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Chomp8645 posted:Slaves don't die off though. Like I have other species as slaves and they go on forever. Or is that what happens if you have slaves and then enable population control on them? I thought it just meant they wouldn't grow anymore. Not Slavery, under purging you can do Forced Labor, where they will produce extra minerals and food until they're worked to death. It's a good stopgap which allows for migration in the meantime as they all die. Plus resources. The downside is you CAN develop a xenos sympathy faction this way, which is why I prefer a quick death for all alien pops. But it's not that hard to suppress that faction and just ignore them. Kimsemus fucked around with this message at 21:13 on Apr 17, 2017 |
# ? Apr 17, 2017 21:11 |
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# ? May 16, 2024 01:30 |
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Kimsemus posted:Not Slavery, under purging you can do Forced Labor, where they will produce extra minerals and food until they're worked to death. It's a good stopgap which allows for migration in the meantime as they all die. No, these people warred with us, tried to kill us all, and end our faction. We did nothing to them, they hated us from the start and warred with us but a month into our mutual knowledge of one-another. We took their worlds one-by-one and own them all now. They wish to cause civil unrest? The only solution is the purging of them all and the ending of their garbage genetic sequences!
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# ? Apr 17, 2017 21:15 |
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Talkie Toaster posted:Just finished another mod: Sector Shipyards. Lets you centralise production of armies and ships in sectors to their capitals, to make building fleets lategame less of an absolute ballache. It's up on the workshop here. Precursor or other rare/lengthy event chains, mapping the entire galaxy, be the most populous species in the galaxy, be at peace for X years, conquer X other empires, founding/joining a federation, DMW45 fucked around with this message at 21:23 on Apr 17, 2017 |
# ? Apr 17, 2017 21:21 |
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Sun Wu Kampf posted:Hey Alphamod stop generating giant empty barren planets that have no resources at all I wouldn't ask for it for regular play because I know it would mess with both balance and micro, but I would adore it if Paradox included the ability for planets modded over Size 25 to actually have more than 25 tiles.
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# ? Apr 17, 2017 21:23 |
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Covok posted:No, these people warred with us, tried to kill us all, and end our faction. We did nothing to them, they hated us from the start and warred with us but a month into our mutual knowledge of one-another. We took their worlds one-by-one and own them all now. They wish to cause civil unrest? The only solution is the purging of them all and the ending of their garbage genetic sequences! This is the only way. I play the Imperium of Man, Fanatical Spiritualist xenophobes who BEWARE THE ALIEN, THE MUTANT, THE HERETIC. Purge all xenos. Purge all deviation. All are an afront to the pure and noble eye of man.
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# ? Apr 17, 2017 21:23 |
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Do factions ever dissolve once started?
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# ? Apr 17, 2017 21:24 |
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They can, but once you have more than a few pops they'll generally only dissolve when a new one pops up, if at all.
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# ? Apr 17, 2017 21:25 |
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Rougey posted:... What's your secret for making the various factions happy? In my games I've found they had unreasonable desires that I could never (or didn't want to) satisfy. I confess I still haven't wrapped my head around the care and feeding of factions. (Playing as a Hive Mind right now so blissfully free of their troubles).
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# ? Apr 17, 2017 21:27 |
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Chomp8645 posted:So... um, I need to talk about purging. Like the others have said, there's no option that will cause pops to die off progressively, even though that would make a lot of sense. There's just a timer on how long it takes a pop to die, and it's now pretty long at 5 years, used to be like 3 months, it was much nicer for Space Hitlering. What you can do though to avoid having to manually recolonize all those worlds though is to resettle some people around.
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# ? Apr 17, 2017 21:26 |
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The best strategy is to limit faction attraction as much as possible through really strong governing ethics attraction and NEVER using private colony ships who will gently caress up your faction list ten ways till sunday. I learned that the hard way. Of all the non-hivemind builds, spiritualists are the least susceptible to factions because of baked in buffs, and ability to build temples. Kimsemus fucked around with this message at 21:30 on Apr 17, 2017 |
# ? Apr 17, 2017 21:27 |
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Clanpot Shake posted:Do factions ever dissolve once started? Yes, but you have to do it, usually by dissolving their pop members in acid.
