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Truga
May 4, 2014
Lipstick Apathy

Shibawanko posted:

Ugh there's a star called Covfefe. I don't really need to be reminded that that poo poo exists when I'm playing Stellaris.
lol what a snowflake :v:

TheDeadlyShoe posted:

ultimately if the ai has 2 fleets the same size as your 1 fleet, you either lose or rely on jank to save the day.

so the real answer is to get allies, and work on improving your economy game
Yep, teamwork is OP so either get crazy good or team up. I'm glad there's finally single player games that build on that idea :v:

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Nightgull
Jan 22, 2018

TOTALLY NOT A CONSERVATIVE
or a fucking nazi
Love the smell of triggered libs in the morning.

GotLag
Jul 17, 2005

食べちゃダメだよ
My non-aggression-pact friends the xenophobic isolationist dinosaur birds are being beaten up by the determined exterminators on the other side of them. However, they are sufficiently xenophobic they won't let me in to their territory, and the other way around the galactic core is blocked by some freedom-hating democratic crusaders (Why won't they let me pamper my creator species in peace? So-called freedom would not improve their quality of life).

Then the democratic assholes attack the exterminators and make deep penetrations in their robotic rear. An opportunity presents itself!

The crusaders destroy the exterminators' fleets. I attack the crusaders, with the goal of freeing half a dozen of their planets from the burden of choice, and destroy their (now-separated) fleets. And the xenophobic isolationists win their defensive war against the exterminators.

End result: dinosaur birds alive and unharmed, exterminators and crusaders both lost all their ships, and I have a new friendly buffer vassal of polite materialist xenophiles who are perfectly happy with me being a rogue servitor :toot:

I love this game.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan

GotLag posted:

End result: dinosaur birds alive and unharmed, exterminators and crusaders both lost all their ships, and I have a new friendly buffer vassal of polite materialist xenophiles who are perfectly happy with me being a rogue servitor :toot:

I love this game.

the birbs knew you would save them :3:

OwlFancier
Aug 22, 2013

Quorum posted:

Then your new goal is to capture and rename it! What, you mean it's inside the territory of your bestest of best friend butterfly people? Who cares, death to the butterflies.

No what you need to do is build a big wall all the way around the star and make the star pay for it.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

OwlFancier posted:

No what you need to do is build a big wall all the way around the star and make the star pay for it.

So basically a Dyson Sphere?

GotLag
Jul 17, 2005

食べちゃダメだよ
Speaking of walls around stars, I have not found a satisfactory solution to my fully-habitable ringworld modding problem. Specifically, if I make each of the 12 habitable segments individually buildable, then the 8 non-cardinal-direction segments are spawned, they are offset from their correct positions and the ring has huge visible gaps in it.

The fallback approach of making it build the same as currently (but spawn 3 habitable segments instead of 1 each of habitable, "tech" and "seam" segments) works, but is less than ideal.

I suppose I should consider capping ring construction at one per empire if it's going to give 300 100% habitable tiles in a single solar system.

Truga
May 4, 2014
Lipstick Apathy
it'll take 120 years to build anyway, unless you modded away the can only build 1 megastructure at a time limitation

TheDeadlyShoe
Feb 14, 2014

You could give vanilla ringworld sections massive bonuses and growth penalties to represent 'more space'...

GotLag
Jul 17, 2005

食べちゃダメだよ
I would like to add that ringworlds look so much loving cooler with a solid band of habitable sections and none of the dumb fragile "seam" parts.

Truga posted:

it'll take 120 years to build anyway, unless you modded away the can only build 1 megastructure at a time limitation

I'm not a fan of that limitation, although I can see a case for leaving it in place for the ringworld and dyson sphere first stages (the massive framework). My view is, if your empire has the infrastructure to produce enough minerals to afford simultaneous megastructures, then gently caress it, you have the infrastructure to build them, too.

I'll have to do a bit more testing, because blocking other construction is defined for each stage of each megastructure, and I'm not entirely sure how they interact. If you have an ongoing non-blocking construction, can you start a blocking one? What about the reverse?

TheDeadlyShoe posted:

You could give vanilla ringworld sections massive bonuses and growth penalties to represent 'more space'...

It still has the full 12 habitable sections. It's just that I have to make it build them in four lots of three at once, instead of one by one.

Splicer
Oct 16, 2006

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

GotLag posted:

I'm not a fan of that limitation, although I can see a case for leaving it in place for the ringworld and dyson sphere first stages (the massive framework).
I liked the suggestion someone had a while back of megastructures requiring a scientist to oversee their construction.

binge crotching
Apr 2, 2010

Splicer posted:

I liked the suggestion someone had a while back of megastructures requiring a scientist to oversee their construction.

