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turn off the TV
Aug 4, 2010

moderately annoying

I use my planets for generating influence, unity and borders first and foremost. With a very low population having a science nexus for research on top of various research stations works fairly well, and frontier outposts secure important bits of space.

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Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Baronjutter posted:

Planets are to be 100% specialized for minerals, habitats are for research, and your dyson sphere should take care of energy with any additional needs coming from solar collectors on your habitats.

That's something I would expect my dumb sector AI to do

The only true way is making up elaborate Rube Goldberg like networks of energy, research and mineral production on all your planets and habitats, while trying to cram as much unique buildings between everything. My end goal is basically to make it look as natural as possible. You should go "that crazy mess can only be caused by a true living being, no computer is that disorganized".

Also at the point I'm building a dyson sphere that additional energy is about less than 5% of my total energy production -if I was really unlucky with resource generation, that is. :v:

turn off the TV
Aug 4, 2010

moderately annoying

Lunchmeat Larry posted:

I colonize as much as possible because I don't know how else to expand my borders + fleet power + stuff without building too many outposts and losing all my influence :(

You want to go Fanatic Authoritarian/Spiritualist, take Cutthroat Politics, get Galactic Ambition, and eventually get a Chosen One leader, and them having Deep Connections is ideal. You can have like 8~ outposts that way.

turn off the TV fucked around with this message at 22:01 on Jan 12, 2018

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


I always prioritize location, then size. Multi planet systems depend on what the planets are like but I'll bite the bullet on small planets if I need the ship production. I'll eventually take every planet once I am limited by fleet cap and my research goals are met (battleships and sometimes megastructures). Then I take every planet.

I don't specialize unless I'm in a truly bad position, except for my habs as power plants or research stations. A) it's tedious as gently caress and B) it is unnatural and ruins my nerdy roleplaying

3 DONG HORSE fucked around with this message at 22:00 on Jan 12, 2018

gowb
Apr 14, 2005

Exactly I hate it when something my faster than light, galaxy spanning hyper empire of psychic genetically evolved plant men has something unnatural like specialized resource planets

Thyrork
Apr 21, 2010

"COME PLAY MECHS M'LANCER."

Or at least use Retrograde Mini's to make cool mechs and fantasy stuff.

:awesomelon:
Slippery Tilde

TheDeadlyShoe posted:

EDIT:

Also i cant be the only one who immediately thought VAYGR upon hearing this whole Great Khan thing.

https://www.youtube.com/watch?v=Gi0pg-Ie4C8

I really did! :allears: I'd love for the endgame crisis to be shaped as a galatic crusade and treasure hunt. Stop the Great Khan before he/she discovers the parts needed to complete their dreadnought and make the threat even worse!

3 DONG HORSE
May 22, 2008

I'd like to thank Satan for everything he's done for this organization


gowb posted:

Exactly I hate it when something my faster than light, galaxy spanning hyper empire of psychic genetically evolved plant men has something unnatural like specialized resource planets

My empires value nature and don't want to global warm every planet sir

It's obviously the tedious aspect that I don't want to gently caress with. Throw the bitch in a sector after i drop uniques and that's it.

Vvv agreed. Location, location, location

3 DONG HORSE fucked around with this message at 22:27 on Jan 12, 2018

Nuclearmonkee
Jun 10, 2009


wiegieman posted:

I subscribe to the policy that multi planet systems are good, because planets are the best way to get minerals and more planets means more star bases to build ships with.

You can always just salvage technology from the floating wrecks of your enemies.

this is me. multi planet systems count as 1 vs your core system cap. I keep as many systems colonized as I can afford to develop at once and early on will prioritize based mostly on geographic location and then which one will be immediately most productive (like it has a good +3 energy tile or something to stick the landing site on)

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Libluini posted:

This means if you just colonize every tiny rock you come across, you can sometimes get planets too small to put down enough unity and research buildings to even maintain the status quo. Your empire becomes a bloated mess.

This is true for unity. It is not really true for research, because you only have to put down your 10% of base cost (for the planet) over the course of however many months you were going to spend on the research anyway.

For a concrete example using the same example from the wiki:

An empire is researching Armored Torpedoes (1400 base cost). It owns 3 colonized planets and has a total of 23 pops.

Research = 1400 x (1 + 0.1 x (3 - 1) + 0.01 x (23 - 10)) = 1862.

