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Okay, what's better adapted to living on a volcanic vent and what's better adapted to respiring an oxygen-nitrogen atmosphere, humans or extremophiles?
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# ? Aug 22, 2017 00:41 |
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# ? May 15, 2024 15:55 |
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My only problem with the announced expansion and changes is that I just have no desire to play anymore until they're released.
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# ? Aug 22, 2017 00:44 |
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wiegieman posted:Okay, what's better adapted to living on a volcanic vent and what's better adapted to respiring an oxygen-nitrogen atmosphere, humans or extremophiles? organisms evolve to better adapt to the environment that they happen to be in insert some racist poo poo here about immigrants or jews or something regarding them adapting for the perfect biome Omniblivion fucked around with this message at 01:10 on Aug 22, 2017 |
# ? Aug 22, 2017 01:01 |
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wiegieman posted:Okay, what's better adapted to living on a volcanic vent and what's better adapted to respiring an oxygen-nitrogen atmosphere, humans or extremophiles?
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# ? Aug 22, 2017 01:07 |
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Splicer posted:Volcanoes are not the perfect environment for the things that live in them. Evolution has produced things that can live in volcanoes. There's a big difference. I'll agree that "perfect" was an overly strong and incorrect word that was bad to use, but can agree that most species are well adapted to their native environment and will have unpredictable (likely negative) reactions to being introduced to new ones that probably won't be resolved on a human timescale?
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# ? Aug 22, 2017 01:12 |
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wiegieman posted:I'll agree that "perfect" was an overly strong and incorrect word that was bad to use, but can agree that most species are well adapted to their native environment and will have unpredictable (likely negative) reactions to being introduced to new ones that probably won't be resolved on a human timescale? That is a very different statement than your dumbass original post
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# ? Aug 22, 2017 01:35 |
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wiegieman posted:have unpredictable (likely negative) reactions to being introduced to new ones mlyp
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# ? Aug 22, 2017 01:39 |
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SirTagz posted:Start sabotaging the relationships between the different races in your federation (oh we cannot do that, just ignore this point) The one thing I want in an update to this game, more than anything else, is the ability to exert non-military power among other empires. Economic and trade ties are so limited, and diplomatic options are so limited except when they're the immediate consequences of military action, and I just want the ability to play as some completely ruthless conniving piece of poo poo pacifists
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# ? Aug 22, 2017 04:19 |
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Too bad prescripted Fallen Empires aren't a thing.
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# ? Aug 22, 2017 06:08 |
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teethgrinder posted:My only problem with the announced expansion and changes is that I just have no desire to play anymore until they're released. Yeah, the same here. I had a nice game running where I was just slowly setting up habitats everywhere and started to become this weird hidden superpower, we even had a nice galactic conflict going with the assholes of the galaxy allying with each other, while the nice guys (us) entered a federation. Both sides were this close to start a huge, devastating galactic war when the robot DLC-was announced. And since playing as a robotic civilization was one of the things I had always wanted for Stellaris, it immediately drained my desire to continue until Synthetic Dawn is out.
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# ? Aug 22, 2017 07:39 |
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Ofaloaf posted:
Now do a couple more, so we can have the Finno-Korean Hyperwar.
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# ? Aug 22, 2017 07:45 |
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Weird diplomacy bug / whatever: I declared war on my imperialist fox neighbors with the goal of liberating them so I could form a federation. Unfortunately, liberating all of their planets would overload the war score so I had to settle for conquering one of their systems and liberating the rest. The war went off without a hitch and now, once introduced to the benefits of democracy by gunpoint, the foxes are thrilled and joined my federation. Of course, now I'm stuck with one of their conquered former systems and the inhabitants are being little shits so I figured I'd just give them back to my new ally. To my surprise, trying to give the system back and asking nothing in return had a trade value of -1000. Our empires are allies and they have a high opinion on me, plus I figured they'd be thrilled to get their old system back since their empire is kind of crappy otherwise. It's mildly annoying since, not only is it pretty ungrateful in my opinion to just refuse the system, but since I'm a democracy I can't purge the planet of these unhappy assholes. I can't vassalize and release them because the system I conquered wasn't their homeworld. Why the hell won't they take their own system back?
