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tofes posted:I colonized a gaia world and it turned out to be a holy world (oops) I think most of us have made that mistake once. I know I did.
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# ? May 16, 2017 04:00 |
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# ? May 28, 2024 14:41 |
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Xarn posted:Seriously, what was the last time you went "yes, now I have lvl 4 shields instead of lvl 3 shields"? Never? Me neither. I do this with every single tech, on every playthrough. honestly if you're not sperging because you've made your numbers a tiny bit bigger what are you doing playing a 4x?
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# ? May 16, 2017 04:07 |
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tofes posted:I colonized a gaia world and it turned out to be a holy world (oops) Give up and accept humiliation and that planet lost. Or fight them and take all of their poo poo. It's up to you.
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# ? May 16, 2017 04:52 |
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I don't suppose there's any scope like planet unique and empire unique but for the entire galaxy? So you can have Civ-style wonders? I'd presume not or we'd have seen such mods already. I have a couple of notions about how to implement it without that but it'd probably involve a good deal more use of scopes and conditionals that could get annoying to mod. Might take a poke at it tomorrow though. First wonder on the table: The Pyramids. Doing the same as in Civ, serving as grain silos and increasing the planet's food. :drcarson:
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# ? May 16, 2017 05:13 |
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# ? May 16, 2017 06:01 |
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Did they mention what their general focus is on now after Adams?
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# ? May 16, 2017 07:08 |
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LP starts this friday. For real this time.
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# ? May 16, 2017 10:07 |
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https://twitter.com/StellarisGame/status/864403301860814848
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# ? May 16, 2017 10:13 |
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Does the fleet designer thing mean I will no longer have to click 10 times just to schedule new batch of cruisers, instead being able to tell 3 spaceports "make me 10 cruisers, schedule it yourself"? Because if so, I need it yesterday
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# ? May 16, 2017 10:25 |
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I'm not sure about this new border system. It sounds annoying if we keep the current number of stars and we have to manually claim all of them.
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# ? May 16, 2017 11:36 |
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It sounds great to me. The current system is super arcane. What am I going to lose if I disband this frontier outpost? gently caress if anyone knows lmao
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# ? May 16, 2017 11:42 |
There's also a new beta, codename "Bradbury", for MP only. You get a bonus portrait for participating:
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# ? May 16, 2017 11:56 |
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canepazzo posted:There's also a new beta, codename "Bradbury", for MP only. You get a bonus portrait for participating: Looks like a bucktoothed crustacean
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# ? May 16, 2017 14:01 |
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Sloober posted:Looks like a bucktoothed crustacean Gotta introduce a new "dweeb" trait for races.
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# ? May 16, 2017 14:05 |
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That's really cool. It's a mantis shrimp.
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# ? May 16, 2017 14:08 |
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What are good civic/ethos starts nowadays? Is Democracy still overwhelmingly the best option? I feel like Mining Guilds + Functional Architecture for fast development is not nearly as good as I want it to be but this is the part of games I am easily the worst at.
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# ? May 16, 2017 14:31 |
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quick question: did they ever fix the mod achievement notification?
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# ? May 16, 2017 14:47 |
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So did they fix the hot fix to actually fix ethos poo poo?
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# ? May 16, 2017 15:35 |
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Baronjutter posted:So did they fix the hot fix to actually fix ethos poo poo? Nope. It's just the 1.6.1 beta with the acknowledgement in the patch notes that AI still does some really stupid building stuff, just *less* of it. Either way, this is the kind of patch I'll happily take, because it is legitimately a step forward.
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# ? May 16, 2017 16:55 |
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Bold Robot posted:That's really cool. It's a mantis shrimp. Fanatical Murder Shrimps going round the galaxy punching planets into oblivion, yes please.
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# ? May 16, 2017 18:00 |
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The Shortest Path posted:What are good civic/ethos starts nowadays? Is Democracy still overwhelmingly the best option? I feel like Mining Guilds + Functional Architecture for fast development is not nearly as good as I want it to be but this is the part of games I am easily the worst at.
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# ? May 16, 2017 18:31 |
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misguided rage posted:Traits seem less important, agrarian idyll is probably the strongest one to start out with, but mining guilds is the best unrestricted one. Agrarian Idyll is amazing, because among other things it means sectors will build unity buildings. In 1.6.0 (haven't checked 1.6.1 yet), you could start as pacifist with agrarian idyll, shift out of pacifist and still keep the civic, which was great.
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# ? May 16, 2017 18:41 |
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The Shortest Path posted:What are good civic/ethos starts nowadays? Is Democracy still overwhelmingly the best option? I feel like Mining Guilds + Functional Architecture for fast development is not nearly as good as I want it to be but this is the part of games I am easily the worst at. Cease to Hope posted:as for ethos, the Default Good Build is some mix of egalitarian/militarist/spiritualist/materialist. that plays like most 4X games: expand, conquer your first neighbor or two, vassalize everyone else, win. always give other aliens full citizenship and social welfare, and you won't have any trouble with revolts from conquering people. militarist is all good if you get in fights, egalitarian is more minerals and minerals are the Do Things resource, spiritualist helps with stability, materialist helps you get robots soon enough that you can use them to jumpstart your early growth. mining guilds are really good. architecture is okay. other good ones are the militarist civic that gives more border range, +1 monthly influence civic, the +1 leader skill civic (Meritocratic Promotion or something like that), the +2 core planets civic, the reduced consumer good cost civic (probably stronger than architecture in the long run, but doesn't help you bootstrap early game), and the ship firing speed civic. extremely adaptable/mechanist is good for a strategy that involves fast early colonization. there are some good civics tied to being pacifist or authoritarian or not a democracy, like Agrarian Idyll, Inward Perfection, Aristocratic Elite, and Philosopher King (this is a unity civic in disguise), but pacifism requires an odd playstyle and authoritarian is really bad right now. Cease to Hope fucked around with this message at 18:49 on May 16, 2017 |
# ? May 16, 2017 18:43 |
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misguided rage posted:Yeah democracy is best, getting a boatload of free influence is way better than anything the other governments have to offer. Traits seem less important, agrarian idyll is probably the strongest one to start out with, but mining guilds is the best unrestricted one. I like meritocracy a lot but half the fun of the early game is in anomalies so I just like that it speeds up how early you can research them. I usually go with mining guilds, and then pick the second one to be thematic with whatever species I'm playing that game. Although it should be stated that at some point, Mining Guilds becomes way worse than the -20% Consumer Goods one. Once you start pushing into the late game, it's absolutely worth it to swap them out.
