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CrazyLoon
Aug 10, 2015

"..."

Beer4TheBeerGod posted:

Which is the greater good? To declare a world to be holy, and enjoy its splendor from afar, or to pack that world to the brim with pampered sentients and allow them to enjoy a life of ultimate luxury?

I now see the idea of Rogue Servitors kidnapping random beings to install them on the literal paradise worlds that they refuse to step foot on the grounds of it being holy land to be the most hilarious thing imaginable.

House: Asimov's Servitors
Words: It's for your own good!

Baronjutter posted:

One Planet Empire with a vast number of terraformed holy worlds could be pretty powerful unity wise.

Yea, was my first thought too. Dunno if balance was taken into account with this, but at least we know that leftover Unity won't be useless once you reach the end of all 7 trees.

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Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
I'm going to assume that value isn't final, as the last tier of Spiritualist buildings gives you +9 unity. Giving up an entire gaia world for an extra +1 obviously isn't worth it. If it was +10%, then it would be more meaningful.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

Aethernet posted:

I'm going to assume that value isn't final, as the last tier of Spiritualist buildings gives you +9 unity. Giving up an entire gaia world for an extra +1 obviously isn't worth it. If it was +10%, then it would be more meaningful.

Terraforming a size 10 planet and designating it as holy will give you more "relative" unity than colonizing it when you factor in the unity cost increase with each settled world.

Lum_
Jun 5, 2006
lol

quote:

They said it couldn't be done.

Well, no, actually what they said was that it *shouldn't* be done. They said a Hearts Of Iron IV to Stellaris converter was unneccessary, that people could easily just create their own custom human race inside Stellaris with whatever ethos and backstory they wanted, and that a custom HoI4-to-Stellaris converter would be a lot of work for something actually quite pointless.

And, um, they were completely right. But hey, everyone needs a hobby!

OwlFancier
Aug 22, 2013

pdxjohan posted:

Think about the song Let it be, by the beatles.

Now imagine that song with Covfefe replacing the words let it be. (If you pronounce the e in covfefe like the e in be)

Imagine all covfefe, you might say.

thesurlyspringKAA
Jul 8, 2005
When you guys talk about dragonscale armor and ultra late game tech, why have I never seen it? Around 2400 all my research goes to general +5% credits, armor, fire rate, etc. and doesn’t seem to have anything new after that.

Also, how the hell are you guys getting such huge fleet caps? I’m at 600/500 with max upgraded battleships. My fleet stands at 180k and it can’t even scratch an FE’s 250k fleet. I even have the damage upgrade to FE ascension perk and they still swat me away like I’m nothing. What gives??

Baronjutter
Dec 31, 2007

"Tiny Trains"

thesurlyspringKAA posted:

When you guys talk about dragonscale armor and ultra late game tech, why have I never seen it? Around 2400 all my research goes to general +5% credits, armor, fire rate, etc. and doesn’t seem to have anything new after that.

Also, how the hell are you guys getting such huge fleet caps? I’m at 600/500 with max upgraded battleships. My fleet stands at 180k and it can’t even scratch an FE’s 250k fleet. I even have the damage upgrade to FE ascension perk and they still swat me away like I’m nothing. What gives??

Map size?

Captain Oblivious
Oct 12, 2007

I'm not like other posters

thesurlyspringKAA posted:

When you guys talk about dragonscale armor and ultra late game tech, why have I never seen it? Around 2400 all my research goes to general +5% credits, armor, fire rate, etc. and doesn’t seem to have anything new after that.

Also, how the hell are you guys getting such huge fleet caps? I’m at 600/500 with max upgraded battleships. My fleet stands at 180k and it can’t even scratch an FE’s 250k fleet. I even have the damage upgrade to FE ascension perk and they still swat me away like I’m nothing. What gives??

Dragonscale Armor can only be researched if you defeat the Ether Drake, claim it's home system, and put a mining station on the Dragon's Hoard.

