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Heh the message you get from spiritual civs when you go full synth made me laugh.
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# ? Mar 3, 2018 08:12 |
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# ? May 25, 2024 15:14 |
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Strudel Man posted:How the heck does this work. Pathetic + inferior + equivalent = equivalent? My friend let me show you some true Stellaris logic
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# ? Mar 3, 2018 08:45 |
Axetrain posted:Heh the message you get from spiritual civs when you go full synth made me laugh. Less fun: The fuckers will chain humiliate you after synth ascension if you're fanatic materialist, that's just enough to hit -100.
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# ? Mar 3, 2018 09:05 |
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Axetrain posted:Heh the message you get from spiritual civs when you go full synth made me laugh. Evil does not exist sir, or at least it does not exist unto itself. Evil is simply the absence of The Shroud. It is just like darkness and cold, a word that blorg has created to describe the absence of The Shroud. The Shroud did not create evil. Evil is not like faith, or love that exist just as does light and heat. Evil is the result of what happens when blorg does not have The Shroud’s love present in his heart. It’s like the cold that comes when there is no heat or the darkness that comes when there is no light. The emperor sat down. The young blorg’s name — Mercedez Romero.
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# ? Mar 3, 2018 09:10 |
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Crazyeyes24 posted:
I wish Tech. Ascendancy felt more like it had an impact. I mean, I know it does, +10% ontop of everything is really good. But it doesn't 'feel' like it does anything special. Does anyone else feel like that too with this particular tech?
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# ? Mar 3, 2018 09:20 |
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Guilliman posted:I wish Tech. Ascendancy felt more like it had an impact. I mean, I know it does, +10% ontop of everything is really good. But it doesn't 'feel' like it does anything special. Does anyone else feel like that too with this particular tech? Yeah it's kinda meh considering you can do Research Grants for +10% and Scientific Revolution for +20%/+1 Research. It'd be cool if it had an extra something in there, like how Enigmatic Engineering also gives sensor range. Maybe like +10% to Research Speed and increased chance of pulling rare techs.
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# ? Mar 3, 2018 09:44 |
Yeah, Tech Ascendancy needs something. I can't imagine ever taking it.
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# ? Mar 3, 2018 09:49 |
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It used to be a viable first pick, but I'd never take it over Executive Vigor now.
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# ? Mar 3, 2018 09:54 |
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Two questions: Is there a console command to force a tech to be available (but not research it), like how researching debris or picking Master Builders make associated techs always an option? How would you describe the Hiigarans in terms of Stellaris ethics/government?
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# ? Mar 3, 2018 10:10 |
Higaarans would probably be fanatic egalitarian (their kiith structure screams this) + spiritualist (they retain a strong, unified spiritual tradition across their entire species)
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# ? Mar 3, 2018 10:17 |
GotLag posted:Two questions: Pretty sure they're a democratic oligarchy (heads of clans make decisions). Materialist, militarist... not sure what the third point would be. I'd learn towards authoritarian. I don't think they're spiritualist, really, just steeped in tradition.
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# ? Mar 3, 2018 10:21 |
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GotLag posted:How would you describe the Hiigarans in terms of Stellaris ethics/government? Which version? During the games, Karan S'jet basically acts as their god-emperor. Within the fluff, their society is set up a group of clans bound together by ancestry or shared ideology, administered by a representative—if at times oligarchal—council. Edit: Agree with them not being super spiritual, at least in the way Stellaris uses the ethic. They turned their best scientist into a supercomputer. Maybe Oligarchic, with Militarist, Materialist, and Egalitarian. Traditional and Nomadic for the traits. Skippy McPants fucked around with this message at 10:33 on Mar 3, 2018 |
# ? Mar 3, 2018 10:22 |
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Guilliman posted:I wish Tech. Ascendancy felt more like it had an impact. I mean, I know it does, +10% ontop of everything is really good. But it doesn't 'feel' like it does anything special. Does anyone else feel like that too with this particular tech?
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# ? Mar 3, 2018 10:38 |
Skippy McPants posted:Which version? During the games, Karan S'jet basically acts as their god-emperor. Within the fluff, their society is set up a group of clans bound together by ancestry or shared ideology, administered by a representative—if at times oligarchal—council. This is fun! I guess the Culture and the Polity are both rogue servitors. Culture is xenophile and maybe pacifist or materialist, polity is..xenophobe and militarist?