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# ? Apr 17, 2017 21:27 |
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spectralent posted:I was pretty excited to dive in with a hive mind, but I'm finding it pretty narrow. Everyone hates you, so you get into more wars, and if you claim planets you're automatically also genocidal, which pretty much seals the deal. I feel like you need the option to evict people or something so you're not permanently a genocidal monster from 2225 onwards. Equally, if you do have to be a genocidal monster, it'd be nice to be able to pick what type so you can at least do the one that gets rid of people quickest so you don't have planets full of buildings sucking 20 energy but producing 80 food that's sitting up past cap not doing anything. Can you flip your Purging type as a Hive Mind? (Or can you not enable Purging?)
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# ? Apr 17, 2017 21:29 |
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A Tartan Tory posted:Yes, but you have to do it, usually by dissolving their pop members in acid. Not true, they do dissolve naturally if the pops naturally ethically drift into other ethics/factions. I've had military factions in some games show up, then go away (then show up again later).
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# ? Apr 17, 2017 21:30 |
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A Tartan Tory posted:Yes, but you have to do it, usually by dissolving their pop members in acid. As we've just discussed, per-pop purging is no longer possible
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# ? Apr 17, 2017 21:31 |
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alcaras posted:Can you flip your Purging type as a Hive Mind? (Or can you not enable Purging?) They have to purge, no options for displacement, though from what I hear the devs are looking into making that an option for Hive Minds that want to play nice. That said, even now if you go for the Biological Ascension path all the way through you can give conquered pops Hive Mind and avoid that, that means no conquering til nearly the end game, though. So vassals, vassals, and more vassals. Edit: Honestly, that should make them hate you just as much, really. It's literally taking over the minds of an entire population. DMW45 fucked around with this message at 21:35 on Apr 17, 2017 |
# ? Apr 17, 2017 21:32 |
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Kimsemus posted:This is the only way. I play the Imperium of Man, Fanatical Spiritualist xenophobes who BEWARE THE ALIEN, THE MUTANT, THE HERETIC. Purge all xenos. Purge all deviation. All are an afront to the pure and noble eye of man. I definitely need that mod that increases ethic picks because you're gonna need Fanatic Authoritarian, Fanatic Militarist, Fanatic Spiritualist, and Fanatic Xenophobe all at once. The Real Imperium Starts Here
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# ? Apr 17, 2017 21:38 |
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Oh joy, just started a new game on a ring galaxy...on one side I have the Egalitarian United Nationas of Earth that hate me and on the other side the Authoritarian Commonwealth of Man...who also hate me. Both are advanced starts. This is gonna end well
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# ? Apr 17, 2017 21:42 |
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Mister Adequate posted:I definitely need that mod that increases ethic picks because you're gonna need Fanatic Authoritarian, Fanatic Militarist, Fanatic Spiritualist, and Fanatic Xenophobe all at once. It's sad really, because the Emperor, despite his origins, was Materialist as gently caress. Then again, given he was very much terrified/hating of...the equivalent of 'The End of the Cycle', can you really blame him? Actually, isn't that the constant fear/purpose with the Throne? If he fully dies, a new Eye Of Terror?