When fighting awakened FEs, build over your fleet cap. Treat your energy output as your real fleet cap. As for you getting brutally owned, we can't really comment on that without knowing how you're outfitting your ships.

thesurlyspringKAA
Jul 8, 2005
I have built over my fleet cap using energy credits as my ceiling. For simplicity’s sake I build battleships only, point defense, bombers, and kinetic artillery for the large slots. Mix of armor and shields, with shield capacitors. I can stomp any/all other empires super easily, but the awakened empire can saunter in and nuke my everything in a New York minute.

I can only play on small maps thanks to my MacBook 😕

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

thesurlyspringKAA posted:

I have built over my fleet cap using energy credits as my ceiling. For simplicity’s sake I build battleships only, point defense, bombers, and kinetic artillery for the large slots. Mix of armor and shields, with shield capacitors. I can stomp any/all other empires super easily, but the awakened empire can saunter in and nuke my everything in a New York minute.

I can only play on small maps thanks to my MacBook 😕

FEs have battleship-killers. Folks usually use things like corvettes to screen- if they're lucky, they dodge, if they're not, they take a hit that would have cored a battleship.

E: For clarification, that corvette also has a bad day when hit.

Wiz
May 16, 2004

Nap Ghost

thesurlyspringKAA posted:

I have built over my fleet cap using energy credits as my ceiling. For simplicity’s sake I build battleships only, point defense, bombers, and kinetic artillery for the large slots. Mix of armor and shields, with shield capacitors. I can stomp any/all other empires super easily, but the awakened empire can saunter in and nuke my everything in a New York minute.

I can only play on small maps thanks to my MacBook 😕

FEs have tons of XL weapons. Battleships-only fleets aren't the best against them.

Technical Analysis
Nov 21, 2007

I got 99 problems but the British ain't one.
Engage FE fleets with 2 fleets, 1 composed of your battleships, fighters/bombers and artillery. Before they engage however, send in your corvette screen fleet. Let the poor bastards in the tiny ships eat the damage and distract the big guns while your Battleships and Carriers put in the heavy lifting.

Your vettes will take heavy losses (assuming they aren't outright destroyed) but they'll buy your big ships the time they need to lay a beating on the FE.

Space Kablooey
May 6, 2009


Is there any way to create a fixed star system for the starting system of an empire?

Slashrat
Jun 6, 2011

YOSPOS

HardDiskD posted:

Is there any way to create a fixed star system for the starting system of an empire?

Yes. They're in there among all the other game data that can be modded.

I once made a custom starting system that was the same as the random start, with the exception that Earth always spawned within a couple of jumps as a primitive civ, for easy access to human slaves.

Baronjutter
Dec 31, 2007

"Tiny Trains"

HardDiskD posted:

Is there any way to create a fixed star system for the starting system of an empire?

Yep, not only can you do this but you can also force a local cluster of stars. Which is why earth always starts with alpha centauri and Barnards star and so on next to it.

appropriatemetaphor
Jan 26, 2006

Speaking of fleet cap, do vassals with full uh dominion (is that it? the vassal one?) get you a higher fleet cap than you would have if you directly controlled the systems?

I ask because I'm playing on a large size galaxy and I've got *maybe* 1/10 of it myself (no sectors, 15 systems), and I've got 9 Vassal 2 protectorates that punch it up to <1/3.

But my fleet cap is 2600 and rising. I can't build fast enough! Never had it that high before. Is my vassal swarm of human friends actually bumping up my cap (bumping it more than if I integrated)?

I'm the Earth Custodians:



Same with union map mode:



Please do not mind the Contingency, I got rid of the ghost signal and everything is fine in my space.

Quorum
Sep 24, 2014

REMIND ME AGAIN HOW THE LITTLE HORSE-SHAPED ONES MOVE?

appropriatemetaphor posted:

Please do not mind the Contingency, I got rid of the ghost signal and everything is fine in my space.