In their example, the empire has 28.8 tech research per month (materialist, with rocketry expertise, for a 20% bonus), meaning this will take 65 months to research.

So, if we increase to a 4th planet (ignoring the pop because they can be wherever):

Research = 1400 x (1 + 0.1 x (4 - 1) + 0.01 x (23 - 10)) = 2002.

So the extra cost is 140 (which makes sense; 10% of the base cost), and we know that you have around 65 months to make this up without slowing the actual tech acquisition down. How much extra do you need? Just over 2 technology research.

Practically any planet can put that together.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
Every planet gets an Energy Grid, Paradise Dome(or equivalent) and Mineral Processing Planet. I know I SHOULD specialise beyond that, probably, but I can never bring myself to do it. I always follow the tiles, generally. Even though I run mods that allow me to grow the size of my own worlds, meaning every world is eventually worthwhile, I still can't bring myself to do it. And then I never know what to do exactly with blank tiles at times.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

TheDeadlyShoe posted:

Also i cant be the only one who immediately thought VAYGR upon hearing this whole Great Khan thing.

https://www.youtube.com/watch?v=Gi0pg-Ie4C8

Vaygr shipset mod when

Also Mark Oliver militarist voice when

Bloodly
Nov 3, 2008

Not as strong as you'd expect.
http://www.moddb.com/mods/homeworld-conquest

Somebody's going further than a shipset, though it's early days yet.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

I read that for a moment as John Oliver, and imagined the AI giving me crap for not knowing that isn't the X'kali Star Empire, THIS is the X'kali Star Empire, and that to make up for my lack of astropolitical knowledge, it is going to read me sad news facts for an hour.

turn off the TV
Aug 4, 2010

moderately annoying

Psycho Landlord posted:

Vaygr shipset mod when

Also Mark Oliver militarist voice when

Very kind of.

http://steamcommunity.com/workshop/filedetails/?id=1219847230




Obviously not the Vaygr ships, but it's got the the aesthetic of Homeworld down pretty well and the general dagger shape of the Vaygr.

turn off the TV fucked around with this message at 23:28 on Jan 12, 2018

binge crotching
Apr 2, 2010

turn off the TV posted:

Like some kind of dyson sphere

Presumably it doesn't require the massive tech burden (or massive mineral cost + build time) of a Dyson Sphere though.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?


I actually hadn't seen this yet and it's cool as hell so thanks for introducing me to it. It's real similar to some of the early Vaygr concept art too, so you're pretty spot on with the comparison.

turn off the TV
Aug 4, 2010

moderately annoying

I would absolutely love a ship DLC mimicking the look of Rob Cunningham/Aaron Kambeitz's art. They struck such a good balance between sort of an industrial utilitarianism and style.




This is largely why I struggle to use any ship set besides Reptillian.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


An early 80s Sci-Fi/Chris Foss/Peter Elson/etc style shipset would be pretty awesome, yeah.

GorfZaplen
Jan 20, 2012

Lunchmeat Larry posted:

I colonize as much as possible because I don't know how else to expand my borders + fleet power + stuff without building too many outposts and losing all my influence :(

Vassalize all your neighbors and they'll turn the pleasing shade of your border color without impacting your unity or research

turn off the TV
Aug 4, 2010

moderately annoying

Galaga Galaxian posted:

An early 80s Sci-Fi/Chris Foss/Peter Elson/etc style shipset would be pretty awesome, yeah.

I actually just found out today that Chris Foss was brought on for the MCU Guardians of the Galaxy, and I'm glad that Marvel more or less doubled down on his style for Thor: Ragnarok.




Everything is so bright, colorful and stripy. :allears:

Main Paineframe
Oct 27, 2010

Lunchmeat Larry posted:

I colonize as much as possible because I don't know how else to expand my borders + fleet power + stuff without building too many outposts and losing all my influence :(

Small planets don't expand your borders that much anyway. No need to claim as much space as possible unless you're going for some specific important system; if someone else colonizes stuff out from under you, you can just vassalize or tributary them.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

ulmont posted:

This is true for unity. It is not really true for research, because you only have to put down your 10% of base cost (for the planet) over the course of however many months you were going to spend on the research anyway.