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# ? Aug 22, 2017 08:22 |
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GamingHyena posted:Weird diplomacy bug / whatever: In short, it's because they don't understand the world is 'theirs' because they're a new empire, so you run into the block the AI has on accepting planets because it's very easy to give them trap worlds. I'm going to try and improve the planet trading logic for cases like this, for now I'd just suggest using yesmen console command to force-accept if you're not running ironman.
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# ? Aug 22, 2017 08:46 |
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I really wish there was something like EU's cores so empires and species would develop history and ties to specific worlds - just something simple so if humans were the first to colonize a planet, then human-run empires will want to see that world stay under human rule, and have reduced costs to take it back from aliens.
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# ? Aug 22, 2017 09:30 |
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Angry Salami posted:I really wish there was something like EU's cores so empires and species would develop history and ties to specific worlds - just something simple so if humans were the first to colonize a planet, then human-run empires will want to see that world stay under human rule, and have reduced costs to take it back from aliens. I'd like this. Maybe with a mapmode that showed "Tumbator space" or something similar. In my most recent game there's a species that has 300 members but their actual empire no longer exists and it'd be nice to see where they consider "theirs". A similar situation happened with a race of slug people that never even seemed to have an empire that I saw. I guess the new vassal rules mean that you could in theory release them after capturing them now.
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# ? Aug 22, 2017 10:15 |
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wiegieman posted:I'll agree that "perfect" was an overly strong and incorrect word that was bad to use, but can agree that most species are well adapted to their native environment and will have unpredictable (likely negative) reactions to being introduced to new ones that probably won't be resolved on a human timescale?
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# ? Aug 22, 2017 10:29 |
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What the heck do I do with tributaries that are too big to diplo-vassalize? I apparently have the option to declare war on them (which seems weird), but I'm not allowed to select the "vassalize" wargoal. There's only 3 empires (and 2 fallen empires) left that aren't my subjects, so it's really about time for me to start absorbing some of them. Also, if I declare war on a tributary for something else (such as a Humiliate for some quick influence), will it break the subject-master relationship and set them free? There's all these different diplomatic relationships, but only the absolute minimum info (in-game or otherwise) about how they affect things (especially for the newer ones) and it's difficult to predict how things will interact sometimes as they're not always intuitive.
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# ? Aug 22, 2017 13:45 |
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Angry Salami posted:I really wish there was something like EU's cores so empires and species would develop history and ties to specific worlds - just something simple so if humans were the first to colonize a planet, then human-run empires will want to see that world stay under human rule, and have reduced costs to take it back from aliens. As long as cores disappear (or at least weaken) when you purge/expel all the original pops on the planet. I always looked at cores as being part foreign diplomatic acceptance of your historical hegemony, and part cultural ties with the populace which promote patriotic sentiment. It's kind of hard to claim that Space Alsace-Lorraine always has been part of Space France & always will be when everyone who ever set foot there is now partially digested bio matter in the stomach of a xenomorph.
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# ? Aug 22, 2017 15:20 |
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Nevets posted:As long as cores disappear (or at least weaken) when you purge/expel all the original pops on the planet. I always looked at cores as being part foreign diplomatic acceptance of your historical hegemony, and part cultural ties with the populace which promote patriotic sentiment. Now let's not get ridiculous here. You and me very well know space nationalists will see Space Königsberg as their own territory until the very day it's blasted apart by a 5D-Planet Smasher, or scorched into nothingness by a Neutronium Alchemist making the sun go nova.
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# ? Aug 22, 2017 15:34 |
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Right of return New Terra (now called Blarfgargl by its current usurpers) will remain a human holding for all time!
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# ? Aug 22, 2017 16:10 |
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Libluini posted:Now let's not get ridiculous here. You and me very well know space nationalists will see Space Königsberg as their own territory until the very day it's blasted apart by a 5D-Planet Smasher, or scorched into nothingness by a Neutronium Alchemist making the sun go nova. I think that you'll find that the former space konigsbergian debris cloud has always been part of our territory.