Pictured, the Earth Custodianship welcome lounge:

ConfusedUs
Feb 24, 2004

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





appropriatemetaphor posted:

Speaking of fleet cap, do vassals with full uh dominion (is that it? the vassal one?) get you a higher fleet cap than you would have if you directly controlled the systems?

I ask because I'm playing on a large size galaxy and I've got *maybe* 1/10 of it myself (no sectors, 15 systems), and I've got 9 Vassal 2 protectorates that punch it up to <1/3.

But my fleet cap is 2600 and rising. I can't build fast enough! Never had it that high before. Is my vassal swarm of human friends actually bumping up my cap (bumping it more than if I integrated)?

I'm the Earth Custodians:



Same with union map mode:



Please do not mind the Contingency, I got rid of the ghost signal and everything is fine in my space.

Yeah there's that one Tradition that gives you bonus fleet cap equal to 50% of your vassals. So every time any of them go up, you go up half that much. (Without that Tradition it's 20%).

My most overpowered run ever was a Feudal Realm because my vassals colonized every little shithole planet they could reach and put a starbase on all of them.

Nuclearmonkee
Jun 10, 2009


AG3 posted:

I doubt it. Reverse engineering their technology has always struck me as a feature, and you can already prevent reverse engineering in the current game by adding a line to the component you want to make immune. So if they wanted to make FE ships immune to reverse engineering they probably would have already.

I mean it would be thematic for the knowledge hoarder guys though I'd prefer it if they remained 100% salvageable.

binge crotching
Apr 2, 2010

Hunt11 posted:

Considering that we will be able to build Titans, it would feel strange not to be able to reverse engineer FE Titans.

That just made me think about something. We should be able to gain spaceship tech from investigating debris. If my guys in corvettes manage to blow up a bunch of destroyers, I should be able to get a couple percentage points of destroyer tech research out of the debris. I think this would help a lot with those games where you just can't seem to draw the right cards, and are fighting up a tier.

Baronjutter
Dec 31, 2007

"Tiny Trains"

binge crotching posted:

That just made me think about something. We should be able to gain spaceship tech from investigating debris. If my guys in corvettes manage to blow up a bunch of destroyers, I should be able to get a couple percentage points of destroyer tech research out of the debris. I think this would help a lot with those games where you just can't seem to draw the right cards, and are fighting up a tier.

Yeah I always wanted this. If your enemy has battleships and you don't you should get battleships unlocked and progress from their debris just like with weapons and components.

fantastic in plastic
Jun 15, 2007

The Socialist Workers Party's newspaper proved to be a tough sell to downtown businessmen.
I'm new to the game, followed the tutorial and it made sense, but now I'm a little confused by what I'm guessing is the mid-game. I've tried looking on Youtube for guides or examples of play, but the game has so many versions that I'm worried about learning outdated information and also people make hour+ long videos with lots of rambling, and I don't have that kind of time. The things I don't seem to understand are;

How do I organize sectors efficiently? I don't understand how they work.

Should I be spamming colony ships Literally Everywhere or only on green habitability worlds?

How should my planets develop? I'm matching the tile resources with buildings as the pop for that tile builds, but I'm not sure what I should prioritize or when to use booster buildings like the Energy Grid.

How can I avoid running an energy deficit? I feel like my play is just "solve financial crisis -> develop empire until there's a new financial crisis -> solve financial crisis" until there's a war, when maintenance costs cause me to go bankrupt. So I think I'm missing something about what the proper pace of development should be.

Is there any point to the planetary edicts? None of them seem useful.

Baronjutter
Dec 31, 2007

"Tiny Trains"

fantastic in plastic posted:

I'm new to the game, followed the tutorial and it made sense, but now I'm a little confused by what I'm guessing is the mid-game. I've tried looking on Youtube for guides or examples of play, but the game has so many versions that I'm worried about learning outdated information and also people make hour+ long videos with lots of rambling, and I don't have that kind of time. The things I don't seem to understand are;

How do I organize sectors efficiently? I don't understand how they work.

Should I be spamming colony ships Literally Everywhere or only on green habitability worlds?

