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OwlFancier posted:They already are, you can't pick genetics, psionics, or robotic ascension if you have any of the others. But I just researched sentient AI with psionics so I don't think that's locked. I had the same thing happen. Since spiritualists can't build robots though, all it does is buff research speed as far as I can tell. At least, no AI rebellion yet. Also, Shroud spoiler: I got a Shroud event for an Avatar, and it worked. The thing is, I didn't see the giant ship so I thought the event must have been bugged. That is, until like 10 years later and I'm gearing up to do a ground assault, and I notice one lone Psi Trooper on my homeworld. Lo and behold, it's the Avatar, and it is easily the most powerful ground combat unit in the game with 48 damage. I'm almost tempted to see if it can survive a solo invasion. Sadly, since ground combat is just watching numbers tick down it probably won't be very interesting to watch.
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# ? Apr 11, 2017 01:49 |
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# ? May 28, 2024 14:52 |
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Ghetto SuperCzar posted:How do you play "tall" in this? I feel like I'm so gated by tech research points and resources that I'm just constantly expanding to keep up. Maybe I just don't understand the mechanics fully, but I seem to outpace all the other non-advanced start AIs. Focus on colonizing only large planets, every planet you grab increases your unity and tech costs. Pop counts too for tech, but planets incur a cost too so fewer planets = more efficient for the same number of pops. That said you can't really go tall very well. The only thing you can get good at with a small empire is unity because extra planets hit your unity costs hard. Otherwise as long as you make sure to increase your research output on every new world, you are better going wide than tall because you will get boxed in before that becomes inefficient. Your other option, i suppose, is to build hard for teching with your species picks, I would suggest intelligent and natural engineers for full robo-ascension and bonuses to construction tech, because if you can tech up to battleships and fortresses you can start to build habitats which by all accounts are very powerful for research, which should let you boost into a ringworld, and a ringworld can set you up for the whole game, but it will seriously cost you in minerals so you'd better have some really good mining worlds.
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# ? Apr 11, 2017 01:49 |
Just popping in to confirm that wormholes are still objectively the superior starting FTL.
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# ? Apr 11, 2017 01:52 |
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Nitrousoxide posted:Just popping in to confirm that wormholes are still objectively the superior starting FTL. But hyperlane only games rule the day
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# ? Apr 11, 2017 01:54 |
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I wish I could bring myself to play non hyperlane only games but I don't think I could bear the lack of coherent fronts in warfare.
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# ? Apr 11, 2017 01:54 |
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So I just finished off the Unbidden and so my fleet is under strength, these guys are still SUPER ANGRY at my being soulless robots who colonise Tomb Worlds. They are however not in any position to do anything about it:
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# ? Apr 11, 2017 02:01 |
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Dr Snofeld posted:How should one build their empire so as to not get rolled over by another empire as soon as you are attacked? I have learned from painful experience that building up to the fleet limit just isn't sufficient. If you are getting rolled over midgame at fleet cap (more like fleet suggestion), it is likely because your fleet cap was low. Going over your fleet cap is just fine, particularly if you forsee a war coming. Despite the new 'playing tall' stuff, the game is still largely about getting more resources. He who can throw more minerals into ships wins, and one of the best ways to get more minerals is to have more territory. More planets also means more spaceports, which means a higher fleet cap. The person who is expanding and grabbing more space is probably the one who is coming out ahead. By the time the constructions come into play the game is effectively over. I would like to see constructions and terraforming be more viable throughout the game. It would also be nice if things like weapon techs made a more appreciable difference. From a mineral to effectiveness standpoint, they are barely worth the effort. Filthy Monkey fucked around with this message at 02:13 on Apr 11, 2017 |
# ? Apr 11, 2017 02:04 |
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Yeah even with Unity being so hard to come by, maximum rapid expansion still feels like the best strategy. Really I don't even mind missing out on Traditions, I just wish you could still get Ascension slots for playing with the cool stuff before the end game. Maybe that suggestion of having a goal associated with each Tradition line - which would give you a second Ascension perk for achieving it - is a good one.
