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Nitrousoxide posted:Uplifting and enlightening are terribly confusing and I see people asking about this all the time. I wish they would just wrap the two up into one mechanic that is more easily understood. Well it is two different things, pre sentients are basically animals, whereas primitives have a civilization it's just poo poo. So pre sentients aren't really relevant other than as tile objects or as a species, which is how you interact with them, whereas primitives own the planet so you interact with them on the planetary scale as a minor civ.
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# ? Nov 10, 2017 16:14 |
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# ? Jun 7, 2024 22:15 |
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Nitrousoxide posted:Uplifting and enlightening are terribly confusing and I see people asking about this all the time. I wish they would just wrap the two up into one mechanic that is more easily understood. e: this sounds way more mean spirited than is intended Splicer fucked around with this message at 16:36 on Nov 10, 2017 |
# ? Nov 10, 2017 16:18 |
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Nitrousoxide posted:Uplifting and enlightening are terribly confusing and I see people asking about this all the time. I wish they would just wrap the two up into one mechanic that is more easily understood. I really have no loving idea why uplifting pre-sapients isn't an observation station mission.
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# ? Nov 10, 2017 16:19 |
This one planet build is crazy powerful if you can survive until 2250 or so. That’s when I had the tech and money to start churning out fleet in addition to expanding and mining stations. It’s now 2287 and I’ve subjugated my five closest neighbors, completed my Science Nexus, and am working on a Dyson Sphere.
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# ? Nov 10, 2017 16:30 |
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ConfusedUs posted:This one planet build is crazy powerful if you can survive until 2250 or so. wait how do you get fleet size? is the perk enough?
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# ? Nov 10, 2017 16:33 |
ConfusedUs posted:To clarify, these were pre-sentient species with no option for observation post. (I have two of those elsewhere). Oh so you released them as vassals afterwards? Are you running feudal realm?
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# ? Nov 10, 2017 16:34 |
Goa Tse-tung posted:wait how do you get fleet size? is the perk enough? The perk puts you Superior to everyone when you get it (it's your second or third one), then repeatable techs keep you ahead of the curve for a while.
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# ? Nov 10, 2017 16:36 |
Staltran posted:Oh so you released them as vassals afterwards? Are you running feudal realm? Not feudal. Just released as vassal. You can release any planet from the Planet Summary screen. For one of them (who was at the edge of my territory) I then went to war with the fanatic purifiers next door and had them cede half their territory to my vassal.
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# ? Nov 10, 2017 16:37 |
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GunnerJ posted:I really have no loving idea why uplifting pre-sapients isn't an observation station mission. Because your civ doesn't want to fund an entire station just to observe some animals
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# ? Nov 10, 2017 16:42 |
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Fortifying important planets with defensive armies can buy time if you are playing whack-a-mole with enemy fleets inside your borders. Bringing extra armies to garrison conquered worlds is useful for the same reason. The AI loves to fart out small harassing fleets to retake captured worlds. Either way, you won't need much of a standing army until the midgame where fleets have to cover a lot more ground.
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# ? Nov 10, 2017 16:45 |
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OwlFancier posted:Well it is two different things, pre sentients are basically animals, whereas primitives have a civilization it's just poo poo. To quote the best voice pack “We took animals and made them people!”
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# ? Nov 10, 2017 16:55 |
ConfusedUs posted:This one planet build is crazy powerful if you can survive until 2250 or so. What'd you do for a one planet build? I've done a 3 planet one before, but never a 1 planet.