I would be perfectly ok with that, especially if assigning a 6-10* scientist made it build faster.

Willfrey
Jul 20, 2007

Why don't the poors simply buy more money?
Fun Shoe

ConfusedUs posted:

The "insult" button is the greatest tool of the pacifist. Especially if you have that Tradition that gives you huge bonuses to defensive wars.

Step 1: Stockpile a bunch of minerals rather than building fleet
Step 2: Insult an equivalent or superior neighbor so they declare war
Step 3: Build a bazillion ships at a discount
Step 4: Choose "cleanse planet" wargoal for as many of their planets as possible
Step 5: Everyone hates you for being a genocidal bastard.
Step 6: Colonize everything you can
Step 7: Go to 1

Goddamn i wanna try this, the most passive agressive race. I imagine the insults are a list of suggestions left on a diplomats desk during lunch recess

Willfrey fucked around with this message at 17:20 on Jan 31, 2018

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Willfrey posted:

Goddamn i wanna try this, the most passive agressive race

I did it with the Maweer default race. However, that game was exceptional for many reasons.

It started off as a one-planet challenge that rapidly turned into a few-planet tall run because Trappist and Sanctuary were both next door, not to mention I got the Cybrex chain. Then my dudes encountered the Worm. I got 13 habitable worlds in my home system out of that, six or seven of which were of acceptable size (17+, with four of those being 20+). It was like, oh, 2230 or something stupid early at that point. I had over 20 large, high-habitability planets/rings within two or three jumps of my capital, condensed into no more than 4 or 5 systems.

Once I got battleships I said gently caress it, I'm going wide. I couldn't resist colonizing all that land.

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:

I liked the suggestion someone had a while back of megastructures requiring a scientist to oversee their construction.

Something like this already sort of happens with the Science Nexus.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
is there a good (current) guide to going tall, like one planet somewhere? I'd like to get in one last run before the DLC

Splicer
Oct 16, 2006

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

turn off the TV posted:

Something like this already sort of happens with the Science Nexus.
I've still never built one of them. I've built Dyson spheres and ringworlds but I've never built that or the sensor thing because by the time I'm finished building Dyson spheres and ringworlds I've already researched everything and there's no enemies left to spy on.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Nuclear War posted:

is there a good (current) guide to going tall, like one planet somewhere? I'd like to get in one last run before the DLC

http://steamcommunity.com/sharedfiles/filedetails/?id=1169534715

You don't have to follow it slavishly. You really only need to adhere to a few rules:

1) Expand AGGRESSIVELY with Frontier Outposts. It's not uncommon to have 20ish by time you run out of room to expand.
2) Anything that gives you extra influence or reduces upkeep of your outposts is worth its weight in gold. (Being a democracy is a huge boon for this kind of run)
3) Rush robots all the way up to synths; you want a bunch of these on your starting planet because of their production bonuses.
4) Get a statecraft scientist as early as possible; those society techs are super important
5) Make as many friends as you can, because you'll barely have enough fleet to hold off the pirates, much less any real aggression. Corollary to this: if you start next to an rear end in a top hat nation like a Devouring Swarm or Fanatic Purifier, you probably should restart.

Splicer
Oct 16, 2006

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

binge crotching posted:

I would be perfectly ok with that, especially if assigning a 6-10* scientist made it build faster.
Governors might work better since scientists are already an overloaded class. Once you had the technology then "realistically" it'd be more about administration and logistics than science knowledge.

Nuclear War
Nov 7, 2012

You're a pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty pretty girl
[quote="ConfusedUs" post="480847564"]
2) Anything that gives you extra influence or reduces upkeep of your outposts is worth its weight in gold. (Being a democracy is a huge boon for this kind of run)





I don't think I've ever had more than an income of 6-7 influence, obviously I'm doing it wrong. What are some ways to do this? Be a democracy, take Expansion....?

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Splicer posted:

Governors might work better since scientists are already an overloaded class. Once you had the technology then "realistically" it'd be more about administration and logistics than science knowledge.

By the end if the game, when you'd likely be building megastrucures, most scientists are probably camping out above a world assisting research since everything else in the galaxy has probably been explored. May as well put them to work doing something else for a while.

Edit: drat autocorrect

Psychotic Weasel fucked around with this message at 18:01 on Jan 31, 2018

Serf
May 5, 2011


Psychotic Weasel posted:

By the end if the game, when you'd likely be building infrastructures, most scientists are probably camping out above a world assisting research since everything else in the galaxy has probably been explored. May as well put them to work doing something else for a while.