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# ? Apr 17, 2017 21:48 |
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ulmont posted:You may already know this, but you can set an army fleet to follow a naval fleet just by right-clicking. It doesn't eliminate the micro but it cuts it down a lot; after I starting doing that the amount of times my army fleets get sniped went way down. What I did was make a few doomstack fleets followed by doomstack armies. My process was as follows: 1. Set doomstack fleet as hotkey 1, doomstack army as hotkey 2. 2. Have both fly to system, maybe getting doomstack army to wait a few days. 3. When both arrive in system set doomstack army to follow doomstack fleet. 4. Doomstack fleet murders everything. 5. Drop doomstack army on planet. Don't even bother bombarding. 6. Win invasion. 7. Embark doomstack army and reset hotkey. 8. Repeat. It's a pain in the rear end but it's also the only way to make it work. If you only set the army to follow the fleet then the army will dumbly wait until the fleet has jumped before even starting their drives, which is probably exactly when the AI will drop their fleet on your transports. alcaras posted:I'd love a mod that just made you auto-invade/conquer any planet that you bombarded down to zero. Holy poo poo yet. Honestly the whole army system could get scrapped and I would be perfectly happy. Imagine how much fleet combat would suck if you had to individually upgrade each ship while it was in port and then every time they won a fleet engagement you lost your hotkey. alcaras posted:Thank you for that good post. Because that +2 to skills means all of your leaders start out at level 3. Add the bonus from the Discovery tradition and now every leader starts at level 4. That means your scientists practically never fail an anomaly, your research speeds up by 8%, the fire rates of your fleets increases by 20%, and your armies are 20% healthier, 20% more damaging, and 20% cheaper. You don't give a poo poo about fleeting anymore because your people are all geniuses at birth. Meanwhile rapid breeders (which I do like) can be offset by having obscene amounts of food (and planets eventually cap off anyway). The +Unity civic is nice but once you get your third civic the remainder are basically worthless except as a means to get ascension points.
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# ? Apr 17, 2017 21:48 |
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Bloodly posted:It's sad really, because the Emperor, despite his origins, was Materialist as gently caress. Then again, given he was very much terrified/hating of...the equivalent of 'The End of the Cycle', can you really blame him? Actually, isn't that the constant fear/purpose with the Throne? If he fully dies, a new Eye Of Terror? I don't think he was. He was hyper Spiritualist. The Emperor believes that the only way for mankind to be safe is to exterminate any xenos and deviation in mankind until the rest of man is ready for the same psychic awakening he had. The Emperor is an ascended man, who's simply mastered the psychic powers that are developing in the rest of the species. So for RP purposes in Stellaris, a combo of Spiritualist/militarist/xenophobe makes the most sense to me. The 2nd Ascension trait that allows all your species to unlock their psychic powers is kind of a natural evolution -- the present Imperium in 40k lore is more at the precursor awakening stage.
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# ? Apr 17, 2017 21:51 |
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Bloodly posted:It's sad really, because the Emperor, despite his origins, was Materialist as gently caress. Then again, given he was very much terrified/hating of...the equivalent of 'The End of the Cycle', can you really blame him? Actually, isn't that the constant fear/purpose with the Throne? If he fully dies, a new Eye Of Terror? If the Emperor dies nobody knows what will happen. It's entirely possible that his death could cause the creation of a new Chaos God, only this time he's on humanity's side and runs around beating the poo poo out of the other gods (kind of like what Gork and Mork do for the Orks). The real problem is that the Golden Throne also keeps a webway portal shut that the Emperor was loving around with before he died and IIRC if the Throne were to stop working then you'd basically get a portal right to Terra. At the same time the Astronomicon would be snuffed out (since in his spare time the Emperor charges up the Choir that lets Navigators see where Terra is while navigating the Warp) and the resulting psychic shock would probably do Very Bad Things to any psykers nearby. Like all the psykers chained up to be slowly processed into Emperor Kibble since that's what the Golden Throne runs on.