How should my planets develop? I'm matching the tile resources with buildings as the pop for that tile builds, but I'm not sure what I should prioritize or when to use booster buildings like the Energy Grid.

How can I avoid running an energy deficit? I feel like my play is just "solve financial crisis -> develop empire until there's a new financial crisis -> solve financial crisis" until there's a war, when maintenance costs cause me to go bankrupt. So I think I'm missing something about what the proper pace of development should be.

Is there any point to the planetary edicts? None of them seem useful.

Just gently caress around with the game for a few more weeks because it's all being radically changed after that to the point where none of the current meta advice will apply :)

GotLag
Jul 17, 2005

食べちゃダメだよ

Beer4TheBeerGod posted:

Which is the greater good? To declare a world to be holy, and enjoy its splendor from afar, or to pack that world to the brim with pampered sentients and allow them to enjoy a life of ultimate luxury?

I now see the idea of Rogue Servitors kidnapping random beings to install them on the literal paradise worlds that they refuse to step foot on the grounds of it being holy land to be the most hilarious thing imaginable.

CrazyLoon posted:

House: Asimov's Servitors
Words: It's for your own good!

Yet more evidence (as if any were needed) that Rogue Servitors are the most entertaining empire type.

Space Kablooey
May 6, 2009


I really want to play a Rogue Servitor that conquers at least one empire and then feed them to the protected organics.

darthbob88
Oct 13, 2011

YOSPOS

Baronjutter posted:

Yeah I always wanted this. If your enemy has battleships and you don't you should get battleships unlocked and progress from their debris just like with weapons and components.

Spaceports likewise; "Hmm, these people appear to have discovered how to install hydroponic farms in orbit, and have shipyards big enough to service cruisers. Fascinating." Although that might become less useful with the changes to starports in a few weeks.

Hunt11
Jul 24, 2013

Grimey Drawer
Sectors will just kind of happen as you expand and conquer more territory. The only thing to really keep in mind is make sure that they are setup to be as independent as possible in terms of resources as they can be a good emergency source of resources.

As long as the habitability is above 50% then you should at least consider colonizing it. The real trick is to aim for planets that have about 15 slots available or has a really powerful combination of resource spots.

Not so sure about this one but in general just build what your empire is lacking.

For this one you just need to be prepared to build a lot of power plants as the higher your power surplus, the more freedom you have in terms of what you are able to do. Especially if the war isn't forced upon you move your fleet out of orbit from the station and see just how much it changes your surplus. If you can handle that change then go to war, if not then spend a bit more time building up.

I have never found much use for planetary edicts myself.

Reveilled
Apr 19, 2007

Take up your rifles

fantastic in plastic posted:

How do I organize sectors efficiently? I don't understand how they work.

Sectors have seperate energy and mineral stockpiles, which they build up and use to do stuff. The stuff they do is controlled from the planets & sectors menu in the top left. You can have sectors on a balanced approach or tell them to focus on a particular thing. Sectors require you to strike a balance, in that if you give a sector no mineral or energy production of its own (e.g. by handing over systems with mining stations) they won't build anything without your direct intervention, but if you give them more than they need, you're wasting resources as you can only siphon out a maximum of 75% of their production). If you tell them to respect tile resources they'll only build appropriate buildings on tiles with resources, which might be good or bad (see below), and if you allow redevelopment they can bulldoze buildings and replace them with different ones (turn a power plant into a farm for example).

quote:

Should I be spamming colony ships Literally Everywhere or only on green habitability worlds?

As your empire grows in pops and planets, traditions and techs become progressively more expensive, so you want to be measured in how you expand. Prioritise large high habitability worlds, consider terraforming the worlds of lower habitability first, or gene-modding your population to better suit the climate if you've unlocked that tech. You don't need to colonise every world in your borders.

quote:

How should my planets develop? I'm matching the tile resources with buildings as the pop for that tile builds, but I'm not sure what I should prioritize or when to use booster buildings like the Energy Grid.