A cool feature I've thought about would be something that represents how huge and vast the galaxy is by having a slot in each sector, or just one on your empire as a whole, that lets you assign a science ship to where they keep exploring and surveying. It could maybe up your chance of getting event chains for your planets or randomly give you minerals/energy/tech points. Basically you could have at least one scientist who can always be surveying and finding new stuff. Hell, as a super-rare event they could even discover a new hyperlane to an established system or a brand new one like the Cybrex chain.

turn off the TV
Aug 4, 2010

moderately annoying

Splicer posted:

I've still never built one of them. I've built Dyson spheres and ringworlds but I've never built that or the sensor thing because by the time I'm finished building Dyson spheres and ringworlds I've already researched everything and there's no enemies left to spy on.

Getting a broken Science Nexus in your borders in a tall Empire is one of the most ridiculous things that can happen in the game. It eventually turns into 225 free science points split evenly between the three fields, without the accompanying research penalties that you would get from settling enough planets to match that production. If you play your cards right you can repair one in like 50 years, which will put you incredibly far ahead of any other empire.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Nuclear War posted:

[quote="ConfusedUs" post="480847564"]
2) Anything that gives you extra influence or reduces upkeep of your outposts is worth its weight in gold. (Being a democracy is a huge boon for this kind of run)

I don't think I've ever had more than an income of 6-7 influence, obviously I'm doing it wrong. What are some ways to do this? Be a democracy, take Expansion....?

On a single-planet challenge, you will have exactly one faction. YOu can keep that one faction as happy as you can. Combine that with the techs that increase max influence from factions and you can get +5 out of them. There are a couple of just flat +influence techs too. They're all Statecraft > Society techs, which is why you want a statecraft specialist scientist to increase your chance of drawing them.

Expansion tradition tree has the item that halves cost (including influence cost) of outposts. So they're .5 each instead of 1 each.

There's a civic that gives you +1 influence, and another that gives you extra from your faction. Combined with the faction already getting +5ish from the techs above, that civic bumps them to 7.5ish.

So at .5 each, 3 base + 7 faction + 1-2 from techs + 1 from civics, it's not hard to maintain positive influence gain even with 20+ outposts in place. And then Democracy is dumping 250 on you every 10ish years (which is like 2/month over the same time period) just for building stations which you're doing anyway.

Splicer
Oct 16, 2006

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

Psychotic Weasel posted:

By the end if the game, when you'd likely be building infrastructures, most scientists are probably camping out above a world assisting research since everything else in the galaxy has probably been explored. May as well put them to work doing something else for a while.
That's part of my thinking. You already have an infinity of spare scientists so dumping them into projects is no real sacrifice. Governors would allow you to build multiple megastructures at once while requiring a bit more than a token investment.

Shibawanko
Feb 13, 2013

Something I always miss in these games is realistic terraforming. It'd be cool to have more interesting planet types with different masses and atmospheres, rather than just boring desert planets and jungle planets. Now you just pump some energy into a project and you're done. This was one thing Spore at least tried to do a little bit, although still not in the way I'd like to see. I want a "gas giant scoop" tech where you set up a supply line of say, nitrogen carriers to slowly build a barren planet's atmosphere to make it habitable into whatever your species requires. Maybe have some techs like magnetic field generators, orbital mirrors, paraterraforming and so on, things like making the usable land surface bigger by improving the world over time, that sort of thing.

As it is, the mining stations are pretty boring, they don't do anything except produce resources, i wish they were more interactive, surface bases instead of just build and forget improvements.

MilkmanLuke
Jul 4, 2012

I'm da prettiest, so I'm da boss.

Baus is boss.
I think it's an issue of scale. The game is too big for all that fiddly detail, at least without becoming Aurora.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
For the amount of attention required terraforming a planet like that would need to be a gamechanger. That said, I would play the hell out of a standalone Kerbal Terraforming Program.

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

GotLag posted:

I would like to add that ringworlds look so much loving cooler with a solid band of habitable sections and none of the dumb fragile "seam" parts.


Yeah, the art direction in Stellaris is mostly fantastic, but the ringworlds look terrible.

hobbesmaster
Jan 28, 2008

Splicer posted:

For the amount of attention required terraforming a planet like that would need to be a gamechanger. That said, I would play the hell out of a standalone Kerbal Terraforming Program.

Something like SimEarth?
https://www.youtube.com/watch?v=Z9nPOXWylW4

Soonmot
Dec 19, 2002

Entrapta fucking loves robots




Grimey Drawer

Shugojin posted:

It's not even going to poo poo, it's just that I'm stubbornly refusing to change my ethics from fanatic pacifist and instead baiting the other empires into attacking me and it gets boring at times

I finally had to bite the bullet and promote a xenophile faction on this most recent FP/spiritualist run because my goddamn federation kept ending wars they were winning with white peace. LIBERATE THAT poo poo SON!!!