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# ? Apr 17, 2017 21:54 |
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Beer4TheBeerGod posted:If the Emperor dies nobody knows what will happen. It's entirely possible that his death could cause the creation of a new Chaos God, only this time he's on humanity's side and runs around beating the poo poo out of the other gods (kind of like what Gork and Mork do for the Orks). The real problem is that the Golden Throne also keeps a webway portal shut that the Emperor was loving around with before he died and IIRC if the Throne were to stop working then you'd basically get a portal right to Terra. At the same time the Astronomicon would be snuffed out (since in his spare time the Emperor charges up the Choir that lets Navigators see where Terra is while navigating the Warp) and the resulting psychic shock would probably do Very Bad Things to any psykers nearby. Like all the psykers chained up to be slowly processed into Emperor Kibble since that's what the Golden Throne runs on. All of this too. The Golden Throne IS a literal webway portal that he created before he "ascended" because he wanted to invade the Eldaar realm directly and use that to travel instead of the perils of warp travel. (This hasn't stopped particularly powerful psyker/Inquisitors from breaching it themselves though, thinking Inquisitors Czevak and Ravenor) Basically he was a tinkerer that didn't have time to finish all his projects, which is one reason he let his "sons" off the leash so much which generally caused problems. If the Emperor truly dies though, I do kind of think it'll be a Gork/Mork thing. I think they could keep the Astronomicon going. In my Stellaris games, my homeworld is "Holy Terra" and my HQ station functions as the "Golden Throne" near (I play with my modpack which has been linked a few times) and my crusade fleets purge and protect at will once the Imperials ascend into full psychic demi-godhood. Kimsemus fucked around with this message at 22:01 on Apr 17, 2017 |
# ? Apr 17, 2017 21:58 |
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BenRGamer posted:Precursor or other rare/lengthy event chains, mapping the entire galaxy, be the most populous species in the galaxy, be at peace for X years, conquer X other empires, founding/joining a federation, I was thinking of eventually doing a 'Win Conditions' mod that let you pick one of a few random win conditions at the start. So you might get offered 'Most populous'/'Scan all systems'/'>25% of planets in the galaxy are Gaia worlds or Ringworlds' and pick one. That would probably take ages to actually make, though.
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# ? Apr 17, 2017 21:59 |
So mechanically, I like new pacifism. Internal development is a good place to take that. But why did they have to get all of the random capitalist flavor text that individualism shed? If there's one mod I'd download in a heartbeat, it'd be something that changed pacifist factions names to thinks like "people's production committee" and "worker's cooperative association" and stuff.
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# ? Apr 17, 2017 21:59 |
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Talkie Toaster posted:Precursor chains and founding a federation are good ones. The others are maybe too large-scale, as these should be ways to get ascension perks before end-game. Honestly, I see the mapping one as an incentive to share/buy star charts as opposed to going PCS and just trying to survey everything yourself, and the most populous species isn't too hard to get for expansionist/rapid breeder civs
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# ? Apr 17, 2017 22:07 |
Strudel Man posted:Yes. That notice is a lie; all mods disable achievements. This was a whole bunch of pages ago but I just want to note that IIRC some mods don't disable achievements; notably some graphics replacement/addition mods like more empire colors or more flags. The problem is namelists DO disable achievements, and the thing that tells you whether or not your game is eligible for achievements is broken and will tell you the game is eligible for achievements when it's not.
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# ? Apr 17, 2017 22:40 |
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Lowen posted:The problem is namelists DO disable achievements, and the thing that tells you whether or not your game is eligible for achievements is broken and will tell you the game is eligible for achievements when it's not. Thanks. I guess the next question is why do namelists disable achievements? That seems decidedly odd.
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# ? Apr 17, 2017 22:54 |
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Beer4TheBeerGod posted:If you only set the army to follow the fleet then the army will dumbly wait until the fleet has jumped before even starting their drives, which is probably exactly when the AI will drop their fleet on your transports. That has not happened in any meaningful way in my wars, but I always start by offing the target's deathstack. Beer4TheBeerGod posted:Because that +2 to skills means all of your leaders start out at level 3. Add the bonus from the Discovery tradition and now every leader starts at level 4. That means your scientists practically never fail an anomaly, your research speeds up by 8%, the fire rates of your fleets increases by 20%, and your armies are 20% healthier, 20% more damaging, and 20% cheaper. You don't give a poo poo about fleeting anymore because your people are all geniuses at birth. I'm going to have to try this style, but I'm still stuck on Extremely Adaptable + Cyborg for +40% habitability.