Which can therefore be a prohibitively large amount for a tech focused empire. If Armoured Torpedoes takes you six months instead you all of a sudden need to plonk down north of 20 research down on this planet, so you're spending a bunch of minerals and energy (on pop and building upkeep) on maintaining the status quo on everything but the fleet cap.

ulmont posted:

(ignoring the pop because they can be wherever)

NB: you can't ignore pop, because the choice isn't "a size 25 planet or a size 15 planet and a size 10 planet" it's "a size 25 planet or a size 25 planet and (15 + 10)".

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Yeah, a Homeworld-esque shipset would be great, but what I'm truly longing for is a cathedrals-in-space Gothic shipset. Just look at this beautiful beast:



:allears:

Agean90
Jun 28, 2008


honkey rear end mofos in here, pfunk/afrofuturism shipset or bust

turn off the TV
Aug 4, 2010

moderately annoying

Groetgaffel posted:

Yeah, a Homeworld-esque shipset would be great, but what I'm truly longing for is a cathedrals-in-space Gothic shipset. Just look at this beautiful beast:



:allears:

Oh like one of the Warhammer 40k ship sets?

http://steamcommunity.com/sharedfiles/filedetails/?id=864541681&searchtext=

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
I think I've settled on my first 2.0 play through will be as a Ziltoid themed empire


https://www.youtube.com/watch?v=65gsQucAsfE

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

MrL_JaKiri posted:

Which can therefore be a prohibitively large amount for a tech focused empire. If Armoured Torpedoes takes you six months instead you all of a sudden need to plonk down north of 20 research down on this planet, so you're spending a bunch of minerals and energy (on pop and building upkeep) on maintaining the status quo on everything but the fleet cap.

NB: you can't ignore pop, because the choice isn't "a size 25 planet or a size 15 planet and a size 10 planet" it's "a size 25 planet or a size 25 planet and (15 + 10)".

1) I did the math for armored torpedoes. Just over 2 research to maintain parity as you move from 3 to 4 planets and wouldn't change (being based on base tech cost) if it was 19 to 20.

2) you can totally ignore pop. Max pop can always provide more useful stuff.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
:shepspends: cherryh and apocalypse dorn when?

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.
Something like that yeah, but like an official DLC like the humanoid shipset. I'd like to see the Gothic style with a Stellaris spin on it, not just a port of 40k designs.

Also, that mod has the battleship model be a Lunar-class, which is just a cruiser. :crossarms:

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Yeah, those are some interesting choices for filling out roles.

Splicer
Oct 16, 2006

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

ulmont posted:

1) I did the math for armored torpedoes. Just over 2 research to maintain parity as you move from 3 to 4 planets and wouldn't change (being based on base tech cost) if it was 19 to 20.
You're forgetting space based research and empire unique buildings. If your space based + homeworld generate 110 science combined then, assuming your homeworld is a fully populated size 20, each fully populated 10 tile planet needs to generate 20 science not to be science negative and each fully populated 25 tile planet needs to generate 35. Unity's less of an issue since space based Unity isn't a thing so your "core Unity generation" is more fixed

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Azuth0667 posted:

:shepspends: cherryh and apocalypse dorn when?
Yeah I'm wondering too, I have a loose hankering to try out something but if Cherryh is dropping in, like, a week, I'd wait. If it's more like "two months" I'd do it.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Nessus posted:

Yeah I'm wondering too, I have a loose hankering to try out something but if Cherryh is dropping in, like, a week, I'd wait. If it's more like "two months" I'd do it.

It's not close, it's like at least months away unless wiz has been playing some sort of long con on us.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
While certainly not indicative of what will happen in the future, Utopia was announced in early February of last year and released in early May. I'd say we have a good couple of months ahead before Armageddon drops; enjoy the game for what it is now. It's still pretty fun.

Roobanguy
May 31, 2011

i heard 2.0 is coming out a week after christmas

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

ulmont posted:

1) I did the math for armored torpedoes. Just over 2 research to maintain parity as you move from 3 to 4 planets and wouldn't change (being based on base tech cost) if it was 19 to 20.

You did the maths for armoured torpedoes taking 67 months. That's artificially slow unless your only goal is to ever break even on tech speed when you expand. Most people prefer to get techs a bit faster than fewer than two a decade, which is something I pointed out that you chose to ignore for some reason.

ulmont posted:

2) you can totally ignore pop. Max pop can always provide more useful stuff.

