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Nickiepoo posted:Sector planets still count towards the research/tradition drag though right? They do, yes. The reason sectors exist is so that you don't have to manage all of your planets (and also can't use managing them all to drastically out-play the AI); for some reason a bunch of people here want to do that anyway, which is absolutely insane. I cap out around 8 planets/habs/whatever which is pretty easy to get to, beyond that it's just hell. Your research, unity, and consumer goods costs are the same regardless of sectors. PittTheElder fucked around with this message at 18:43 on Jun 27, 2017 |
# ? Jun 27, 2017 18:40 |
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# ? May 18, 2024 14:47 |
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I wish I could rely on sectors to develop planets more efficiently. I would like to be able to colonize a world, immediately drop it into a sector, and know that it would be built up in a sane way. From what I've tried though, they go way too food heavy. I'll end up with a humongous food surplus. So far, I've found doing the building myself and throwing it into a sector with redevelopment disabled is the most workable approach. It wastes energy on unused building upkeep for a good while, yeah, but it still seems better than the alternative. It is kind of a pain when you want to colonize a bunch of worlds at once though. In my ideal galaxy, the only non-sector system is my home system. Filthy Monkey fucked around with this message at 18:50 on Jun 27, 2017 |
# ? Jun 27, 2017 18:47 |
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I guess one of the benefits of playing with the minimum number of habitable planets is that it's pretty late in the game before I need to use sectors.
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# ? Jun 27, 2017 19:22 |
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I wish it was more clear how sectors behave. If I set it to energy and allow redevelopment, is it going to tear down all my temples to replace them with power plants? Also, I think the requirement for sectors to be physically contiguous is stupid. Just because two planets are physically close together doesn't mean I want them both developed the same way.
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# ? Jun 27, 2017 20:05 |
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PittTheElder posted:Yeah, Mastery of Nature is absolutely the best first Ascension Perk. Nothing else even comes close. It's so good I'm anxious it'll get nerfed. I'd rather they boosted the other perks though. MoN is just plain fun.
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# ? Jun 27, 2017 20:07 |
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Fintilgin posted:It's so good I'm anxious it'll get nerfed.
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# ? Jun 27, 2017 20:15 |
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misguided rage posted:I'd rather they made tile blockers more interesting. I think what MoN really does is illustrate how boring they are currently.
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# ? Jun 27, 2017 20:55 |
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darthbob88 posted:Yeah, like maybe give them some mild adjacency effect; a mountain gives extra minerals, titanic wildlife gives society, city ruins improves engineering research, whatever. Just some mild disincentive to clearcutting the planet. if a mountain gave mineral adjacency you would just never cut it down and use it as a free mineral silo with the added bonus of not needing to pay more mana for that population
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# ? Jun 27, 2017 21:02 |
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violent sex idiot posted:if a mountain gave mineral adjacency you would just never cut it down and use it as a free mineral silo with the added bonus of not needing to pay more mana for that population Well, depending on if you want to use the adjacent tiles for something else, or the adjacent tiles have bonuses you like better than +X minerals. At least with this idea there would be a decision to make, as opposed to "you need to clear the tile, the only question is whether you do it now or later".
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# ? Jun 27, 2017 21:21 |
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PittTheElder posted:They do, yes.
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# ? Jun 27, 2017 21:39 |
Splicer posted:I've gotten way more paranoid about sectors because I can't tell them to respect tile resources and still trust them to build my precious, precious unity monuments queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up
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# ? Jun 27, 2017 21:40 |
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Splicer posted:I've gotten way more paranoid about sectors because I can't tell them to respect tile resources and still trust them to build my precious, precious unity monuments Nuclearmonkee posted:queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up
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# ? Jun 27, 2017 21:40 |
Filthy Monkey posted:They really hate to work those unity buildings too. If they are set to balanced, they'll only work unity builds as a last resort. they still wont work them intelligently since there is no "prioritize loving unity" button but someday they will work the tile. i would love that button btw, or even better, an advanced list of things that you can reorder next to the priority buttons
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# ? Jun 27, 2017 21:41 |
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Dallan Invictus posted:Well, depending on if you want to use the adjacent tiles for something else, or the adjacent tiles have bonuses you like better than +X minerals. At least with this idea there would be a decision to make, as opposed to "you need to clear the tile, the only question is whether you do it now or later".