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# ? Nov 10, 2017 16:58 |
Nitrousoxide posted:What'd you do for a one planet build? I've done a 3 planet one before, but never a 1 planet. I got the idea from this reddit thread, which links to a full guide on steamcommunity: https://www.reddit.com/r/Stellaris/comments/76k7cv/the_one_planet_strategy/ However, I haven't been following the guide slavishly. I basically did what it suggested to start the game, then kinda went off on my own. The goal is: a) Expand (with Frontier stations) at every opportunity until you run out of galaxy. (I'm at 22 or 23, and there are no good remaining places to put them). Focus on civics that help you with that. Fill up your territory with Energy mines > Research stations > Mineral mines, in that order. You'll be hurting for energy if you don't. b) On your planet, buildings should focus on Unity, Energy Production, and then Research (in that order). If you get a building from research that gives a unity bonus, put it on your planet immediately, even if you have to replace something else. c) Do everything in your power to not get attacked in the first 50 years. Give away anything and everything to make friends. Get into as many NAPs and Defense Pacts as possible. If you do get declared on, white peace or even surrender some outposts ASAP. As soon as your enemies hit that Inferior mark in fleet power, start annexing them. Feel free to give a few planets to your allies if they join you in the war. It's not hard to win when you have 5-10 battleships with arc emitters (along with whatever other ships) rolling up on a couple cruisers with corvettes. Vassalize if you can, but you'll be so far ahead in tech you'll probably have to make them a protectorate instead. The only thing I wish I'd done differently was starting to build armies sooner. It takes FOREVER to build up an invasion force on one planet.
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# ? Nov 10, 2017 17:31 |
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ConfusedUs posted:This one planet build is crazy powerful if you can survive until 2250 or so. Yeah the build is amazing once you've got enough tech and galactic force projection. Only having a single planet to defend makes war super easy since the ai won't prioritize attacking frontier outposts. Only downside is that a single starport takes forever to build a fleet.
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# ? Nov 10, 2017 17:44 |
Admiral Ray posted:Yeah the build is amazing once you've got enough tech and galactic force projection. Only having a single planet to defend makes war super easy since the ai won't prioritize attacking frontier outposts. Depending on how tech research and unity costs scale with the upcoming patch, this could be even better since the number of planets won't be your limit to the the number of starbases.
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# ? Nov 10, 2017 17:56 |
Admiral Ray posted:Yeah the build is amazing once you've got enough tech and galactic force projection. Only having a single planet to defend makes war super easy since the ai won't prioritize attacking frontier outposts. Yeah. You absolutely cannot afford to lose your fleet. My mouse cursor is constantly over that RETREAT button during fights. I lost like 5k to the Dimensional Horror and noped out of there ASAP. Didn't lose anything to the Enigmatic Fortress, though. I know the automated dreadnought is in my territory somewhere, but I can't remember where. Anyone know of a good way to search for that?
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# ? Nov 10, 2017 17:57 |
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Had some luck going full on army buffs on my Devouring Swarm game. AI has sent 3 failed invasions on my home world while I build up a bigger fleet slowly on another planet to take him out. Boots (or claws) on the ground matter y'all!
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# ? Nov 10, 2017 17:59 |
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ConfusedUs posted:Yeah. You absolutely cannot afford to lose your fleet. My mouse cursor is constantly over that RETREAT button during fights. shouldnt there be a red ! somewhere?
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# ? Nov 10, 2017 18:11 |
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If it is still alive it should also be guarding one, possibly two, uncolonized worlds. If you as a curator enclave about unknown menaces they may be able to point you to it.
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# ? Nov 10, 2017 18:14 |
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I think I finally understand game development now.
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# ? Nov 10, 2017 18:19 |
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The pre-sentients aren't on my species screen, and anyway I think there's a tech I need that I haven't researched yet. I appreciate the army info. At least I didn't put much effort into them. One additional thing is that I decided that I would make a new fleet that would stay at my colonized world the way I leave the original fleet parked at Sol, but each new ship I build there automatically flies to Sol! I was unable to figure out what mechanism was responsible for this.
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# ? Nov 10, 2017 19:30 |
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Rally points. They'll be listed in the outliner.
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# ? Nov 10, 2017 19:36 |
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Is there a link to the one planet guide? I always play super wide with no thought to tall, and am interested in playing tall to gently caress over my unsuspecting "teammates" in my next swarm mp game.
