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Is there a bug with spiritualist factions where they won't acknowledge that my Holy Tribunal is sufficiently religious? I still have the "Secular State" malus and I don't know what I'm supposed to do.
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# ? Jun 11, 2024 04:08 |
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I think you specifically need a spiritualist government civic to avoid a secular state penalty.
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I'd love the fleet lock camera to trigger super-slow, then go back to the previous speed setting. I like some space battle porn. More space battle porn
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TacMan posted:I think you specifically need a spiritualist government civic to avoid a secular state penalty. I tossed on Exalted Priests and they still said the state was secular. I suspect everything has to be spiritual, so gently caress em. Also the Star Trek mod is a lot of fun. Ships are invaluable; I have destroyers that cost 1100 minerals and take up 11 fleet capacity.
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Dallan Invictus posted:Honestly it looks like they would be compatible. Basically the main issue for mod compatibility is "do they change the same vanilla files?" and in that specific case it doesn't look like they do - Guildencrantz' mod changes some techs and Ascension Perks, Utopia Expanded adds more techs, but mostly changes the vanilla Megastructures. Looks like they do conflict, at least a bit, Terraforming tech is showing up in Society research when it shouldn't.
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Beer4TheBeerGod posted:I tossed on Exalted Priests and they still said the state was secular. I suspect everything has to be spiritual, so gently caress em. One of the most impressive things about that mod is that it has dramatically rebalanced ship strength and costs, and done so successfully.
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Beer4TheBeerGod posted:Is there a bug with spiritualist factions where they won't acknowledge that my Holy Tribunal is sufficiently religious? I still have the "Secular State" malus and I don't know what I'm supposed to do. Do you have philosopher king active? That makes governments a monarchy.
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peak debt posted:Do you have philosopher king active? That makes governments a monarchy. code:
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BenRGamer posted:Looks like they do conflict, at least a bit, Terraforming tech is showing up in Society research when it shouldn't. I've looked at Utopia Expanded and it should be fully compatible. By Terraforming tech do you mean the basic one (Terrestrial Sculpting) or anything further down the line? Because TS is supposed to show up for everyone. Eiba posted:I would really like an earlier version for RP reasons. It feels good to have people living in orbitals. My proposal for earlier habitats would be to make their buildings less effective at the start, and have them upgrade over time automatically (their build-'em-and-forget nature is a great feature that keeps them from being overwhelming when you spam them everywhere). This seems like it could work out pretty well. You can't make buildings auto-upgrade, but you can scale their outputs with techs and AP's. This would make early habitats way less efficient than just settling a planet, but eventually unlock into being super good. Do you mind if I steal this idea?
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I assume this is a bug, but apparently you can still keep the effects of inwards perfection and agrarian idyll despite faction converting away from pacifist and xenophobe, as long as you don't reform your government. Time to abuse the poo poo outta some bugs I guess.
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Strudel Man posted:The demand is fulfilled by being one of My gov holy tribunal right now and my spiritualist faction is happy, sounds like a bug for him ![]()
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What are the ways to cultivate a spiritualist movement in your empire?
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Settling a Gaia world works super well!
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So here's a weird question: having conquered the entire galaxy/eaten everyone else, is there a way I can split my vast empire into bits? I mean, can I release parts of it to become its own empire?
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Samopsa fucked around with this message at 13:12 on Apr 19, 2017 |
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There is a "create vassal" button on your government screen which lets you release any homeworld as a vassal empire. You can then gift them planets in trade.
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I haven't even seen a Gaia world spawn since Utopia. Even when I start next to a Holy Guardians FE.
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Anticheese posted:What are the ways to cultivate a spiritualist movement in your empire? Go conquer some spiritualist primitives
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Was the Vultaum precursor chain introduced in 1.5? I don't recall it from before, and it is a very amusing dig at the 'we are all in a simulation' crowd.
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Aethernet posted:Was the Vultaum precursor chain introduced in 1.5? I don't recall it from before, and it is a very amusing dig at the 'we are all in a simulation' crowd. In regards to Precursor chains, there actually are set areas where anomalies for Precursor artifacts can be found. If you use debugtooltips, you'll see a precursor_X flag for some systems, I think there's up to 6 different ones?
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Aethernet posted:dig at the 'we are all in a simulation' crowd. Pretty sure we are, seeing how a space 4x game has a better developed political system than reality, pretty sure that's a bug in the matrix.
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Strudel Man posted:The demand is fulfilled by being one of Yeah, I guess it's a bug. Oh well. The militant faction of my Klingon Empire is happy and that's all that matters. ![]() Mister Adequate posted:One of the most impressive things about that mod is that it has dramatically rebalanced ship strength and costs, and done so successfully. Yeah it's pretty incredible. It makes piracy in the early game really loving scary since ships take so long to construct, and every single one of your ships is valuable and important. On top of that the ships are far more customizable and the combination of hardpoints makes the various technology choices very meaningful. When a single destroyer costs more than a cruiser does in the vanilla game it really changes things (and for the better).