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# ? Mar 3, 2018 10:49 |
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Splicer posted:Yeah, I frequently want it but don't want to spend a slot on a number go up. In my ideal world I'd have Tech Ascendancy give you the sensor boost from EE and have EE's kicker be a higher chance to roll exotic tech + a 25% research boost on exotic tech only. I want an ascendancy that grants a higher chance for maniacal scientists and dangerous tech to show up. Also, more dangerous tech in the game. E: I stole hyperdrives from a fungus race of inward perfectionists, who didn't use it... What I shame I don't have such scruples! THE BAR fucked around with this message at 11:08 on Mar 3, 2018 |
# ? Mar 3, 2018 11:06 |
Beefeater1980 posted:This is fun! I guess the Culture and the Polity are both rogue servitors. Culture is xenophile and maybe pacifist or materialist, polity is..xenophobe and militarist? The Culture are Xenophile Egalitarian Individualists. I think it's better to play them as charismatic, intelligent, solitary Pan-Humanoid species first rather than Rogue Servitors, then hard research into Drones/Androids/AI Minds along with full AI rights policies. For role playing habitats and voidborne are an obvious must, and there development is much more scattered around space than a typical empire sphere of influence. Military philosophy should be don't gently caress with The Culture, with a generally pacifist role without actually being pacifist. Any war declared should only be on humiliation grounds rather than galactic expansion. That black site station module should probably be used on areas you want to convert an alien species to your ethics, ala a Contact/Special Circumstances section. Species uplifting is okay and observations should be passive unless the civilisation in question has opposite traits and ideals to The Culture, in which case it should be set to changing the opinions of the world. Ringworlds are a must late game. Large sections of sphere of influence should probably be broken down into vassals to represent the different splinter sections of the Culture (ie the Zetetic Elench).
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# ? Mar 3, 2018 11:30 |
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If I'm running slavery and started with syncretic evolution, is there a way to control the breeding of the subservient race beyond the binary population control on/off? Since they have the servile trait I want to ensure they aren't working anything other than mineral and food tiles. The game seems to prefer placing their new pops on those two resources, which I appreciate, but eventually I hit a point where there aren't any more of those and suddenly I have a servile pop working a power plant or science lab.
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# ? Mar 3, 2018 11:38 |
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ulmont posted:Yeah, the auto-upgrade is where it all goes to hell. Auto-design, you mean. Auto-upgrade is perfectly fine, as long as you switch it on only for your own designs. GotLag posted:Machines and Hiveminds Coexist Hell, that's the poo poo. I have to go to Steam and subscribe that mod asap
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# ? Mar 3, 2018 12:14 |
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:> Predicting an official feature for patch 2.3 or later :P Need some ideas how ship crews could alter ships? Right now I just have Standard crew, Psionic Crew, Synthetic Crew, Clone Crew, Purifier Crew, Alien Crew (think star trek), Slave Crew
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# ? Mar 3, 2018 12:32 |
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A heartwarming tale Found out about these guys from someone else's communications in the mid 2200s. That's a spiritualist FE to the south, and that's about 3k of void clouds. They're xenophile egalitarians, and had spent decades locked in by the aliens they so loved. I would free them! Unfortunately all the routes to them were blocked by rear end in a top hat empires who wouldn't let me through their borders. They had a wormhole in their system, but seem to lack the tech to investigate it. They've since joined my federation, but have otherwise sat trapped in their systems watching everyone else in the universe rush past them for over a hundred years. A little while back I unlocked a gateway. The other end... popped out 18 jumps to the northwest of that screenshot. Get hosed Lookit them go! I dumped a tonne of energy and minerals on them, and there's two close match planets unclaimed to the north. Good luck guys!
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# ? Mar 3, 2018 12:51 |
I wish when playing as a Feudal Society we could name our Vassals when we release them.
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# ? Mar 3, 2018 12:57 |
Guilliman posted:
How about : Standard Crew: No change Psionic Crew: Bonus to evasion and speed (prediction of psionic crew), no shields (shields bounce psionic ability). Synthetic Crew: Bonus to Armor and HP, penalty to evasion (fight to the death) Clone Crew: Higher static rank because they're all of the same supersoldier person, penalty to evasion (expendable, again fight to the death) Purifier Crew: Bonus to Damage, penalty to HP (too busy putting all their thought into killing everything) Alien Crew: Bonus to Shields and Armor (because science!), penalty to Damage Slave Crew: Static poor Rank, very cheap, very expendable meat shields.
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# ? Mar 3, 2018 12:57 |
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So this is my first time playing, and while things were going pretty well (I set up in the middle of some choke points and was able to just build and tech up), I'm in need of some advice on how to build up a good fleet. So far I've gotten by with some corvette missile boat designs and the autobuilds, but now two of the fallen empires have awakened and the contingency just popped up, and I don't think it's going to cut it. From what I can tell, the Contingency and their doom stacks rely heavily on lasers, so it seems like I should load up on builds with shields, right? But it seems like the smaller ships just aren't going to have the health to stand up, even if I give them every shield I can.