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# ? May 16, 2017 18:45 |
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PittTheElder posted:Although it should be stated that at some point, Mining Guilds becomes way worse than the -20% Consumer Goods one. Once you start pushing into the late game, it's absolutely worth it to swap them out. I have constantly watched for a practical inflection point on this and it never happens. It always murders my mineral income, whether I'm playing tall or going for galaxy conquest.
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# ? May 16, 2017 18:50 |
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misguided rage posted:Yeah democracy is best, getting a boatload of free influence is way better than anything the other governments have to offer. Yes and no. Some of the leader agendas are really, really good, and would be worth trading off the influence income if you could choose to always have them. The problem is that sometimes you get +10% minerals or unity and sometimes you get +10% Xenophile Ethics Attraction or -10% military station build cost.
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# ? May 16, 2017 19:02 |
The missions are kind of silly past the early game though. Like you get a guy with mining mandate with zero places to put mines in your territory and it's just WELP.
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# ? May 16, 2017 19:06 |
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PittTheElder posted:Although it should be stated that at some point, Mining Guilds becomes way worse than the -20% Consumer Goods one. Once you start pushing into the late game, it's absolutely worth it to swap them out. Mining Guilds is +10% minerals. Environmentalist is -20% consumer goods. For Environmentalist to pull ahead your consumer goods needs would have to be 50% of your mineral usage. I've never come close to that.
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# ? May 16, 2017 19:09 |
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Welp, just wanted to engage 500k fleet power doomstack of an AE with my own 500k fleet power doom stack and found out that the ship AI completely shits itself once your fleet is sufficiently large.
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# ? May 16, 2017 19:13 |
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Nuclearmonkee posted:The missions are kind of silly past the early game though. Like you get a guy with mining mandate with zero places to put mines in your territory and it's just WELP. If they haven't changed this, you can always tear down your own mines and replace them. Last time this happened to me, it still counted towards the mandate.
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# ? May 16, 2017 19:20 |
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Xarn posted:Welp, just wanted to engage 500k fleet power doomstack of an AE with my own 500k fleet power doom stack and found out that the ship AI completely shits itself once your fleet is sufficiently large.
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# ? May 16, 2017 19:33 |
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I like the idea behind the habitable asteroids mod, but holy poo poo 17 space asteroids? Bigger than my starting planet? I don't think so. Would it be trivial to edit this mod so that the largest asteroid is 9 spaces?
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# ? May 16, 2017 19:44 |
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Surely you'd be better off getting a bigger homeworlds mod, such that your home isn't outclassed? Those exist too, you know.
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# ? May 16, 2017 19:53 |
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Bloodly posted:Surely you'd be better off getting a bigger homeworlds mod, such that your home isn't outclassed? Those exist too, you know. nooooooo thank you, I think I fixed it though and it seems as simple as changing two numbers in the mod zip file
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# ? May 16, 2017 20:03 |
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PittTheElder posted:Although it should be stated that at some point, Mining Guilds becomes way worse than the -20% Consumer Goods one. Once you start pushing into the late game, it's absolutely worth it to swap them out. I like the +2 core world civic a lot right now, and I am somebody who dislikes micromanaging planets. At the start, going from 3 to 5 core systems is pretty big. It lets you grab more territory during the part of the game that really matters. I usually don't sectorize until after mastery of nature, letting me fill the buildings how I want before handing it off. I'll definitely reform out that civic later though, once those extra core worlds aren't necessary.
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# ? May 16, 2017 20:13 |
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So not being able to build frontier hospitals on gaia worlds, is that a bug/holdover from when they increased habitability or some intentional choice I don't understand?
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# ? May 16, 2017 20:29 |
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Does anyone have any tips for dealing with an Awakened Empire, particularly in the context of the Improved Space Battles mod? I may have to deal with one that looks to take my territory yet, their fleet power is overwhelming compared to mind. Is there anything I can do or should I just cave to their demands? I wondered if you could become a satellite and build up a fleet but I don't know if it is that easy.
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# ? May 16, 2017 20:48 |
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Is their any plan for a text editor or something for species bio? I can only type like two paragraphs before I have to just guess what I'm typing.
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# ? May 16, 2017 21:01 |
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Zig-Zag posted:Is their any plan for a text editor or something for species bio? I can only type like two paragraphs before I have to just guess what I'm typing. You do know you can just type into everything you want and copy your text over? I stopped typing into the game windows ages ago, instead I write my species bio in Word and just copy it over.
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# ? May 16, 2017 21:03 |
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# ? May 28, 2024 14:41 |
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Mondian posted:So not being able to build frontier hospitals on gaia worlds, is that a bug/holdover from when they increased habitability or some intentional choice I don't understand?
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# ? May 16, 2017 21:13 |