cost of a colony ship. Other races would get their first colonies faster, but by the mid-early game I'd have caught up due to my homeworld's early industrial advantage. But it was a risk because if you were in a crowded area the good planets might be gone by the time your strategy pays off. In stellaris, currently, the only valid strategy is an all out colony rush, who ever claims the most territory wins.
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# ? Mar 14, 2017 22:31 |
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Truga posted:I've had AI tell me "hey, that planet is too close to the border for comfort, please buzz off" It seems like there's some sort of internal cooldown on how often they can ask you. I started two new colonies really close to a fallen empire within a few days of each other. They sent me a request to cancel the first one (after I'd started both) and I agreed to destroy it, but the second one (which was even closer) was untouched, they never mentioned it nor did they get an opinion penalty. Once the closer one was established I was able to colonise the first one without issue since it was now comfortably within my borders. Chalks fucked around with this message at 22:39 on Mar 14, 2017 |
# ? Mar 14, 2017 22:36 |
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The advantage of having to research colony ships is that it gives you some time to spend minerals on things that are not a colony ship right at the start.
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# ? Mar 14, 2017 22:58 |
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Aethernet posted:Apparently 1.5 will fix some of the more annoying issues, like getting a loving fleet selection window to not loving close when loving scrolling because the mouse pointer went a pixel beyond the Permitted Zone. I think I've conditioned myself to always scroll with the mousewheel, I've never hit any of the issues people have been having with the scroll bars.
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# ? Mar 14, 2017 23:00 |
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That's fine if you don't have like a hundred ships.
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# ? Mar 14, 2017 23:03 |
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Do people routinely have that many ships? By the end of most ges I have 1 corvette, 2 destroyer, 1 cruiser and maybe 3 battleship designs. Rarely are variants for smaller ships necessary.
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# ? Mar 14, 2017 23:12 |
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Psychotic Weasel posted:Do people routinely have that many ships? By the end of most ges I have 1 corvette, 2 destroyer, 1 cruiser and maybe 3 battleship designs. Rarely are variants for smaller ships necessary. I think it's more for if you want to detach 4 corvettes and 1 battleship from a fleet of 200 ships but when you try to do this wiz (or one of his unsung team members) comes to your house and slaps the mouse out of your hand every time you try to click.
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# ? Mar 14, 2017 23:14 |
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Poil posted:The advantage of having to research colony ships is that it gives you some time to spend minerals on things that are not a colony ship right at the start.
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# ? Mar 15, 2017 00:14 |
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Splicer posted:That's a really good point. That 4ish year delay has a big impact on how the early game plays out. That pre-FTL start up mod someone posted earlier affects the early game in ways I generally like, related to that. More focus on internal development and getting a strong research base before the "real game" begins. It's not flawless, but it does make me wish there could be an official pre-FTL start.
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# ? Mar 15, 2017 00:20 |
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Conskill posted:That pre-FTL start up mod someone posted earlier affects the early game in ways I generally like, related to that. More focus on internal development and getting a strong research base before the "real game" begins. I really like the idea - but how does it work when you're 95% bound to your starting system? Do the in system (plus anything the mod adds) mechanics have enough depth to support the new early game?
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# ? Mar 15, 2017 00:30 |
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Baronjutter posted:Ah yeah the tech makes sense because is there ever a time you don't research it first? You're always going to pick it, and you're often going to use the society boosting focus too to get it asap. That's what I miss because in games like moo and moo2 there were trade offs and not b-lining to colony ships was sometimes a valid strategy. Like in moo2 on a pre-warp start I'd often research automated factories and hydroponic farms and maybe colonize a planet in my home system before investing in the research and massive industrial cost of a colony ship. Other races would get their first colonies faster, but by the mid-early game I'd have caught up due to my homeworld's early industrial advantage. But it was a risk because if you were in a crowded area the good planets might be gone by the time your strategy pays off. Spending your influence on that edict early on is a waste of influence essentially. Even if you assume you had no other things to spend influence on in terms of colonies, defensive pacts, elections etc, the simplest alternative to using that edict is to build an outpost. This also costs 1 per turn. However instead of giving you 15% on top of +5 (making it +5.75) if your outpost even has a single society research outpost of +2 you will generate more research (+7 vs +5.75). Thats before you even consider the fact you've probably got more access to minerals and energy that can be mined, and the fact you may now have dibs on habitable worlds. Basically my early game now is always to put down two outposts to grab as many habitable planets and systems as possible, and then just let my influence grow at +1 per month.
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# ? Mar 15, 2017 00:32 |
Baronjutter posted:Ah yeah the tech makes sense because is there ever a time you don't research it first? I've gone for notacolonyship first a fair amount of times actually in favor of planetary unification and the +1 influence. In the near term resources will ramp up faster by simply spamming mines/outposts and stealing primitive worlds with assault armies.
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# ? Mar 15, 2017 00:37 |
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Strategic Tea posted:I really like the idea - but how does it work when you're 95% bound to your starting system? Do the in system (plus anything the mod adds) mechanics have enough depth to support the new early game? The mod includes a STL drive for getting from system to system on a scale of multiple years, so there is still some limited build up during the pre-FTL era. The pre-FTL era lasts about 20 years typically. Beyond that? It's part of what I meant when I said it's not flawless. You're very much at the mercy of the RNG to give you a good starting system/planet, or else your disadvantage is magnified enormously. The AI doesn't handle being pre-FTL very well either.
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# ? Mar 15, 2017 00:41 |
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Not sure pre-FTL would work in Stellaris without giving you more to do with non-habitable planets. Habitats come too late in the game to be an option. It also runs counter to the ostensible second part of the game, the Grand Strategy bit. A more involved mining economy with multiple mineral types might make it more interesting, but that doesn't feel likely.
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# ? Mar 15, 2017 01:54 |
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OwlFancier posted:What would they suggest you do about it given that you can't decolonize a planet other than by exterminating everyone on it? If you say yes, you just lose the colony ship. They demand it before colony is fully up, IIRC.
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# ? Mar 15, 2017 01:57 |
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OwlFancier posted:You say that as if shoveling the alps into the med isn't the logical way to get more lebensraum, for your space nazi empire.
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# ? Mar 15, 2017 02:31 |
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Chalks posted:You can also use them to push another empire's borders back far enough to steal a colonisable planet sitting just within their territory, then maybe even grab some additional planets from deeper within their territory once you've finished colonising that one. I've done something similar in a recent game, peacefully annexing valuable planets near the border by leapfrogging border outposts. I kind of hit a wall in how far I could go but I managed to nibble off like 10% of their space into my own. (I had a lot of saved up influence with which to do this). But oh man, oh man they were not happy about this. Like -1500 unhappy, and some 60-70% of that is border friction alone. Not that they're going to do anything about it though. They're super xenophobic but also pacifists.
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# ? Mar 15, 2017 07:02 |
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# ? May 18, 2024 01:58 |
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Strudel Man posted:Don't be ridiculous. You drain the mediterranean.
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# ? Mar 15, 2017 07:47 |