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# ? Aug 22, 2017 16:12 |
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Splicer posted:"Perfect" was the crux of the post you were replying to though. If the current light level is always "perfect" then the more a species is specialised to this idealised light level the higher their reproductive fitness will be. Give that a billion years of selection pressure and you get a species that dies in 6 months if there's 5% more or less UV radiation than they're specialised for. Same for temperature, humidity etc etc. That's a good point, but if Gaia worlds are actually made up of lots of little idealized climates, then wouldn't something that evolved on them be able to survive in most of those micro-climes? I mean, if it wasn't originally some kind of engineered animal made by the people who terraformed the world. It's moot point anyway, since Gaias are just a gameplay mechanic to make late game planets better.
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# ? Aug 22, 2017 16:16 |
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wiegieman posted:That's a good point, but if Gaia worlds are actually made up of lots of little idealized climates, then wouldn't something that evolved on them be able to survive in most of those micro-climes? I mean, if it wasn't originally some kind of engineered animal made by the people who terraformed the world. It's moot point anyway, since Gaias are just a gameplay mechanic to make late game planets better. Maybe they're migratory and need multiple cimates
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# ? Aug 22, 2017 16:20 |
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Improbable Lobster posted:Maybe they're migratory and need multiple cimates
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# ? Aug 22, 2017 16:50 |
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Splicer posted:or this. Gaia worlds are weird garden paradises and it's not surprising something that evolved there would find a "normal" planet some kind of hosed up unpredictable hellscape. New civic Gaia-Born: You start with a size 25 Gaia-world, but have a -50% penalty to happyness when colonizing non-Gaia planets.
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# ? Aug 22, 2017 16:59 |
Do you guys know if there are any new wargoals planned? I'd like a new wargoal that combines liberate+vassallize, at a higher cost, since you end up doing that anyway, to get a same-ethics vassal. I'd also like a wargoal where you can grab pops from the defeated empire (for populating your planets, for same-ethics pops, for better bonuses, for slaves, to recover your pops, as food...).
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# ? Aug 22, 2017 17:00 |
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Libluini posted:New civic Gaia-Born: You start with a size 25 Gaia-world, but have a -50% penalty to happyness when colonizing non-Gaia planets.
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# ? Aug 22, 2017 17:06 |
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Libluini posted:New civic Gaia-Born: You start with a size 25 Gaia-world, but have a -50% penalty to happyness when colonizing non-Gaia planets. So, a thing I've been thinking about civics like this, which are in the base game and in mods, where it basically applies starting conditions that you don't lose: they should probably not be civics imo. As it stands they are civics that you can never change because you never lose their benefits. This limits options in a way I vaguely don't like. Where I'd say they ought to go is in a new category of "starting conditions" that you select on the same screen as selecting your homeworld. Things like Mechanists or Syncretic Evolution are really just initial settings that set the tone of the game rather than mutable political values/institutions.
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# ? Aug 22, 2017 17:28 |
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Libluini posted:New civic Gaia-Born: You start with a size 25 Gaia-world, but have a -50% penalty to happyness when colonizing non-Gaia planets. I'd be all over that. Stick with the two guaranteed nearby planets, and then just tech toward the Gaia creation tech. A size 25 starting planet is an amazing thing, even with a downsize of limited initial expansion.
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# ? Aug 22, 2017 17:35 |
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Wiz, it feels like you tapped into my Stellaris brain for this robot update, so much so that the people I play Stellaris with actually said this to me on voice, and I appreciate that wholeheartedly.
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# ? Aug 22, 2017 18:00 |
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The Gaian species is cool because it generated with 15% bonus to social research and with the genetic engineering you do as part of uplift it's got a 10% bonus on top. The whole planet is covered in social science domes, an entire species devoted to figuring out how to politely tell these other assholes to get off their paradise planet.
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# ? Aug 22, 2017 18:02 |
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GunnerJ posted:So, a thing I've been thinking about civics like this, which are in the base game and in mods, where it basically applies starting conditions that you don't lose: they should probably not be civics imo. As it stands they are civics that you can never change because you never lose their benefits. This limits options in a way I vaguely don't like. Where I'd say they ought to go is in a new category of "starting conditions" that you select on the same screen as selecting your homeworld. Things like Mechanists or Syncretic Evolution are really just initial settings that set the tone of the game rather than mutable political values/institutions. To be fair though, a mechanist empire could decide to change to spiritualist anti-AI crusaders and subsequently scrap all their robots and syncretic empires could succumb to a new wave of xenophobia and decide to murder their other half. And I guess, you could decide to terraform your Gaia-world into another one. If machine worlds become available to synthetic ascendants, there could even be a reason for you to do this! In all three cases, technically you lost your starting civics benefit. OK now for real, you always change your government to include other civics, of course. That reminds me, if you do this right at the start of the game, what happens? I guess Mechanists lose their robots and Syncretics their fluffy friends and are then crippled thanks to lower-than-normal starting population, but I'm guessing having your Gaia-starting world magically transform back into a smaller, muddier pumpkin planet would be a bit much.
