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Shadowlyger posted:Can't non-Devouring Swarm hive minds get a tech that lets them assimilate people? Everyone can assimilate now it seems
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# ? Feb 25, 2018 08:41 |
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# ? May 27, 2024 02:02 |
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One thing about Hive Minds and Machine Empires is that separating their species traits and their civics doesn't really make a lot of sense. Collective consciousnesses don't really have a "government" or "society", the specific way in which they function and organize themselves is determined entirely by their biology (for hives) or their design (for robots) For them, their species traits and their civics should really be the exact same thing.
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# ? Feb 25, 2018 08:53 |
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Jazerus posted:only the xenophile ones, because they think it's cute that you want to deal with them like you're actually people The guardians will like you if you're spiritualists and declare one of their sacred worlds as a sacred world. I guess that counts as adopting their religion? Their base trade is 50% instead of 75% though.
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# ? Feb 25, 2018 09:05 |
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Jazerus posted:only the xenophile ones, because they think it's cute that you want to deal with them like you're actually people The Materialists are also willing to trade with my Fanatic Materialist empire. Suspect that the Spiritualists are the same for their matching ethos.
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# ? Feb 25, 2018 09:12 |
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I usually play pretty pacifist, but I want to try a fanatic purifier/post apocalyptic empire. Anyone got any tips for ship design? I really like strike craft.. but in the past they've been less than impressive.
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# ? Feb 25, 2018 09:41 |
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Synthbuttrange posted:Oh yeah also is it like CK2 where the computer can generate opponents from DLC you dont own or is it just what you have? Still looking for an answer for this? Also I guess the tutorial is not a pregenerated guided experience, but more of a 'hey you clicked on this, this is what it does' kinda thing? Because it started me off next to a Devouring Swarm and I'm assuming that's really bad because they're huge.
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# ? Feb 25, 2018 09:45 |
War exhaustion doesn't make sense at all and needs either fixed or explained better. Also i've discovered the status quo/white peace treaty isn't actually a white peace - any territories captured by yourself and/or the enemy are kept! So if you take large swathes of territory, but can't meet the immediate war goal, you can sue for a status quo and still reduce down the size of an opposing force if you take enough territory and defend it. Odd really.
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# ? Feb 25, 2018 09:50 |
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I made a simple mod that swaps the primary and secondary colours for drawing the galaxy map. https://steamcommunity.com/sharedfiles/filedetails/?id=1312967532 GotLag fucked around with this message at 09:54 on Feb 25, 2018 |
# ? Feb 25, 2018 09:52 |
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The Ancient Terraforming Equipment event, according to the forums, has something screwey with its odds. You're much more likely to torch the planet now, so probably best picking dismantle until that's fixed.
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# ? Feb 25, 2018 09:55 |
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My empire is at war. I've planted my flag in 4 enemy systems, conquered an enemy planet, and made their fleet retreat in shame. Why am I losing the war by 60%?
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# ? Feb 25, 2018 09:58 |
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What's everyone doing for fleet composition these days? I just end up with a mixed carrier/artillery battleship core fleet, supported by massive swarms of corvettes built for maximum evasion and sublight speed; I just can't seem to find a use for anything that's softer than a battleship and slower than a corvette. IAmTheRad posted:Will other pops not part of my original species also get changed into cyborgs and eventually robots going down the synthetic ascension path? Yup! You have to go into the species tab and find their residency rights. Change it from Resident or Citizen or whatever to Assimilation. I'm not sure if you can do it when you're cyborgs, but it definitely unlocks once you've got the robot project. Shadowlyger posted:Can't non-Devouring Swarm hive minds get a tech that lets them assimilate people? Also yes! It's a step on the gene modding Ascendancy path. IIRC, you get it when you pick the second Ascendancy perk, but before the technology that unlocks the insane 5-point traits.
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# ? Feb 25, 2018 09:58 |
fantastic in plastic posted:My empire is at war. I've planted my flag in 4 enemy systems, conquered an enemy planet, and made their fleet retreat in shame. Why am I losing the war by 60%? Because it's completely broke at the moment, I think. Where's Wiz? It seems to favour the defender rather than the attacker.
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# ? Feb 25, 2018 10:07 |
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I've had very little issue bombing strongholds into oblivion - they die just like any other building, at which point they don't protect jack poo poo - but I'm playing fanatic purifiers with the "glass the planet" bombardment option.
