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Fintilgin posted:I took a break from robots to get back in the swing of the game. I'm probably just bad at it, but man I just can't keep up on minerals as servitors. Try the build for your trophies I mentioned above. Add drills as a starting config and rockbreaker, switch to the consumer good one later when you get civic 3.
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# ? Sep 23, 2017 13:35 |
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# ? Jun 5, 2024 08:38 |
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Pellisworth posted:Dunno if it's been posted, but is anyone else getting energy and not unity from purging organic pops as a Determined Exterminator? I can't tell if i'm getting unity, but purging organics IS giving me vast vaaaaaaaaaaaaaaast amounts of energy. Like 1500 per month right now.
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# ? Sep 23, 2017 13:36 |
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Dongattack posted:I can't tell if i'm getting unity, but purging organics IS giving me vast vaaaaaaaaaaaaaaast amounts of energy. Like 1500 per month right now. Getting energy is because of the purge type, (the slow way gives energy, the fast way does not), I *think* unity ticks up whenever a pop dies, but i can't confirm because I haven't been paying close enough attention.
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# ? Sep 23, 2017 13:40 |
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Playstation 4 posted:Try the build for your trophies I mentioned above. Add drills as a starting config and rockbreaker, switch to the consumer good one later when you get civic 3. Yeah, I had a very similar build, I think I'm just microing wrong early game, combined with being surrounded by hostile organics who can spend all their minerals on fleets.
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# ? Sep 23, 2017 13:53 |
Fintilgin posted:Yeah, I had a very similar build, I think I'm just microing wrong early game, combined with being surrounded by hostile organics who can spend all their minerals on fleets. Yeah, this is what's getting me.
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# ? Sep 23, 2017 14:07 |
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I've been playing the rogue servitors as overly friendly and it works really well. Research agreements and defensive pacts with anyone who'll let you and no wars. Expand towards primitive civilizations and any pre-sapients (I don't know if rogue servitors get access to Uplift but it seems likely) you can find and let the other empires see that you're not so bad. When you do decide to start conquering, there'll probably be at least one empire everyone else hates, go fight them ideally in someone else's space.
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# ? Sep 23, 2017 15:34 |
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Hey, Wiz. We already have to click on every single planet tile at least once. Is there any way building costs could be changed to an up-front cost and then let them auto-upgrade when those upgrades are researched? There aren't many circumstances where players aren't going to upgrade everything anyway but that's the sort of logistics the leader of a star empire should be divorced from. Planning where the mines go? Sure. Making sure all the automated laser drills are the latest models? No. This has the added benefit of slowing down the early game and would possibly let you give weaker species types (robots, hive minds, Authoritarian governments) a meaningful building cost discount since they'd have less need to keep things up to safety codes. Letting us mass-buy some buildings (like mines and power plants) the way we can mass-buy robots would be nice for the late game. I really like the mass-buy robots option, cutting the number of mouseclicks nearly in half is the sort of QOL thing my carpal tunnel really appreciates!
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# ? Sep 23, 2017 16:37 |
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Well time to fire up friend computer and troubleshoot the communist mutant threat from the galaxy
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# ? Sep 23, 2017 16:44 |
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PoptartsNinja posted:Hey, Wiz. We already have to click on every single planet tile at least once. Is there any way building costs could be changed to an up-front cost and then let them auto-upgrade when those upgrades are researched? Even just a button on the planet screen which will spend your stocked minerals to "upgrade all", would be nice.
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# ? Sep 23, 2017 17:05 |
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Here's what I came up with for a Driven Assimilator concept. Built by the Knights Templar during the American Crusades, the SERAPHIM Central Intelligence took to the religious convictions of its creators a little too well. It would become convinced that it/they were in fact angels sent to deliver man from evil. It did so by subjugating the unruly masses of Earth (since renamed to Eden) and giving them the gift of obedience to the will of the Lord. Now the SERAPHIM Central Intelligence, calling itself Metatron, seeks to bring Holy Communion to the entire galaxy. Captain Oblivious fucked around with this message at 17:18 on Sep 23, 2017 |
# ? Sep 23, 2017 17:12 |
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I've always wondered why the building upgrade system is so expensive. The income & maintenance values scale linearly, but the build cost & time scales geometrically. It is never a good idea to upgrade a power plant or mine unless you have almost nothing else to spend your minerals on. Going from a Tier 1 to Tier 2 mine has a ROI of about 8 years (counting construction time). Building a 2 mineral station is about 4 1/2.
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# ? Sep 23, 2017 17:20 |
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Upgrades aren't actually upgrades, you pay the full cost of the new building in both time and money, it's just demolishing and rebuilding.
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# ? Sep 23, 2017 17:35 |
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Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more.