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# ? Nov 10, 2017 19:45 |
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McGiggins posted:Is there a link to the one planet guide? I always play super wide with no thought to tall, and am interested in playing tall to gently caress over my unsuspecting "teammates" in my next swarm mp game. This is the one I used: http://steamcommunity.com/sharedfiles/filedetails/?id=1169534715 I dunno how it'll work with real humans. As long as you have good defensive pacts you'll be fine. The issue is that you'll have a real bad fleet cap for ~50 years and like 20 frontier outposts that people will want to destroy.
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# ? Nov 10, 2017 19:50 |
Admiral Ray posted:This is the one I used: http://steamcommunity.com/sharedfiles/filedetails/?id=1169534715 You'll need to rely on allies. With players and your super amazing tech you might be able to convince some people to trade a long term tech trade agreement for an alliance. Getting -25% on pretty much all of their techs should be pretty valuable. Also maybe adjust the order of this and dip into the diplo ascension tree so you can start a federation faster.
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# ? Nov 10, 2017 20:19 |
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It's not required, but it helps. They tend to form clusters of 3-5 primitive civilizations crammed into the same little space, so turning up the frequency increases the number of those clusters. I find primitives fun.
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# ? Nov 10, 2017 20:35 |
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After I had conquered some silly FE (xenophiles?) I noticed that one of their planets was named Sanctuary and it was full of all kinds of alien species. Which I processed into meatloaf. Was it some kind of ark thing?
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# ? Nov 10, 2017 21:45 |
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PoptartsNinja posted:It's not required, but it helps. They tend to form clusters of 3-5 primitive civilizations crammed into the same little space, so turning up the frequency increases the number of those clusters. I find primitives fun. Primitives are very fun as an Assimilator. Also goals as a joke are fun. A buddy of mine had one, a "Retirement Home" which ended up being a full ringworld with pops from every Fallen Empire under his pamperbots. I utilized primitives to jumpstart an Assimilator to high gear from the start (6 planets by 2210). With me guaranteeing him the entire game, nobody bothered him much. Sure loved teaming up on me though Never matters, Immortal OGRE Shrek leads with Strength and Vision! And in 2330, with the ring finished, all the Fallens conquered, and a hell of a hilarious batch of terrible names, it was done. And on the exact day it was done, Shrek died, at the age of 134 years old. His purpose fulfilled, the Universe made, a sillier place. Now we're just waiting for the crises at 5x strength to come and give my insane fleet something to fight.
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# ? Nov 10, 2017 21:46 |
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Poil posted:After I had conquered some silly FE (xenophiles?) I noticed that one of their planets was named Sanctuary and it was full of all kinds of alien species. Which I processed into meatloaf. Was it some kind of ark thing? They were preserving species from the past and you ate them. I bet you're the sort of coworker that eats labeled food in the break room fridge.
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# ? Nov 10, 2017 21:47 |
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Poil posted:After I had conquered some silly FE (xenophiles?) I noticed that one of their planets was named Sanctuary and it was full of all kinds of alien species. Which I processed into meatloaf. Was it some kind of ark thing? Sounds like an event I got where an FE wanted some of my people for a preserve of sorts.
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# ? Nov 10, 2017 21:48 |
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Both your fleet and capitol world are rally points. Look for the little flag symbol in the upper right. Newly built ships will auto rally to the nearest fleet, or if no fleets are set as a rally point, to the nearest planet.
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# ? Nov 10, 2017 21:48 |
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I've never really understood what rally points are prioritized when there are multiples. It would be nice if I could make rally points for each side of my empire and a third for the federation fleet but where new ships go is kind of a crapshoot.