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# ? Apr 11, 2017 02:12 |
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Newest version of the Awful Utopia mod is out! http://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=902254973 Libluini posted:Zorvhox I had to remove these guys. The Weird Arthro mod doesn't appear to actually be working for me. GlyphGryph fucked around with this message at 02:27 on Apr 11, 2017 |
# ? Apr 11, 2017 02:18 |
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PittTheElder posted:Yeah, I just ran though the math, it isn't pretty. The scaling on population is so high that you can't possibly hope to generate enough Unity to maintain breakeven. I'm rather curious too, as to what's a good year to be conquering the galaxy in? It's 2314 in my current game--I have 5 trees maxed, 470 pops, 50 worlds, and I totally eclipse all non-FEs both technologically and in fleet power (FEs rate Inferior in naval capacity/power but Overwhelming in tech). I never really felt like Unity flowed in slowly once I started building Unity buildings. I did prioritize traditions that would grant me even more unity, however--incidentally the Expansion tree has two good ones here, and the first two buildings I throw down on each planet are usually the Monument and Symbol of Unity. I'm certain I could have pushed military harder if I wanted to, but it didn't seem like the way to go for this particular game where I met no rival empires for a good 50 years. Large-sized galaxy. Edit: And to confirm, I'm not playing a Pacifist build, though Unity Farms look broken. Magil Zeal fucked around with this message at 02:41 on Apr 11, 2017 |
# ? Apr 11, 2017 02:24 |
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PittTheElder posted:Yeah, I just ran though the math, it isn't pretty. The scaling on population is so high that you can't possibly hope to generate enough Unity to maintain breakeven. You totally can, or at least a very slow decline. I've been about 55 to 60 months per Tradition pick for the last ... 4 or 5 Tradition trees? I've got all but one of them filled out now and I own about a third of the galaxy. I'm not going super hyper aggressive expansion taking every world I possibly can, and I actually can't declare wars of expansion (pacifist xenophobe and too many factions want peace + defensive wars only, I'd ruin my economy by switching and declaring a liberation war) so I'm not expanding super incredibly fast. That said, I do still pop a couple colonies a year on average, and I've told my sectors they can colonize too (after making sure that the local Holy Worlds aren't in any sectors). Not sure whether they actually are doing so or not, but I have upwards of 60 worlds. I'm running pacifist xenophobes with the Inwards Perfection civic, the civic that makes farms give unity (and I have way more farms than I need, I'm running like +100 food), and have made sure every planet that isn't colonized inside an already established sector has the unity buildings constructing before I hand it over. At this point I have all of the non-Diplomacy (ie non-Federation) unity Traditions, and I made sure that Expansion was my second so that I could halve the colony impact on unity early on. It's been pretty steady since then.
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# ? Apr 11, 2017 02:38 |
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Is there a mod that shows which technologies a scientist trait unlocks when you mouse over it? Or a up to date list online somewhere.
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# ? Apr 11, 2017 02:39 |
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Updated these guys. Yes, that's Xenophobe you see listed not once, not twice, but three times for the first group. No, the effects do not stack. It's just useless. GlyphGryph fucked around with this message at 03:00 on Apr 11, 2017 |
# ? Apr 11, 2017 02:51 |
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OwlFancier posted:They already are, you can't pick genetics, psionics, or robotic ascension if you have any of the others. But I just researched sentient AI with psionics so I don't think that's locked. Nah, I mean, they want Psionics and Robots completely seperate, hence the auto 'Outlawed AI' on Spiritualist. Can you still go full Psionics on a non-spiritualist empire?
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# ? Apr 11, 2017 02:54 |
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I'm having trouble figuring out how the new factions work. Had an anti-slavery faction pop up, and as I am currently technologically speeding along a race that is natural engineer and strong, I have no intention of doing away with slavery. So I tried to suppress them, and that has cratered the happiness of everyone in the faction. How do I get them to at least be happy enough to not have production penalties?
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# ? Apr 11, 2017 02:57 |
GlyphGryph posted:
A+ work there.
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# ? Apr 11, 2017 03:03 |
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Zurai posted:Not sure whether they actually are doing so or not, but I have upwards of 60 worlds. Mine seem to be pretty good about colonizing worlds in my borders and in the sector. I add an uncolonized planet to the sector and they get a ship over there fairly quickly.
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# ? Apr 11, 2017 03:07 |
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Demon_Corsair posted:I'm having trouble figuring out how the new factions work. Had an anti-slavery faction pop up, and as I am currently technologically speeding along a race that is natural engineer and strong, I have no intention of doing away with slavery. Outlaw slavery. That's kinda the point of the new faction system, you have to actually take into account what your people want. Sometimes the people don't always want what you do, welcome to politics.
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# ? Apr 11, 2017 03:18 |
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Crazycryodude posted:Outlaw slavery. I mean, the anti-slavery faction is probably supported by pops that are Egalitarian ethically, right? So provided you can shift pops away from that ethic it might be possible to maintain slavery. Above and beyond suppressing the faction.
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# ? Apr 11, 2017 03:20 |
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Yeah you can also try and shift them away to make the faction die in the long-term. But in terms of getting their happiness up right now there isn't really much to be done. E: I guess raising living standards may help some, but if you're a brutal slaver empire and they're an anti-slavery faction I don't think they'll be happy no matter what. Best you can do is mitigate it.
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# ? Apr 11, 2017 03:22 |
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Mayor Dave posted:I had the same thing happen. Since spiritualists can't build robots though, all it does is buff research speed as far as I can tell. At least, no AI rebellion yet. The Shroud Avatar units are super strong, but it's like battleships: you don't send them alone and they are just monstruous when you got the usual support of a fleet/army. The Avatar Ship is just DISGUSTING.