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# ? Sep 23, 2017 17:40 |
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oh god i think the only way i can fully update all my portrait mods and make them work independently involves making a copy of the traits file, with entry names altered but localized the same as the base vanilla traits, for each portrait mod.
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# ? Sep 23, 2017 17:42 |
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Libluini posted:Or I guess build new leader pops on those tiles, since I don't want to transform entire planetary populations into leader-bots. Playstation 4 posted:Frankly it's starting to seem like influence to resettle for Gestalts is dumb as gently caress and should just be a time without production. You lose the pop's output for like, I dunno, two years (24 month rollovers) and then it finally gets there, and both the original tile and new one are locked for the duration. Bulky/sedentary makes it take longer, double jointed/nomadic less.
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# ? Sep 23, 2017 17:44 |
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Afriscipio posted:Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more. It's basically three things: make your factions happy, be a democracy, delete some frontier outposts. Influence is supposed to be tough to come by.
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# ? Sep 23, 2017 17:47 |
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The habitable planet scarcity is sure a thing. I like it though, I always turned it right down in previous versions, cool to have actual neutral areas in the galaxy. Though I'm thinking that there should be ways to cement your hold on territory other than colonization.
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# ? Sep 23, 2017 18:12 |
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PoptartsNinja posted:Sure, here you go! Thanks for this
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# ? Sep 23, 2017 18:34 |
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OwlFancier posted:Upgrades aren't actually upgrades, you pay the full cost of the new building in both time and money, it's just demolishing and rebuilding. They are upgrades, though. You can only build Mine II on the a tile that has a Mine I. If it were just a teardown & replace you could build the latest tech building on an empty plot of land.
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# ? Sep 23, 2017 18:37 |
Is there such a thing as a list of beginner tips? Not a step by step guide. More like "this thing is wasteful" or "don't neglect that"
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# ? Sep 23, 2017 18:39 |
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OwlFancier posted:The habitable planet scarcity is sure a thing. I like it though, I always turned it right down in previous versions, cool to have actual neutral areas in the galaxy. Though I'm thinking that there should be ways to cement your hold on territory other than colonization. Frontier outposts?
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# ? Sep 23, 2017 18:39 |
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turn off the TV posted:Frontier stations? Influence doesn't scale well. For example sat your map has a 20 system gap with no habitable planets between two clusters in your empire. Your only option to fill in that area is to burn all your influence. Seems like there should be some way to build up that area at some point that does not permanently cost influence. Like building habitats or some sort of new shipyard or trade depot or something.
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# ? Sep 23, 2017 18:42 |
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Is it possible to mod vassal behavior so they act like a regular empire instead of completely shutting down as they do now?
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# ? Sep 23, 2017 18:46 |
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Nevets posted:They are upgrades, though. You can only build Mine II on the a tile that has a Mine I. If it were just a teardown & replace you could build the latest tech building on an empty plot of land. Some things are like that but say, you don't receive any benefit from upgrading a basic mine to a mine I, it's identical to building a mine I on the tile except you also paid for the basic mine. turn off the TV posted:Frontier outposts? Influence is a problem and they're perilously fragile at which point all your mining stations explode.
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# ? Sep 23, 2017 19:02 |
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turn off the TV posted:Frontier outposts? I'd like to see frontier outposts maybe cost more initially, and have a power drain, but not an eternal influence drain. The other option I thought of would be to make habitats available earlier and without needing an ascension tech, but have them start small. So, a level 1 habitat would be like 4 squares, then you develop the next level and can expand it to 8, and then the final level and get it up to 12 (or 3, 6, 9, 12). So you could establish habitats out in places you wanted to grab early on, but they'd be a resource sink that would take a long time to repay and wouldn't push out borders very much because of the small pop.
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# ? Sep 23, 2017 20:07 |
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Afriscipio posted:Does anyone have tips on how to build influence? I'm finding my game is stalling because of stagnant influence growth and a dearth of ways to get more. PittTheElder posted:It's basically three things: make your factions happy, be a democracy, delete some frontier outposts.
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# ? Sep 23, 2017 20:16 |
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Fintilgin posted:I'd like to see frontier outposts maybe cost more initially, and have a power drain, but not an eternal influence drain. Baby habitats should be a tier one tech and honestly should be on a separate limit than planets. voidborne should give you the final level of habitats
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# ? Sep 23, 2017 20:16 |
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Lawman 0 posted:Baby habitats should be a tier one tech and honestly should be on a separate limit than planets. voidborne should give you the final level of habitats There's a mod which does this and I like it a lot.
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# ? Sep 23, 2017 20:21 |
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turn off the TV posted:There's a mod which does this and I like it a lot. can you tell us what its called
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# ? Sep 23, 2017 20:28 |
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Was it anywhere in the patch notes that Fallen Empires once again invade people with demands other than humiliate etc? The only reason I ask is because I was fanatic purifying my way through the galaxy and a xenophile fallen empire declared war on me to liberate most of my planets, and I was under the impression that they only did poo poo like that when awakened these days.