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# ? Jun 27, 2017 21:48 |
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darthbob88 posted:Yeah, given the choice between a mountain tile that gives +1 minerals to adjacent mines, and a mine that gives +3 minerals, I'm going to start breaking out the dynamite and shovels. It'd be nice if geological features didn't prevent building, but modified somethingsomething (resources? Maintainance cost? Everything?) for when you build on top of it. I mean, what crazy futuretech society forgot how to build stuff on a mountain? It'd go towards making planets more unique and less bulldozed over if most of these features could at the very least coexist with development if not outright benefit it.
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# ? Jun 27, 2017 22:17 |
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Is it normal for the Swarm to just peter out immediately because they don't build transports? They invaded my Galaxy into my neighbor, they quickly conquered 5 planets and purged them, then colonized the husks. They sent 6-7 fleets into my territory, which I crushed, and their other fleets have gone to attack other empires. But for the last 8 game years, they just sit in orbit bombarding them, doing nothing, because they don't have any transport ships to invade, and at this point, it seems like if they haven't built them yet, it's not going to happen. This happened the last time I got the swarm too, they quickly ran out of steam and couldn't expand because they just don't invade planets (because they can't). Is this a known bug or a consequence of me using the "enable all crisises" mod?
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# ? Jun 27, 2017 22:30 |
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The AI bugs out a lot, restarting the game should get them going again.
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# ? Jun 27, 2017 22:44 |
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Nuclearmonkee posted:queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up
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# ? Jun 27, 2017 22:54 |
Splicer posted:But then when I unlock Paradise Domes and Visitor Centres they might not be able to build them! visitor centre is trash tho and idgaf about domes because i never unlock them early due to the picks i focus on. by the late game i don't really care that much though i'll shove em in my orbitals its simpler when you are a space badguy
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# ? Jun 27, 2017 22:56 |
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Nuclearmonkee posted:they still wont work them intelligently since there is no "prioritize loving unity" button but someday they will work the tile. i would love that button btw, or even better, an advanced list of things that you can reorder next to the priority buttons Nuclearmonkee posted:visitor centre is trash tho and idgaf about domes because i never unlock them early due to the picks i focus on. by the late game i don't really care that much though i'll shove em in my orbitals
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# ? Jun 27, 2017 23:00 |
Splicer posted:I'd like sectors to have a list of all the planet unique buildings you can build with a "Just loving Build It" checkmark beside each one. by the time i can dig into the happy tree i've probably exterminated or enslaved 50% of the galaxy
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# ? Jun 27, 2017 23:01 |
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Splicer posted:I'd like sectors to have a list of all the planet unique buildings you can build with a "Just loving Build It" checkmark beside each one. You and me both buddy
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# ? Jun 27, 2017 23:21 |
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darthbob88 posted:Yeah, like maybe give them some mild adjacency effect; a mountain gives extra minerals, titanic wildlife gives society, city ruins improves engineering research, whatever. Just some mild disincentive to clearcutting the planet. If you wipe out all the titanic wildlife tiles can you still use them as troops? I kept one around just in case.
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# ? Jun 27, 2017 23:26 |
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Conskill posted:It'd be nice if geological features didn't prevent building, but modified somethingsomething (resources? Maintainance cost? Everything?) for when you build on top of it. I mean, what crazy futuretech society forgot how to build stuff on a mountain? It'd go towards making planets more unique and less bulldozed over if most of these features could at the very least coexist with development if not outright benefit it. I think this is largely dancing around the core issue of the planet mode, that you're never really making a choice when building anything. At most you're maybe pre-deciding to entirely specialize a planet, but for the most part it's just "does this tile have a bonus? Is it better than any planet bonuses? Cool thing goes here now." It would be neat from a flavor perspective if you built on top of tile blockers instead of just demolishing them, but that wouldn't really resolve that core issue of there being such obviously optimal solutions. Although I guess I don't really know a better solution so whatever. Relevant Tangent posted:If you wipe out all the titanic wildlife tiles can you still use them as troops? I kept one around just in case. Pretty sure that's the case, yeah. It's about the planet modifier not the tile blocker.
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# ? Jun 27, 2017 23:49 |
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TGLT posted:I think this is largely dancing around the core issue of the planet mode, that you're never really making a choice when building anything. At most you're maybe pre-deciding to entirely specialize a planet, but for the most part it's just "does this tile have a bonus? Is it better than any planet bonuses? Cool thing goes here now." Yeah - I think it would have been more interesting if planet construction was a bit more of a hands-off thing. Star Ruler 2 has an interesting way of handling it - the civilian population will build basic structures like population centers or resource production modules (there's a specific logic to how they build resource production stuff that I'm not going to bother going into here but it's the type of thing where it's technically hands off but very easily influenced by the player), so for random backwater planets you don't care about, they will essentially handle their own needs. The thing is, you can also manually construct buildings, which costs you resources to do but player-built stuff generally performs some special function (like producing a resource that is otherwise not present on the planet) or is more space efficient than the default stuff (there's a 4-tile "megacity" structure you can build that can house the equivalent of 6 tiles worth of civilian living areas). So you only really need to dabble in manual construction either when you want to do something unusual with a planet, or you want to build "tall" with the planet and pack more into it than would otherwise fit.
