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PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

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

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Filthy Monkey
Jun 25, 2007

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

binge crotching
Apr 2, 2010

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.

Main Paineframe
Oct 27, 2010
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.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

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.

misguided rage
Jun 15, 2010

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:

Fintilgin posted:

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.
I'd rather they made tile blockers more interesting. I think what MoN really does is illustrate how boring they are currently.

darthbob88
Oct 13, 2011

YOSPOS

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.
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.

jsoh
Mar 24, 2007

O Muhammad, I seek your intercession with my Lord for the return of my eyesight

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

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

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".

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

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.
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 :ohdear:

Nuclearmonkee
Jun 10, 2009


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 :ohdear:

queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up

Filthy Monkey
Jun 25, 2007

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 :ohdear:
They really hate to work those unity buildings too. If they are set to balanced, they'll only work unity tiles as a last resort.

Nuclearmonkee posted:

queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up
Yeah, definitely the way to do it.

Nuclearmonkee
Jun 10, 2009


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.

Yeah, definitely the way to do it.

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

darthbob88
Oct 13, 2011

YOSPOS

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".
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.

Conskill
May 7, 2007

I got an 'F' in Geometry.

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.

Palleon
Aug 11, 2003

I've got a hot deal on a bridge to the Pegasus Galaxy!
Grimey Drawer
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?

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

The AI bugs out a lot, restarting the game should get them going again.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Nuclearmonkee posted:

queue the buildings you want and then hand it off. with redevelop turned off they wont gently caress it up
But then when I unlock Paradise Domes and Visitor Centres they might not be able to build them!

Nuclearmonkee
Jun 10, 2009


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

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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
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.

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

its simpler when you are a space badguy
They're each another +2 unity per planet though, I don't think you quite understand my priorities here.

Nuclearmonkee
Jun 10, 2009


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.
They're each another +2 unity per planet though, I don't think you quite understand my priorities here.

by the time i can dig into the happy tree i've probably exterminated or enslaved 50% of the galaxy

binge crotching
Apr 2, 2010

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.
They're each another +2 unity per planet though, I don't think you quite understand my priorities here.

You and me both buddy :hf:

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

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.

TGLT
Aug 14, 2009

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.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

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."

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.

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.

Axetrain
Sep 14, 2007

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

Nuclearmonkee
Jun 10, 2009


Axetrain posted:

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.

SuFfer Not tHe aLieN tO LiVe

Xemloth
Mar 27, 2011

Wait, what?



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?

Meta-Mollusk
May 2, 2013

by FactsAreUseless
Grimey Drawer


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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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?
I'd go for this.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->


whoa

Fojar38 fucked around with this message at 10:02 on Jun 28, 2017

Nickiepoo
Jun 24, 2013
So is there any way to sector planets but still keep easy access to their spaceport menu?

Relevant Tangent
Nov 18, 2016

Tangentially Relevant

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.

Night Shade
Jan 13, 2013

Old School

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.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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.

Nickiepoo
Jun 24, 2013

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).

Conskill
May 7, 2007

I got an 'F' in Geometry.

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.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
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.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

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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Jenny Angel
Oct 24, 2010

Out of Control
Hard to Regulate
Anything Goes!
Lipstick Apathy
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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