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# ? Apr 11, 2017 03:22 |
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Also created some new guys:quote:Although they might appear robotic at a glance, Skaleds are actually small, pathetically weak beings, evolving in an environment where they were a favored prey species. Their primitive ancestors survived by covering themselves with debris, and though they have long since wiped out every predator species on their planet, the idea of actually allowing themselves to be seen by others is unthinkably... intimate. When the technology became available, they leapt at the opportunity to permanently encase themselves in suits of metal, the ultimate security blanket. GlyphGryph fucked around with this message at 03:32 on Apr 11, 2017 |
# ? Apr 11, 2017 03:27 |
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GlyphGryph posted:Also created some new guys: I approve!
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# ? Apr 11, 2017 03:30 |
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Is it me or is the +1 Leader Skill racial trait pretty much always better than the +15% Leader EXP gain trait? Getting the extra few % from the start of the game is nice and then you can start stacking other +level bonuses to have level 4 or 5 leaders fresh from the pool. Also one of my Hivemind Governors became a substance abuser and died the next week. RIP Autonomous Drone No. 54 or whatever your number was.
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# ? Apr 11, 2017 03:37 |
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https://www.youtube.com/watch?v=fKLmZNnMT0A That stage like 30 years after you start a new game where all your leaders drop dead in the same 5 year window kinda sucks.
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# ? Apr 11, 2017 03:45 |
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+15% experience means there are more opportunities to get traits, but yeah you're probably right +1 level is likely better.
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# ? Apr 11, 2017 03:47 |
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BenRGamer posted:Can you still go full Psionics on a non-spiritualist empire? Per wiz in the DD I quoted, no, although once you start down psionics you can shift out of spiritualist.
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# ? Apr 11, 2017 03:49 |
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Are these ship building tips still decently up to date? https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/ https://www.reddit.com/r/Stellaris/comments/591i5m/my_detailed_feedback_on_13_weapon_types_and/
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# ? Apr 11, 2017 04:02 |
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That weapon info is from 1.3, but there's some solid advice buried in the other thread: read after-battle reports
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# ? Apr 11, 2017 04:09 |
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isndl posted:Is it me or is the +1 Leader Skill racial trait pretty much always better than the +15% Leader EXP gain trait? Getting the extra few % from the start of the game is nice and then you can start stacking other +level bonuses to have level 4 or 5 leaders fresh from the pool. It's rad to just spawn 4 star everything before you've even hit midgame, I can't imagine picking up XP gain over that.
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# ? Apr 11, 2017 04:09 |
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Not all my experiments work...
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# ? Apr 11, 2017 04:18 |
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Having some +level stuff seems pretty decent with an anomaly rushing setup. With a hive mind you can have level 4 anomaly at 0% fail chance after that first discovery tradition.
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# ? Apr 11, 2017 04:26 |
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Are fighters/bombers still hot garbage? I really want to build a fleet of carriers, but last time I tried it when the game launched it was... uh, suboptimal
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# ? Apr 11, 2017 04:32 |
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Mayor Dave posted:I had the same thing happen. Since spiritualists can't build robots though, all it does is buff research speed as far as I can tell. At least, no AI rebellion yet. Be real careful with that, it might be the best ground unit in the game but it'll still eat poo poo if its transport gets nailed by an enemy fleet. Happened to me Also make sure you attach psi commandos to it, because it wasn't already brokenly good. TheCog posted:Are fighters/bombers still hot garbage? They're strong, but hard countered by flak and to a lesser extent point defense. Just the bombers from about 20k of battleships with a single bomber hanger each loving melted a wraith in a colour matched system, I think each got off like one particle lance shot. edit they were tier 3 bombers
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# ? Apr 11, 2017 04:37 |
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Dog Kisser posted:Not all my experiments work... this is how fanatic purifiers are made
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# ? Apr 11, 2017 04:42 |
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Jeb Bush 2012 posted:this is how fanatic purifiers are made In response to the species pictured, or are they that species themselves? edit: It does sorta make me want to make some sort of 'human mutants' pack where I just jam human textures into inappropriate models and see what happens.
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# ? Apr 11, 2017 04:46 |
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Dog Kisser posted:In response to the species pictured, or are they that species themselves? Make it have an undocumented chance that anyone doing gene manipulation on their pops has an appropriate portrait change.
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# ? Apr 11, 2017 04:52 |
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Dog Kisser posted:In response to the species pictured, or are they that species themselves? I mean that I saw that picture and my finger reflexively pounded the purge button that leech beard, man
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# ? Apr 11, 2017 04:55 |
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So is Authoritarian any good if I'm not going to be used slaves because ?
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# ? Apr 11, 2017 05:36 |
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# ? May 28, 2024 14:52 |
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The authoritarian faction gets pissy if you're not oppressing somebody, so you need to either nab a slave race early on or stick with caste system on your main one.
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# ? Apr 11, 2017 05:48 |