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Truga posted:Pretty sure we are, seeing how a space 4x game has a better developed political system than reality, pretty sure that's a bug in the matrix. I certainly felt my happiness increase by 5% when aliens were permitted entry into our core territories.
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I fell off the Stellaris wagon again, but after spending six decades building a Dyson Sphere only to get 400 energy/month out of it, I'm considering getting back on the wagon. Also, gently caress the bug which makes it impossible to quit a federation with a Fallen Empire in it if you and the FE are the only members.
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Beer4TheBeerGod posted:Yeah it's pretty incredible. It makes piracy in the early game really loving scary since ships take so long to construct, and every single one of your ships is valuable and important. On top of that the ships are far more customizable and the combination of hardpoints makes the various technology choices very meaningful. When a single destroyer costs more than a cruiser does in the vanilla game it really changes things (and for the better).
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Also, gently caress Fallen Empires in general. Assholes all. I just finish saving the galaxy from the energy beings BY MYSELF THX REST OF THE GALAXY and as soon as I sacrifice half my fleet for a last-ditch run at the portal, the FE next door declares war on me. I save-scummed the poo poo out of that war, delaying it long enough to develop arc-emitter technology and retrofit a 150K fleet with it and then mow down the FE fleets like dandelions.
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Applewhite posted:Also, gently caress Fallen Empires in general. Assholes all. I just finish saving the galaxy from the energy beings BY MYSELF THX REST OF THE GALAXY and as soon as I sacrifice half my fleet for a last-ditch run at the portal, the FE next door declares war on me. Yeah, I just defeated the Unbidden (after they wiped out half the galaxy) and for my troubles I got a huge swath of planets taken to be purged. Frustrating end to this game, though I suppose I already "won".
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Vivian Darkbloom posted:Yeah, I just defeated the Unbidden (after they wiped out half the galaxy) and for my troubles I got a huge swath of planets taken to be purged. Frustrating end to this game, though I suppose I already "won". The game I played before this one had like, four different Unbidden factions show up one after the other and duke it out. It was pretty funny until my empire got wiped out in ten seconds by the last one standing.
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Seriously though, a Dyson Sphere only gives you 400 energy? WTF. It's the total power output of a star. I get over 100 energy from an energy-focused space-habitat, and four of those are way cheaper and take less time to build than a DS.
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There should definitely be some sort of diplomatic penalty called 'Opportunist Dickheads' that anyone who jumps on someone who's lost their fleet fighting a crisis should get.
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Aethernet posted:There should definitely be some sort of diplomatic penalty called 'Opportunist Dickheads' that anyone who jumps on someone who's lost their fleet fighting a crisis should get. But that's every AI
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Applewhite posted:Seriously though, a Dyson Sphere only gives you 400 energy? WTF. It's the total power output of a star. I get over 100 energy from an energy-focused space-habitat, and four of those are way cheaper and take less time to build than a DS. http://steamcommunity.com/sharedfiles/filedetails/?id=905109700 I made a quick and dirty mod the other day that halves megastructure built times, costs, and doubles output.
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I was very disappointed last night to find out that once you've undergone synthetic ascension you can't upload any further organics you encounter. Kinda derailed my whole lategame plan to be honest.
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https://twitter.com/Martin_Anward/status/854697698838138881 Get ready to drain those greedy sectors!
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Aethernet posted:https://twitter.com/Martin_Anward/status/854697698838138881 Still not gonna use them Wiz. ![]()
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Aethernet posted:https://twitter.com/Martin_Anward/status/854697698838138881 WIZ if you're reading this I want a third option of "Respect tile resources unless you can't build a unique if you do". Also "Redevelopment only to swap generic buildings out for uniques".
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Applewhite posted:Seriously though, a Dyson Sphere only gives you 400 energy? WTF. It's the total power output of a star. I get over 100 energy from an energy-focused space-habitat, and four of those are way cheaper and take less time to build than a DS. Well if they wanted to be realistic they'd cost like a trillion minerals and then produce a billion energy but that'd hardly make for good game design...
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Splicer posted:Oh thank I'd like it even more if sectors hitting cap just throw all overflow to you. AFAIK the overflow just gets lost now?
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peak debt posted:Well if they wanted to be realistic they'd cost like a trillion minerals and then produce a billion energy but that'd hardly make for good game design...
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# ? Jun 11, 2024 04:08 |
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peak debt posted:Well if they wanted to be realistic they'd cost like a trillion minerals and then produce a billion energy but that'd hardly make for good game design... I'd settle for 1000 energy. 400 for such a huge investment in time is practically an insult.
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