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# ? Feb 25, 2018 10:08 |
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Does Stellaris have a bug report forum? I was lookin' on Paradox's website, but if it's there, I can't seem to find it. I got lucky enough to roll a Psionic Expertise scientist on my fanatic materialists and noticed that the output bonus from Academic Living Standards vanished when I picked Mind Over Matter. Tried it with Chemical Bliss as well and got the same result. It looks like the Latent Telepath trait overwrites any output bonuses provided by Living Standards. Reloading from a save after selecting the perk fixed the issue, but I might have lost dozens of science if I hadn't noticed, dozens!
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# ? Feb 25, 2018 10:11 |
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Skippy McPants posted:Does Stellaris have a bug report forum? I was lookin' on Paradox's website, but if it's there, I can't seem to find it. You have to actually sign into the forums before the bug report forum becomes visible.
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# ? Feb 25, 2018 10:14 |
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Roadie posted:I wish they'd revisit how Gestalt Consciousness/Hive Mind/Machine Intelligence works. I want the option of playing friendly xenophile hive minds that invite other species to live with them for companionship's sake (think like Rogue Servitor but less patronizing) as well as non-collective-consciousness robots who get into robo-slapfights about what to do with the rest of the universe. Demiurge4 posted:Game could really use derelict habitats on top of the mega structures.
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# ? Feb 25, 2018 10:25 |
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How long do you need to bombard a planet to turn it into a tomb world? I didn’t have a very large fleet (3 destroyers and 20 corvettes) but I bombed a world for 7 years and most of the planet was rubble, but I had to stop because war exhaustion was at 90.
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# ? Feb 25, 2018 10:28 |
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VirtualStranger posted:One thing about Hive Minds and Machine Empires is that separating their species traits and their civics doesn't really make a lot of sense. Collective consciousnesses don't really have a "government" or "society", the specific way in which they function and organize themselves is determined entirely by their biology (for hives) or their design (for robots)
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# ? Feb 25, 2018 10:30 |
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I so wish we could purge based on ideology, or selectively purge as a non-xenophobe? I'll conquer a planet from a spiritualist empire and set them all to displacement, but I'll feel bad for the random egalitarian or poor oppressed materialist and wish I could say "oh, except you guys, you guys can stay" Would also love to just auto-purge based on ethos!
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# ? Feb 25, 2018 10:35 |
really queer Christmas posted:How long do you need to bombard a planet to turn it into a tomb world? I didn’t have a very large fleet (3 destroyers and 20 corvettes) but I bombed a world for 7 years and most of the planet was rubble, but I had to stop because war exhaustion was at 90. When the last pop dies, the world is ruined. Every time you chew through the planet’s health bar one of three things happens: A crater tile blocker appears, removing both building and pop. A building is ruined. A pop dies. It seems to be weighted to occur in that order, but it’s not absolute.
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# ? Feb 25, 2018 10:41 |
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Roadie posted:non-collective-consciousness robots who get into robo-slapfights about what to do with the rest of the universe. I roleplay rogue servitors as the Culture and it's good times.
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# ? Feb 25, 2018 10:43 |
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More newbie questions. Should I be plopping starbases everywhere I go, or only on valuable systems I want the planets/resources from?
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# ? Feb 25, 2018 10:45 |
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Anyone else got a bug where their ships refuse to upgrade? I have a stack of 10 ships that is just sitting permanently outside one of my spaceports, completely unable to upgrade. At present, that's a sizable portion of my military.
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# ? Feb 25, 2018 10:47 |
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Synthbuttrange posted:More newbie questions. Should I be plopping starbases everywhere I go, or only on valuable systems I want the planets/resources from? From what I've played of 2.0, since the # of systems increases your tech costs, early in the game you want to focus on outposting rich systems and systems with inhabitable planets in a fairly contiguous blob (but if you have the influence to spare, you can make exclaves too). However if you leave gaps or holes in your realm, they're likely to spawn pirates, so either keep a fleet ready to go bash them, or fill in those gaps later. To me the biggest bottleneck to outposting early on has been minerals not influence, but I've been playing as synths so I've needed the minerals to create more pops.
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# ? Feb 25, 2018 10:49 |
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In terms of how the game scales, systems are going to hit you way more than planets. It's horrible but habitats count fully as a planet for tech scaling, but even after spamming my empire with 12 of them (compared to my 5 planets) it's resulted in a fairly small actual penalty compared to the about 90% from my systems. I think "Tall" is still an option but it would need to be more about density, few claimed systems and a poo poo ton of habs? When do I get to start building my own stargates? I feel like I'm in the late game and I only finally got the tech to activate the existing ones. What's also odd with the pace of the game is that the space mongolians haven't done poo poo, not raiding anyone and we're well past the mid-game crisis timer but nothing.