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# ? Aug 22, 2017 18:02 |
wiegieman posted:That's a good point, but if Gaia worlds are actually made up of lots of little idealized climates, then wouldn't something that evolved on them be able to survive in most of those micro-climes? I mean, if it wasn't originally some kind of engineered animal made by the people who terraformed the world. It's moot point anyway, since Gaias are just a gameplay mechanic to make late game planets better. So there's got to be something weird going on there. Like, microbes that adapt to aid in the survivability of other organisms for some reason. What's going on isn't really important for gameplay, but you have to imagine it as some sort of ridiculously pro-life environment rather than specific biospheres or ecosystems that resemble anything in particular. A gaia-adapted species would probably just have pretty poo poo habitability everywhere else.
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# ? Aug 22, 2017 18:11 |
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Eiba posted:...some sort of ridiculously pro-life environment... Hahaha, now I can't stop imagining a bunch of aliens picketing a literal Garden of Eden with signs that read "My Biome / My Choice".
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# ? Aug 22, 2017 18:19 |
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I hope we get some new fallen empires with the new DLC, like I want The Core sitting somewhere being sad on their machine planet, dreaming about the time they very nearly blew up the galaxy.
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# ? Aug 22, 2017 18:32 |
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Libluini posted:To be fair though, a mechanist empire could decide to change to spiritualist anti-AI crusaders and subsequently scrap all their robots and syncretic empires could succumb to a new wave of xenophobia and decide to murder their other half. And I guess, you could decide to terraform your Gaia-world into another one. If machine worlds become available to synthetic ascendants, there could even be a reason for you to do this! In all three cases, technically you lost your starting civics benefit. OK now for real, you always change your government to include other civics, of course. You can't replace or remove the civics that give starting bonuses like that. Once you start the game with Mechanist or Syncretic Evolution, you're stuck with them - you can't get rid of them later, even if you change your government. They're permanent. Even if your Mechanist empire decides later on to go Fanatic Spiritualist and outlaw robots completely, it's still stuck with the Mechanist civic.
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# ? Aug 22, 2017 18:36 |
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Wiz posted:In short, it's because they don't understand the world is 'theirs' because they're a new empire, so you run into the block the AI has on accepting planets because it's very easy to give them trap worlds. I'm going to try and improve the planet trading logic for cases like this, for now I'd just suggest using yesmen console command to force-accept if you're not running ironman. I love that trap worlds are a thing and I'm now imagining the narrative possibilities. I wonder if it's possible to make an event where the AI gifts event driven trap worlds to the player fun.
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# ? Aug 22, 2017 18:42 |
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Relevant Tangent posted:The Gaian species is cool because it generated with 15% bonus to social research and with the genetic engineering you do as part of uplift it's got a 10% bonus on top. The whole planet is covered in social science domes, an entire species devoted to figuring out how to politely tell these other assholes to get off their paradise planet. Main Paineframe posted:You can't replace or remove the civics that give starting bonuses like that. Once you start the game with Mechanist or Syncretic Evolution, you're stuck with them - you can't get rid of them later, even if you change your government. They're permanent. Even if your Mechanist empire decides later on to go Fanatic Spiritualist and outlaw robots completely, it's still stuck with the Mechanist civic.
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# ? Aug 22, 2017 18:50 |
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Any guesses on how long until the new expansion? I'm half thinking of starting a new game, but probably won't if the expansion will be out in less than a month.
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# ? Aug 22, 2017 21:03 |
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# ? May 15, 2024 15:55 |
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Is there a way to save a race from a game? I manually added the random race I got in my last game because I liked them, but wanted to see if there was an easier way to do that.
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# ? Aug 22, 2017 21:09 |