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# ? Nov 10, 2017 22:05 |
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Admiral Ray posted:They were preserving species from the past and you ate them. I bet you're the sort of coworker that eats labeled food in the break room fridge. Fray posted:Sounds like an event I got where an FE wanted some of my people for a preserve of sorts. I don't care what anyone says, xenophobe is the best. Poil fucked around with this message at 22:50 on Nov 10, 2017 |
# ? Nov 10, 2017 22:31 |
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Is there an agreed 'optimal' setup for genetically engineered species? With both ascension perks, having mining pops that're Nerve Stapled, Very Strong and Industrious (8 trait points, +35%) makes sense. For food, Nerve Stapled and Agrarian (5 trait points, +25%). For science, Erudite and Natural X (5 trait points, +20-35%). For energy, just Thrifty seems to apply (2 trait points, +15%). I've reached the lategame in my biological ascension run and am trying to figure out how to tweak Smart Modification to make it possible to automatically manage all this but it seems, given the trait cost disparity, there's no easy way to do it. Everyone will have their own preference for 'ideal pop for X'. The closest I can think of is having gene-modding in advanced empires automatically set the pop's habitability trait to whatever's appropriate for their planet, so you only need to manage 5 templates: - Basic smartmod template that assigns all your pops to food/minerals/energy/science/none of the above - Food template you then apply to all your food subspecies at once - Minerals template - Energy template - Science Template But it'd still be bit of a ballache as every time you filled up a new world you'd have to do 5 Special Projects.
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# ? Nov 10, 2017 22:45 |
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The problem with optimal pops is that sectors fuckin' suck at using them correctly. Plus you can't engineer at a super specific level. Which is why I prefer abilities that are always in effect like cheaper consumer goods.
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# ? Nov 10, 2017 22:47 |
I'm trying out the one-planet stuff, is there any reason except maintaining the gimmick to get a second planet if I can afford to get a art monument for it? The unity penalty per planet is only 25%, right? The 8 unity from the monument would currently be easily more than that, and once I got a few pop in the shelter+autochthon monument would make even more. I'm not super concerned about the 10% tech cost increase.
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# ? Nov 10, 2017 22:51 |
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Staltran posted:I'm trying out the one-planet stuff, is there any reason except maintaining the gimmick to get a second planet if I can afford to get a art monument for it? The unity penalty per planet is only 25%, right? The 8 unity from the monument would currently be easily more than that, and once I got a few pop in the shelter+autochthon monument would make even more. I'm not super concerned about the 10% tech cost increase. There's the tech cost, the influence cost, the research cost, and the mineral cost. Overall the 1 planet strategy is designed to rush to the science nexus and then expand, but having 2 or 3 planets doesn't impact you too negatively. When I did my 1 planet game I expanded a bit when the devouring swarm to my south attacked and I annexed their 2 best planets and made them a tributary. I was still way ahead on research and the extra planets came in handy for minerals and energy.
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# ? Nov 10, 2017 22:56 |
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I've always thought genemodding your species into multiple specialized subspecies (one for mining, one for research, etc.) would be better handled as a policy choice, since you are basically setting up a caste system anyway. Those strong resilient pops are all going to be miners & soldiers, as will their children & their children's children. You could have a residency option that unlocks when researching genemodding that works like an advanced version of the caste system, with smaller happiness & influence penalties, and increased range of habitability. As you research more advanced genetic engineering techs the bonuses would get bigger & penalties smaller.
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# ? Nov 10, 2017 22:56 |
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Xae posted:The problem with optimal pops is that sectors fuckin' suck at using them correctly. Nevets posted:I've always thought genemodding your species into multiple specialized subspecies (one for mining, one for research, etc.) would be better handled as a policy choice, since you are basically setting up a caste system anyway. Those strong resilient pops are all going to be miners & soldiers, as will their children & their children's children. Talkie Toaster fucked around with this message at 23:04 on Nov 10, 2017 |
# ? Nov 10, 2017 22:59 |
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# ? Jun 7, 2024 22:15 |
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Which is the best true hyperlane only mod? I tried one but it doesn't seem to be working. Also can you still assimilate pops as a devouring swarm or you can only eat them?
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# ? Nov 10, 2017 23:19 |