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# ? Feb 25, 2018 10:59 |
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Baronjutter posted:In terms of how the game scales, systems are going to hit you way more than planets. It's horrible but habitats count fully as a planet for tech scaling, but even after spamming my empire with 12 of them (compared to my 5 planets) it's resulted in a fairly small actual penalty compared to the about 90% from my systems. I think "Tall" is still an option but it would need to be more about density, few claimed systems and a poo poo ton of habs? Yeah, this is why in the mid-game I've basically stopped expanding my borders (though conveniently I also grew out to meet the other empires' borders so there's no room) and I'm focusing on building habs and improving existing starbases. At least habs are useful now?
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# ? Feb 25, 2018 11:04 |
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Synthbuttrange posted:Still looking for an answer for this? Also I guess the tutorial is not a pregenerated guided experience, but more of a 'hey you clicked on this, this is what it does' kinda thing? I THINK the game only generates civs based on the DLC you have, but I'm not sure because I'm usually pretty current with the DLC. Don't think I saw a plantoid civ until I picked up the related DLC, though. CK2 needs to have the historical civs in whether you have the DLC or not because you can't really have, say, Muslims not in the game because you don't have the Sword of Islam DLC, but in a wholly randomized experience like Stellaris that's not really a factor. And yeah, the tutorial is purely "Hey, I see X thing has happened in your game, here's some tips." You are by no means guaranteed an easy start.
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# ? Feb 25, 2018 11:06 |
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OwlFancier posted:Something I find myself wishing for is some kind of fleet tender ship, now that we have the manager it would be trivial to organize and I'd be more than willing to devote some fleet cap to ships that can keep my swarm of corvettes repaired between battles, as they're a bit small for me to bother putting regenerative hull plating on individually. That's what I love about Space Empires V: You can design entire fleets worth of support ship. You can have ships transporting ammunition, supplies, or straight-up repair tenders, mobile yards and all kinds of dumb poo poo. In fact, I have often spend entire days doing nothing but designing ships and organize fleet structures to put them in later.
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# ? Feb 25, 2018 11:09 |
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really queer Christmas posted:How long do you need to bombard a planet to turn it into a tomb world? I didn’t have a very large fleet (3 destroyers and 20 corvettes) but I bombed a world for 7 years and most of the planet was rubble, but I had to stop because war exhaustion was at 90. ConfusedUs posted:When the last pop dies, the world is ruined. All of this appears true (I THINK that buildings get ruined as collateral damage while you're going through the health bar, and the other two have a chance of occurring each time you get it down to 0), but you have to be using Armageddon bombardment stance (and thus, you have to be a Fanatical Purifier or a Determined Exterminator) to turn a planet into a tomb world. Otherwise, vanilla you won't even be able to kill the last pop on a planet with any other stance. On a somewhat related note, my little orbital bombardment mod, which changes that inconvenient fact, has been updated for 2.0. Dallan Invictus fucked around with this message at 11:14 on Feb 25, 2018 |
# ? Feb 25, 2018 11:10 |
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I feel like there must be something I'm missing about expansion, all the AI factions I meet seem to be expanding faster than I am. I'm definitely limited by influence and that rate of gain is fairly constant, so I'm slightly puzzled as to how they're two outposts ahead of me by year 15. The only way I'm keeping up at all is that I'm not dumb enough to be grabbing lovely system like they are.
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# ? Feb 25, 2018 11:35 |
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Rival people? Get your factions happy? e: Have you colonised any planets? That costs several stations worth of influence, and the ai seems to favour grabbing more systems first. Also, when you mention being selective... You're not skipping over systems entirely, are you? Stuff costs more influence the further it is from your existing borders. Jabor fucked around with this message at 11:40 on Feb 25, 2018 |
# ? Feb 25, 2018 11:38 |
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Deformed Church posted:I feel like there must be something I'm missing about expansion, all the AI factions I meet seem to be expanding faster than I am. I'm definitely limited by influence and that rate of gain is fairly constant, so I'm slightly puzzled as to how they're two outposts ahead of me by year 15. The only way I'm keeping up at all is that I'm not dumb enough to be grabbing lovely system like they are. Egalitarians can focus on making people happy for major influence gains, and authoritarians get a flat boost to influence gain. I'm not sure if it changed in 2.0, but democracies used to be able to farm pretty silly amounts of influence via mandates.