You'll generally be fine just building what matches the tiles as you learn the game, but it makes things like the energy grid a lot less useful if you do. Especially for planets with a buff modifier, consider just carpeting the planet in one type of building. On a planet which gives +10 to energy, just turn the planet into a giant battery and build an energy grid, rake in the dough, for example.

quote:

How can I avoid running an energy deficit? I feel like my play is just "solve financial crisis -> develop empire until there's a new financial crisis -> solve financial crisis" until there's a war, when maintenance costs cause me to go bankrupt.
Welcome to politics! Don't worry too much abotu that, that's a normal feature of the mid game, you'll end up with a fleet bigger than your economy can support most of the time in this period. Make sure you have your fleet docked in a spaceport with the crew quarters module to reduce its upkeep in peacetime, and try to stay close to the energy cap. When a war begins, think of the energy deficit as your time limit, you have to complete the war before the timer runs out. You can trade minerals for energy with your neighbours (or enclaves if you have one of the DLCs) to extend it partially. Ultimately what you want to do is get to a point where you can have your fleet out of dock with a gradually smaller deficit until in the late game it's not an issue. Those battery planets would be good for that.

quote:

Is there any point to the planetary edicts? None of them seem useful.

Remember those battery planets? Once you have a few you'll want to have capacity overload running on them as much as possible during wartime to draw out your timer.

GotLag
Jul 17, 2005

食べちゃダメだよ

HardDiskD posted:

I really want to play a Rogue Servitor that conquers at least one empire and then feed them to the protected organics.

https://steamcommunity.com/sharedfiles/filedetails/?id=1167338034 (you'll need to edit this yourself to allow processing, the author forgot to enable it)
https://steamcommunity.com/sharedfiles/filedetails/?id=1260614119

Eiba
Jul 26, 2007


HardDiskD posted:

I really want to play a Rogue Servitor that conquers at least one empire and then feed them to the protected organics.
Xenophobic servitors that only value their starting species and are horrible conquering monsters to everyone else, rendering other organics down to food and filling the resulting depopulated planets with more of their helpless pampered creator species?

Yeah, that seems like it should be an option!

Edit: Seems like it is an option thanks to mods! Cool.

fantastic in plastic
Jun 15, 2007

The Socialist Workers Party's newspaper proved to be a tough sell to downtown businessmen.

Reveilled posted:

Sectors have seperate energy and mineral stockpiles, which they build up and use to do stuff. The stuff they do is controlled from the planets & sectors menu in the top left. You can have sectors on a balanced approach or tell them to focus on a particular thing. Sectors require you to strike a balance, in that if you give a sector no mineral or energy production of its own (e.g. by handing over systems with mining stations) they won't build anything without your direct intervention, but if you give them more than they need, you're wasting resources as you can only siphon out a maximum of 75% of their production). If you tell them to respect tile resources they'll only build appropriate buildings on tiles with resources, which might be good or bad (see below), and if you allow redevelopment they can bulldoze buildings and replace them with different ones (turn a power plant into a farm for example).


As your empire grows in pops and planets, traditions and techs become progressively more expensive, so you want to be measured in how you expand. Prioritise large high habitability worlds, consider terraforming the worlds of lower habitability first, or gene-modding your population to better suit the climate if you've unlocked that tech. You don't need to colonise every world in your borders.


You'll generally be fine just building what matches the tiles as you learn the game, but it makes things like the energy grid a lot less useful if you do. Especially for planets with a buff modifier, consider just carpeting the planet in one type of building. On a planet which gives +10 to energy, just turn the planet into a giant battery and build an energy grid, rake in the dough, for example.