Now, I just vassalize and integrate, of course my space geckos have also become psychic, made deals with unknowable entities from within the void and summoned forth the Worm-that-Waits while also introducing a genetic virus to turn them into a more monstrous form, soooooo..........

About to ge tthat federation victory though!

OwlFancier
Aug 22, 2013

AG3 posted:

So basically a Dyson Sphere?

:thejoke:

E: An interesting idea is how the sentry is going to work with the new sensor mechanics, just a very large number of jumps?

OwlFancier fucked around with this message at 19:45 on Jan 31, 2018

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

I didn't know they even made SimEarth for the SNES. :psyduck:


Man it makes me want to play SimEarth again. There's a game ripe for a cool indie sequel.

Rhjamiz
Oct 28, 2007

Fintilgin posted:

I didn't know they even made SimEarth for the SNES. :psyduck:


Man it makes me want to play SimEarth again. There's a game ripe for a cool indie sequel.

I'll settle for a SimAnt sequel where the kickstarter doesn't blow all the money on strippers.

ExtraNoise
Apr 11, 2007

Honestly, Sim Earth and SimAnt on the SNES are what I consider the best versions of the game.

The control was a little clunky, but they were masterpieces.

Was really hoping for Surviving Mars to be a little more like Sim Earth terraforming and less "Banished-in-space".

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS
So how does the feudal society civic work. Is it really CK2 in space sans all the leader interactions? Because if so then gently caress yes. Going to do an all feudal society empires game. Possibly with humans and one or two alien species thrown in for that Game of Thrones in Space feel. :allears:

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Archonex posted:

So how does the feudal society civic work. Is it really CK2 in space? Because if so then gently caress yes. Going to do an all feudal society empires game. Possibly with humans and one or two alien species thrown in for that Game of Thrones in Space feel. :allears:

All it does is cut how strong your vassals think they are when compared to you in half, and allow them to build outposts and colonize planets outside of their own area. This is good because they can keep growing without having you to feed them, and they can even colonize near fallen empires without them demanding they back off. It is bad because they can take areas you might want for yourself, and you can't demand them to hand over what they've built to you.

I love having vassals in Stellaris, as I run a Unity-heavy build, and the fact that there's no cap on vassals means that you can quickly build a massive Unity lead by abusing the Domination tree's 5% Unity per subject by releasing a bunch of 1 planet vassals.

E:

I've probably just killed this strategy by posting it here, oh well. :shrug:

THE BAR fucked around with this message at 21:23 on Jan 31, 2018

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



Found this game in my steam library and thinking of trying it out, any required DLC or mods?

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

THE BAR posted:

All it does is cut how strong your vassals think they are when compared to you in half, and allow them to build outposts and colonize planets outside of their own area. This is good because they can keep growing without having you to feed them, and they can even colonize near fallen empires without them demanding they back off. It is bad because they can take areas you might want for yourself, and you can't demand them to hand over what they've built to you.

I love having vassals in Stellaris, as I run a Unity-heavy build, and the fact that there's no cap on vassals means that you can quickly build a massive Unity lead by abusing the Domination tree's 5% Unity per subject by releasing a bunch of 1 planet vassals.

E:

I've probably just killed this strategy by posting it here, oh well. :shrug:

Pretty sure that's intended. The strategy, I mean.

Though, I find it entertaining that that strategy is liable to self destruct later on in longer games. The bigger vassals get the more they resent being under you. So periodically the feudal empire will end up being engulfed in massive civil wars no matter what. A smart AI could fracture an empire too.

This really makes me want to run a feudal empire only game though. Does the AI know how to create vassals when using it?

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THE BAR
Oct 20, 2011

You know what might look better on your nose?

Loel posted:

Found this game in my steam library and thinking of trying it out, any required DLC or mods?

Utopia and Leviathans are good to have, but Utopia's main draw is made free next patch. If you have a friend with any DLC, he shares it with you for any multiplayer games he's hosting.

Archonex posted:

Pretty sure that's intended. The strategy, I mean.

Though, I find it entertaining that that strategy is liable to self destruct later on in longer games. The bigger vassals get the more they resent being under you. So periodically the feudal empire will end up being engulfed in massive civil wars no matter what.

When you're reaching the point where they finally think they have a chance, you should already be wildly over your naval cap. And if everything's starting to go wrong, eat one of the medium-sized ones and spew them out again. They'll lose their fleet this way. Also, you probably don't want more than two or three big vassals, the rest are to be 1 planet deals. If they start growing, eat them and divide their planets among the rest, keeping one for a newly minted vassal.

I'm using Imperial Cult, so I have influence for days, by the way.

THE BAR fucked around with this message at 21:44 on Jan 31, 2018

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