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# ? Feb 25, 2018 11:40 |
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It's only 2215 so I don't have anyone appropriate to rival or any factions yet. I guess they're just getting started on that stuff earlier, but they're all too nice to be a good rival for me.
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# ? Feb 25, 2018 11:40 |
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Is there a countdown timer somewhere for the Jump Drive cooldown? Also, 3x Contingency is pretty buff! Probably 3000k all told, more than the whole galaxy by a wide margin.
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# ? Feb 25, 2018 11:49 |
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Oh, and the AI could potentially have gotten traditions that reduce the influence cost of starbases or straight up give a boost to influence.
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# ? Feb 25, 2018 11:51 |
Baronjutter posted:In terms of how the game scales, systems are going to hit you way more than planets. It's horrible but habitats count fully as a planet for tech scaling, but even after spamming my empire with 12 of them (compared to my 5 planets) it's resulted in a fairly small actual penalty compared to the about 90% from my systems. I think "Tall" is still an option but it would need to be more about density, few claimed systems and a poo poo ton of habs? My first game was with the Gaia world civic where I claimed a bunch of territory just because I could. I ended up with nearly 50 systems and more than doubled tech and unity costs. I thought with one planet I was going "tall" but instead I was going wide with a weak industrial base. My tech was slow as heck but my unity perks were coming in pretty regularly until I started building habitats and tanked that too. Second game I used the same setup but I stayed small, about 12 systems, and I also avoided habitats until my third ascension perk. It felt really effective. I was very easily on top of tech, and since there are so many techs that raise your fleet cap I had no trouble keeping my fleet quite a bit bigger than most of my rivals without even going over the cap or having to build up a bunch of anchorages. Minerals were the only thing I was worried about, but in practice they were a non issue after I got droids, colonized a second planet and covered it in automated factories. When habitats came they felt like they were a drain to unity but a slight net positive to science. Or they were until I actually invested heavily in artisan troupe stuff and started installing fancy unity buildings in my habitats. My favorite thing about habitats that you probably won't care that much about unless you're doing a Gaia world start: you can build trading hubs anywhere with them. I ended up actually spreading out my habitats rather than clustering them all in my home system like usual, prioritizing black holes. You can't build any energy buildings in a habitat around a black hole, but who cares when the starbase itself is so lucrative. Other choice locations would probably include nebulae, artisan and curator stations, and old now-irrelevant chokepoint fortresses that you don't want to turn into a shipyard or anchorage. Starbases have a bunch of military applications, but the only one that really materially helps your empire is a trading hub, so it's nice to be able to get more of those. When I finally play an empire that can actually colonize it's probably going to feel like such a relief that I can spam trading hubs with my spare star ports and minerals. Tomn posted:Egalitarians can focus on making people happy for major influence gains, and authoritarians get a flat boost to influence gain. I'm not sure if it changed in 2.0, but democracies used to be able to farm pretty silly amounts of influence via mandates. It worked out though because expanding turned out to be kind of a trap since I wasn't settling any planets. I don't think it was ever documented that democracies get unity for mandates now. I remember asking right before it came out if there were any changes to democracies and no one mentioned it. It's a good change. I don't feel like I'm drowning in excess resources like when they gave influence, it's just a nice little bonus to your unity progression.
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# ? Feb 25, 2018 11:57 |
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Spanish Matlock posted:Man, I'm the only pacifist empire in the Galaxy so literally no one wants to join my federation because I can't do wars of aggression. That's the dumbest thing I've ever heard. -50? Really? Yep, that's my problem too. I've got 3 friends and am an associate of a federation but I can't join any! Otherwise, I'm loving the new changes. I haven't had the problems with the fleet manager that people keep talking about and I really like the stations and the "geography" of the universe now.
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# ? Feb 25, 2018 12:07 |
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I think I might have made a mistake going with 0.75 hyperlane density on a huge spiral galaxy. So many cul de sacs!
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# ? Feb 25, 2018 12:31 |
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GotLag posted:I made a simple mod that swaps the primary and secondary colours for drawing the galaxy map. My hero!
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# ? Feb 25, 2018 12:37 |
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# ? May 27, 2024 02:02 |
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Why is my fleet not upgrading at this station? It's their home base: And instead going through the wormhole one jump away to this station: They both appear to have a shipyard, which I thought is all you need for upgrades. Same thing has happened with other fleets in the same position.
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# ? Feb 25, 2018 12:59 |