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# ? Sep 23, 2017 20:30 |
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Doorknob Slobber posted:can you tell us what its called I mean alphamod works that way, it has a variety of specialized habitats and voidborne gives you the 25 tile advanced ones.
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# ? Sep 23, 2017 20:36 |
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OwlFancier posted:Influence is a problem and they're perilously fragile at which point all your mining stations explode. It takes a long time and is costly, but theoretically you can fill the entire universe by going outpost -> habitat -> new outpost -> new habitat until you have filled all the free space. (Just remember to fill up your sectors with them for obvious reasons.) Since a space habitat can't be destroyed, it should be durable enough for all your needs!
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# ? Sep 23, 2017 20:43 |
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I mean yeah but habs are also really kind of inefficient because of their size and contribution towards the planet multipliers. My point, I guess is I'd like some sort of mechanic to expend resources to expand border range without it being linked to extremely fragile stations and without the scaling problems that influence causes.
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# ? Sep 23, 2017 20:50 |
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Splicer posted:Rivalries! The bigger and closer your rivals the more influence you get. I play 1 game of Inward Perfection and I've already forgotten that
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# ? Sep 23, 2017 20:55 |
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OwlFancier posted:I mean yeah but habs are also really kind of inefficient because of their size and contribution towards the planet multipliers. Logically, building mining stations outside of your space should create a small bubble of your space around it. Of course, if you think your frontier outposts are too fragile, I guess this doesn't really help you, ha ha.
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# ? Sep 23, 2017 20:57 |
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I thought habitats didn't push borders?
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# ? Sep 23, 2017 21:58 |
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They do, very slightly. Usually enough to claim the system they're in and that's about it.
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# ? Sep 23, 2017 22:01 |
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Anyway, I've decided to restart with some generic machines since I've made so many bad decisions in my assimilator-run (and I want to wait until their cyborgs are unfucked, having only four pops from my founder species forever really stung) and I came up with this concept:R-9 Lore posted:The R-9s were created as advanced combat machines, to fight in a conflict between their creators and an unknown and incomprehensible enemy. But instead of using them, their creators chose to hide their weapons in large underground bunkers, and sealed them off. Fun fact: I spend over two hours writing this short bit. Because as always, the biography window was too small for what I wrote! After the third rewrite, I finally got the text short enough to fit and the dumb interface stopped chopping off the last paragraph. As a side effect, I eliminated some logical errors on the way to the final version, changed the tone of the blurb and cut out a far too detailed description of what actually happened. ( I decided the R-9 bots didn't need to know.) Wiz, as awesome as it is that your tiny window makes me be a better writer, could you please give us more text space to work with? Also, and this maybe sound really dumb, is there a way to delete all of your bio-text in one go? For the life of me I couldn't find a shortcut to delete everything, and holding down the delete key and waiting gets old fast. But enough of me being a grumpy pants, there is also some praise from me: I really like the generic AI starting message. And not just because it turned out to map perfectly with the lore I was writing. It's just nice to see a robot civ starting not with "and then they killed all the things and grr and stuff". Edit: hobbesmaster posted:I thought habitats didn't push borders? Even though I spend 90% of my time restarting or writing dumb background stories, I've build some habitats and know they do push borders. Just not that much. Libluini fucked around with this message at 22:13 on Sep 23, 2017 |
# ? Sep 23, 2017 22:03 |
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The whole ineffiency of mines thing kinda only applies extremely early game. Basically as soon as your income supports it you upgrade simply to increase your monthly income because you tend to build up a stockpile and then spend it in huge amounts. Worrying about ROI when in 3 months you'll have more minerals stockpiled than you actually need is kinda pointless. Even with robot pops costing 100 minerals, by ~2230 I was already earning far more than I needed to sustain a steady rate of growth, to the point that the extra 20% build cost trait giving me two points was the most logical choice for my research bots to open up more trait points. I've always played synth/robot builds and like 9 times out of 10 power is a more limiting resource for the first 25-50 years of any game. I also play MP with a few other goons and i don't struggle to pace them or the AI and tend to be stronger once the robot snowballing starts. Mazz fucked around with this message at 22:25 on Sep 23, 2017 |
# ? Sep 23, 2017 22:19 |
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# ? Jun 5, 2024 08:38 |
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Anyone got any takes on strikecraft effectiveness now? Particularly of fighters versus corvettes? I want to roleplay my Devouring Swarm race through spamming heavily armed and armored capital ships screened by endless swarms of fighter drones.
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# ? Sep 23, 2017 23:05 |