You cannot, because a large number of those pops are working science tiles while costing minerals and energy which then need to be supplied by more pops (assuming the space resources are fully exploited, albeit ignoring the extra resources the extra territory could give you). These are things you need to take into account when going "yeah it's always worth it" because it's not.

binge crotching
Apr 2, 2010

Splicer posted:

You're forgetting space based research and empire unique buildings. If your space based + homeworld generate 110 science combined then, assuming your homeworld is a fully populated size 20, each fully populated 10 tile planet needs to generate 20 science not to be science negative and each fully populated 25 tile planet needs to generate 35. Unity's less of an issue since space based Unity isn't a thing so your "core Unity generation" is more fixed

Once you have level 2 or 3 labs you can get about 10 science from a lab on a +2 tile, so it's basically 2 labs on a size 10, or 4 on a size 25. And something like Alien Pets with a science ship assisting research can probably hit 20 by itself.

More planets will slow your research down while they grow pops, but it's pretty easy to make them increase your overall research speed.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

binge crotching posted:

Once you have level 2 or 3 labs you can get about 10 science from a lab on a +2 tile

That's assuming you only ever want to break even. Once you start getting tech fast then it keeps on increasing in cost every time if you want to speed up research.

As I said above, if you're getting armoured torpedoes in under a year (to use the above example) rather than north of five years, you need around 20 of each research on a planet to break even just from the planet itself let alone the pops.

MrL_JaKiri fucked around with this message at 02:59 on Jan 13, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Galaga Galaxian posted:

An early 80s Sci-Fi/Chris Foss/Peter Elson/etc style shipset would be pretty awesome, yeah.

Wiz I would totally buy this.

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ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

MrL_JaKiri posted:

You did the maths for armoured torpedoes taking 67 months. That's artificially slow unless your only goal is to ever break even on tech speed when you expand. Most people prefer to get techs a bit faster than fewer than two a decade, which is something I pointed out that you chose to ignore for some reason.

I was very explicit about where I got the numbers from - specifically from the stellaris wiki page in the tech cost example. Here goes with live examples from live stellaris games.

1) Most recent game. Admittedly completely endgame and was delayed for 50 years or so waiting on the crisis to show up. Based on the endgame point, I'll look at the only non-repeatable tech (I think, anyway, it doesn't have a number) in play here.

High Density Munitions* - Base cost 6000, +1360% for having 137 planets, +2241% for having 2251 pops, final cost is 222060. Takes 38 months to research with 3998 technology research per month and a +50% modifier from scientists, ascension perks, etc (so an effective 5997 per month).

Now, we add one more planet: Base cost 6000, +1370% for having 138 planets, +2251% for having 2261** pops, final cost is now 223260, an increase of 1200 (unsurprisingly, 20% of base cost from an increase of 10% for 1 planet and 10% for 10 pops). With 38 months for this tech, to break even we have to add on this planet...just over 31 technology research per month. Man, that seems like a lot. Even with the +50% modifier, that's still 20.6 technology research we need to add per month to make this planet break even. Except...222060 (original cost) at an effective 5997 takes 37.03 months, which gets rounded to 38. 223260 (updated cost) at an effective 5997 takes 37.23 months, which gets rounded to 38 as well. So this planet and the next 3 planets are free.

*My translation of Munición de gran densidad, so possibly slightly inaccurate.
**Per your pop discussion below, just assuming 10 extra pops. I'll revisit this in example 2 if needed.

2) Starting game.

Geothermic Fracking. Base cost 360, +0% for having 1 planet, +0% for having 8 pops. Takes 52 months to research with 6.02 technology research per month and a +17% modifier from scientists (effective 7.04 per month).

Now, we add one more planet: Base cost 360, +10% for having 2 planets, +8% for having 18 pops**, final cost is now 424.8, an increase of 64.8. With 52 months for this tech, to break even we have to add on this planet...just over 1 technology research per month. So 2 labs and that not only covers this planet but most of the next one.

MrL_JaKiri posted:

You cannot, because a large number of those pops are working science tiles

No, they aren't. See above.

Splicer posted:

You're forgetting space based research and empire unique buildings. If your space based + homeworld generate 110 science combined then, assuming your homeworld is a fully populated size 20, each fully populated 10 tile planet needs to generate 20 science not to be science negative and each fully populated 25 tile planet needs to generate 35. Unity's less of an issue since space based Unity isn't a thing so your "core Unity generation" is more fixed

Can you post some numbers from your games? I show start and endgame above from mine, but what are you seeing?

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