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# ? Apr 17, 2017 23:04 |
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Unity megastacking is definitely my favourite strategy as of current patch. Pacifist/Spiritualist/Xenophobe with Inward Perfection and Agrarian Idyll can start with 7 unity per month. Plus Temples and Symbols of Purity, as well as the usual buildings and Paradise Domes, Energy Nexus and Visitor Centers made for a really fast psionic ascension, plus habitats and speed megastructure building. Once you've got all the perks you want (or all of them, period), you can turn around and remodel your empire to focus on something else, I went with Influence, and started building habitats everywhere, and replaced all those Unity buildings with energy buildings. I made over a thousand energy per turn and dumped it all into the Riggans converting it to minerals every few months to build more habitats to get more energy to... etc etc. Anyway, since I managed to get the Research Institute without being Materialist, but Temples are locked to Spiritualist, this brings me to my question; does anyone have a list of what buildings and techs are still/no longer ethic-specific now?
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# ? Apr 17, 2017 23:34 |
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I spoke too soon about not finding things to hate in the game this time around. I hate sectors. In my first game, I kept my developed worlds and tossed the sectors some new colonies, stations and plenty of seed resources. I told them to respect the tiles, and not to reconfigure buildings. I would continually give them hundreds of minerals when they ran low. This hosed up. Eventually I got tired of having to truck in thousands of minerals while they sat at 20K energy and massive mineral deficits. I went in to inspect, and say that, for example, a size 24 world had the colony ship, a Frontier Clinic, Energy Grid, and Mineral Processing plant, and nothing else. The 20 other pops were just working the bare land, some of course producing literally nothing. It was basically like this on 40 planets across 4 sectors. They were doing so well on energy because they hadn't bothered to put it to use, and were doing poo poo on minerals because these people were still entitled to welfare. In this universe space GOP is justified. In my second game, I decided to give good, sensibly built worlds to my sectors. My core planets would just be my homeworld and baby colonies, everything else spins into a sector. I told them not to worry about respecting the tiles, and sure you can reconfigure the buildings. I gave them some seed resources, but they soon started making a good profit. This hosed up. All my incomes from them started to crash. On one planet, food tiles had power plants built over them, energy tiles had mines, and mineral tiles had farms. All of these tiles I had developed by hand, and all of them made wrong as if to just give the AI something to use its resources on. On the next planet, a Betharian Power Plant had been knocked down and replaced with a Frontier Clinic. There had already been a Frontier Clinic elsewhere; it got knocked down to put up a Symbol of Unity. There was a perfectly good empty field right next door. So what do I do to find the happy triangulation of "Sectors just sit there" and "Sectors actively make things worse over time"?
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# ? Apr 17, 2017 23:37 |
There needs to be some hotkeys for building poo poo. I want hotkeys to do these things: -build buildings like (p)ower plant, (m)ine etc. if i push the button on an existing building it should replace and throw the are you sure prompt at me -build robots -upgrade science buildings. shift click is good but i want to be able to click 1 button to upgrade a research lab to a biolab or w/e -upgrade buildings. shift+key for queue all of them -demolish a building It would also be great if I could turn off the "Are you sure you want to build a science lab on your 1 food tile?" warning. You spend a fair amount of time developing tiles and it's waaaay more clicks than it should be to do stuff outside of straight upgrading buildings. A viewable and re-orderable build queue would also be good. I wont even mention the fleet stuff since the need for a fleet manager is already well known. Nuclearmonkee fucked around with this message at 23:50 on Apr 17, 2017 |
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# ? Apr 17, 2017 23:47 |
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thatdarnedbob posted:In my second game, I decided to give good, sensibly built worlds to my sectors. My core planets would just be my homeworld and baby colonies, everything else spins into a sector. I told them not to worry about respecting the tiles, and sure you can reconfigure the buildings. I gave them some seed resources, but they soon started making a good profit. This hosed up. All my incomes from them started to crash. On one planet, food tiles had power plants built over them, energy tiles had mines, and mineral tiles had farms. All of these tiles I had developed by hand, and all of them made wrong as if to just give the AI something to use its resources on. On the next planet, a Betharian Power Plant had been knocked down and replaced with a Frontier Clinic. There had already been a Frontier Clinic elsewhere; it got knocked down to put up a Symbol of Unity. There was a perfectly good empty field right next door.