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# ? Jun 28, 2017 00:01 |
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Well its 2256 and here's where I stand. critique me About to go to war with those Kar-Zu assholes for the second time. Also the Saiiban bird bros are my best friends, fallen empire to the north who I am on pretty good terms with. Kar-Zu is at like 3.3k fleet strength. E: Picked MoN as my ascension perk, good god that's convenient. 2ndE: how do I get more leaders I've hit my cap at 12. Axetrain fucked around with this message at 07:42 on Jun 28, 2017 |
# ? Jun 28, 2017 07:36 |
Axetrain posted:Well its 2256 and here's where I stand. critique me SuFfer Not tHe aLieN tO LiVe
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# ? Jun 28, 2017 07:51 |
What if tile blockers only allowed you to build a specific kind of building on with a small bonus and the tile blocker research made the bonus better, with the only way to actually remove a blocker entirely being the mastery of nature perk?
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# ? Jun 28, 2017 07:58 |
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That's quite the border protrusion for the Kel-Azaan Republic to be able to cut off Sol like that. Oh well, at least they won't enslave us after taking over.
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# ? Jun 28, 2017 07:59 |
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Xemloth posted:What if tile blockers only allowed you to build a specific kind of building on with a small bonus and the tile blocker research made the bonus better, with the only way to actually remove a blocker entirely being the mastery of nature perk?
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# ? Jun 28, 2017 08:02 |
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whoa Fojar38 fucked around with this message at 10:02 on Jun 28, 2017 |
# ? Jun 28, 2017 09:56 |
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So is there any way to sector planets but still keep easy access to their spaceport menu?
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# ? Jun 28, 2017 11:42 |
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Given the prioritizing of MoN and the general uselessness of tile blockers, maybe they should just be removed completely? Like, if they're not adding anything to the game beyond an annoyance.
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# ? Jun 28, 2017 12:12 |
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Nickiepoo posted:So is there any way to sector planets but still keep easy access to their spaceport menu? Put ten sectored planets in a control group each, that plus core worlds gives you easy access to about 15 ish spaceports.
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# ? Jun 28, 2017 12:22 |
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Relevant Tangent posted:Given the prioritizing of MoN and the general uselessness of tile blockers, maybe they should just be removed completely? Like, if they're not adding anything to the game beyond an annoyance. I'm hoping that eventually they'll rework the planet tiles entirely. I'd much prefer something like the model in Ascendancy.
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# ? Jun 28, 2017 12:32 |
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Night Shade posted:Put ten sectored planets in a control group each, that plus core worlds gives you easy access to about 15 ish spaceports. That's a real pain in the dick though, hmm. Aethernet posted:I'm hoping that eventually they'll rework the planet tiles entirely. I'd much prefer something like the model in Ascendancy. Glad I'm not the only one that's getting serious vibes from that game (and even remembers that it exists).
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# ? Jun 28, 2017 12:42 |
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Nickiepoo posted:Glad I'm not the only one that's getting serious vibes from that game (and even remembers that it exists). Yeah, I assumed the tile system in Stellaris was a nod to Ascendancy, in Stellaris' best-of-hits of space strategy game sort of way.
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# ? Jun 28, 2017 12:45 |
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I've always hoped that one day someone would design a space 4X that took Ascendancy's wonderful ship designer and made all its options meaningful, rather than as in that game long range weapons >> everything else.
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# ? Jun 28, 2017 12:49 |
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Conskill posted:Yeah, I assumed the tile system in Stellaris was a nod to Ascendancy, in Stellaris' best-of-hits of space strategy game sort of way. Hmm. I'm reminded of a mod. http://steamcommunity.com/sharedfiles/filedetails/?id=693246103&searchtext=ascendancy Ascendency flags. http://steamcommunity.com/sharedfiles/filedetails/?id=701255748&searchtext=ascendancy Ascendancy race pics. Also comes with music stings from Ascendancy if they show up as AI.
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# ? Jun 28, 2017 13:36 |
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# ? May 18, 2024 14:47 |
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Out of curiosity, is there any way to play a "zero player game" in this? Having the AI control every empire and just watching from an omniscient perspective, essentially
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# ? Jun 28, 2017 22:01 |