Welcome to politics! Don't worry too much abotu that, that's a normal feature of the mid game, you'll end up with a fleet bigger than your economy can support most of the time in this period. Make sure you have your fleet docked in a spaceport with the crew quarters module to reduce its upkeep in peacetime, and try to stay close to the energy cap. When a war begins, think of the energy deficit as your time limit, you have to complete the war before the timer runs out. You can trade minerals for energy with your neighbours (or enclaves if you have one of the DLCs) to extend it partially. Ultimately what you want to do is get to a point where you can have your fleet out of dock with a gradually smaller deficit until in the late game it's not an issue. Those battery planets would be good for that.


Remember those battery planets? Once you have a few you'll want to have capacity overload running on them as much as possible during wartime to draw out your timer.

Thanks, this is helpful. If I wanted to run wild with the specialized planet idea, would it make sense to have, say, 1 planet that's all food, 1 planet that's all science, and then diversify the rest between energy and minerals?

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

GotLag posted:

Yet more evidence (as if any were needed) that Rogue Servitors are the most entertaining empire type.

Wiz please consider adding an achievement called "Be Our Guest" where you kidnap someone to put them in a paradise dome.

Also add an "Overbearing Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

fantastic in plastic posted:

Thanks, this is helpful. If I wanted to run wild with the specialized planet idea, would it make sense to have, say, 1 planet that's all food, 1 planet that's all science, and then diversify the rest between energy and minerals?

I believe the idea configuration has planets dedicated to minerals, habitats dedicated to energy, and I forgot what for research.

Eiba
Jul 26, 2007


fantastic in plastic posted:

Thanks, this is helpful. If I wanted to run wild with the specialized planet idea, would it make sense to have, say, 1 planet that's all food, 1 planet that's all science, and then diversify the rest between energy and minerals?
In practice it's mineral worlds and energy worlds I tend to prioritize. They have the most immediate utility in huge excess and they have those buildings that boost planetary production. Food you need to keep up with the whole time and eventually isn't as immediately valuable, and science is typically an end goal. You'll want a science planet or two when you can support it, but your energy and mineral planets are probably going to have to come first.

Edit: Yeah, if you're going habitats, they're great for energy or science, so you might end up wanting to prioritize minerals (and food I guess) on planets.

ChaseSP
Mar 25, 2013



Hoping you can raid planets mid war as AI so you can do stuff like "rescuing" people as a Rogue Servitors or Driven Assimilator. Also stuff like xenophile FEs showing up out of nowhere to kidnap pops to "preserve" them if you refuse that event.

binge crotching
Apr 2, 2010

Beer4TheBeerGod posted:

Wiz please consider adding an achievement called "Be Our Guest" where you kidnap someone to put them in a paradise dome.

Also add an "Overbearing Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve.

That AI type would be great, and is something this game needs.

GotLag
Jul 17, 2005

食べちゃダメだよ

Beer4TheBeerGod posted:

Wiz please consider adding an achievement called "Be Our Guest" where you kidnap someone to put them in a paradise dome.

Also add an "Overbearing Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve.

Also add a "Selective Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve as food.



A xenophobe analogue to the xenophile nature of the current Rogue Servitors

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



Managed to get Outside Context, though it required shipping a bunch of transports almost from the Rim to the Core, and I had to retool everything I could that gave me extra influence.

Anyway we're batteries now.

appropriatemetaphor
Jan 26, 2006

ConfusedUs posted:

Yeah there's that one Tradition that gives you bonus fleet cap equal to 50% of your vassals. So every time any of them go up, you go up half that much. (Without that Tradition it's 20%).

My most overpowered run ever was a Feudal Realm because my vassals colonized every little shithole planet they could reach and put a starbase on all of them.

Do vassals inherit your ascension perks? If a few of the tiny 1 planet ones happen to have Galactic Force Projection then that could be what's making it so high.

Just seems like 50% of my vassal's cap isn't 1700.

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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Beer4TheBeerGod posted:

Wiz please consider adding an achievement called "Be Our Guest" where you kidnap someone to put them in a paradise dome.

Also add an "Overbearing Caretakers" AI type who enthusiastically raid other species in order to obtain more people to serve.

Only if they also get their art team to add a robot portrait that closely resembles a candelabra to the game at the same time.

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