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# ? Apr 17, 2017 23:56 |
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thatdarnedbob posted:I would continually give them hundreds of minerals when they ran low. This hosed up. Eventually I got tired of having to truck in thousands of minerals while they sat at 20K energy and massive mineral deficits. I went in to inspect, and say that, for example, a size 24 world had the colony ship, a Frontier Clinic, Energy Grid, and Mineral Processing plant, and nothing else. The 20 other pops were just working the bare land, some of course producing literally nothing. Check the governor's garage.
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# ? Apr 17, 2017 23:56 |
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alcaras posted:Thanks. Namelists disable achievements because they are placed in a subfolder in the "common" folder, and the system that determines which mods break achievements and which don't is based on checksumming certain folders, including "common" and all its subfolders. (it is, also, the system that determines what mods multiplayer clients can use - the checksum has to match the host). It's basically an oversight, because most of the OTHER stuff in common is core game rules and the sort of thing that, assuming you accept the need to gatekeep achievements at all, it makes sense to gatekeep them behind. Namelists, on the other hand, are basically cosmetic and could be exempted, but Paradox has had a ton else to do I guess?
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# ? Apr 17, 2017 23:57 |
thatdarnedbob posted:So what do I do to find the happy triangulation of "Sectors just sit there" and "Sectors actively make things worse over time"? thatdarnedbob posted:I told them not to worry about respecting the tiles, and sure you can reconfigure the buildings. Found your problem. Telling them to ignore tiles is ok if you don't care but giving them a partially or fully developed planet and telling them YOU MAKE ENERGY! GO HOG WILD! is going to give a predictable and undesirable result.
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# ? Apr 18, 2017 00:00 |
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I think I'd care about the Science Nexus a lot more if it was a Star Forge instead, with some serious ship production speed and cost bonuses instead of some mediocre science bonus. Spaceports are hardcoded to be the only things that can build ships, right?
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# ? Apr 18, 2017 00:20 |
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So the Unbidden spawned in my hive mind campaign, my fleets had been able to hold them off effectively but I'm seriously outmatched in productions since I simply can't build ships fast enough. I managed to wait until their ultimate doom fleet was off loving someone else over and swooped in to try and snipe the portal. I killed all of their defenses, blew up their token resistance and once my fleet had cleared its way to the portal and destroyed everything in the system to challenge them they........hovered over the portal and stared at it......... Is this a bug or am I missing something? Also the empire the Unbidden spawned in is a half dead corpse and still managed to declare war on my with three other allies despite the Unbidden drinking wine from their leaders skulls.
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# ? Apr 18, 2017 00:22 |
LordAbaddon posted:So the Unbidden spawned in my hive mind campaign, my fleets had been able to hold them off effectively but I'm seriously outmatched in productions since I simply can't build ships fast enough. I managed to wait until their ultimate doom fleet was off loving someone else over and swooped in to try and snipe the portal. I killed all of their defenses, blew up their token resistance and once my fleet had cleared its way to the portal and destroyed everything in the system to challenge them they........hovered over the portal and stared at it......... They have an anchor somewhere so go find it. The Unbidden mechanics aren't conveyed well to the player.
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# ? Apr 18, 2017 00:25 |
It would be nice if planetary fortifications decreased in effectiveness linearly instead of being 100% effective until reduced below 1%.
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# ? Apr 18, 2017 00:27 |
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# ? May 16, 2024 01:30 |
Decrepus posted:It would be nice if planetary fortifications decreased in effectiveness linearly instead of being 100% effective until reduced below 1%. It will be nice when the entire ground combat system is launched into the sun.
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# ? Apr 18, 2017 00:28 |