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# ? Mar 3, 2018 12:58 |
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How does Attrition work? Is it just a fixed rate regardless of what's going on? I've only done a couple of small wars, but it feels like it'd kick me out of a war really prematurely in the event of a big endgame war.
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# ? Mar 3, 2018 13:01 |
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Attrition just ticks up slowly over time. It's what forces wars to actually end when it's a total stalemate and neither side is making progress.
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# ? Mar 3, 2018 13:18 |
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Milky Moor posted:I wish when playing as a Feudal Society we could name our Vassals when we release them. I haven't played Feudal Society in the new patch, but as a normal empire I'm able to name vassals when I release them. That's disabled for Feudalism?
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# ? Mar 3, 2018 13:20 |
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Curse you
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# ? Mar 3, 2018 13:31 |
Reveilled posted:I haven't played Feudal Society in the new patch, but as a normal empire I'm able to name vassals when I release them. That's disabled for Feudalism? Huh. When I tried it a few months ago, I wasn't able to. I'll try again!
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# ? Mar 3, 2018 13:37 |
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Thyrork posted:
https://www.youtube.com/watch?v=SkpavsEoLpk Fleet power in this game is basically like DBZ power levels . Axetrain fucked around with this message at 13:44 on Mar 3, 2018 |
# ? Mar 3, 2018 13:42 |
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Jabor posted:Attrition just ticks up slowly over time. It's what forces wars to actually end when it's a total stalemate and neither side is making progress. I get what it does, I'm just wondering about the rate. I've just fought a relatively quick (~3 year) war and it made up over 20% of the war exhaustion. It's not a big deal in the early-midgame when three years is enough to smother a decent part of their empire, but in three hundred more years when there's only a few of us left that pace of gain isn't going to give me so much time to properly gently caress them up, especially in a steamrolling situation where my progress is more based on the speed limit of my fleets. I guess my question is if and how that pace will change depending on the nature of the conflict.
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# ? Mar 3, 2018 13:46 |
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I'm pretty sure the techs that affect WE gain will slow it down a little. But honestly a 15 year war seems like plenty of time if you're really in a steamroller situation?
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# ? Mar 3, 2018 13:49 |
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the thing where the AI is rated as Equivalent when you're way better is beyond aggravating when you're trying to vassalize or subjugate enemies, even ones you've beaten in wars. On higher difficulties its difficult to stay ahead of the tech curve so the AI usually always has Equivalent or Superior tech which is seemingly enough to counterbalance any amount of military superiority - especially given that a greater portion of your naval capacity isderived from tech until quite far into the game.
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# ? Mar 3, 2018 13:56 |
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So I just noticed but the fleet manager is real hosed up, isn't it? It keeps thinking that the ships in the fleet don't count as the ships that are supposed to be in there and giving the prompt to reinforce the entire fleet with itself. I hadn't even noticed but a couple of times I'd mysteriously get over fleet cap and I'm beginning to suspect that experienced ships are counted differently from new ships, and so it constantly wants to reinforce the fleet with fresh ships? I mean it basically makes the reinforce button less than useless.
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# ? Mar 3, 2018 13:59 |
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Guilliman posted:Need some ideas how ship crews could alter ships? Right now I just have Standard crew, Psionic Crew, Synthetic Crew, Clone Crew, Purifier Crew, Alien Crew (think star trek), Slave Crew What about extinct/fallen crew - like how in some SF books, the generation ships will have the crew die off leaving the frozen colonists to wake up and figure out what is going on. You'd have negative bonuses to everything not involved in getting the ship to the nearest colonizable world.
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# ? Mar 3, 2018 14:12 |
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Spanish Matlock posted:So I just noticed but the fleet manager is real hosed up, isn't it? It keeps thinking that the ships in the fleet don't count as the ships that are supposed to be in there and giving the prompt to reinforce the entire fleet with itself. I hadn't even noticed but a couple of times I'd mysteriously get over fleet cap and I'm beginning to suspect that experienced ships are counted differently from new ships, and so it constantly wants to reinforce the fleet with fresh ships? mostly its that ships that arn't current dont seem to count properly, so always upgrade before reinforcing
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# ? Mar 3, 2018 14:24 |
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I'm hoping the new patch will have a way to diplomatically remove claims in the trade screen. The cost would scale with the strength of the claim, so claims that came from having been the first one to colonize a system and then losing it in a war would be much more expensive then a 50 year old unrealized border ambition.
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# ? Mar 3, 2018 14:39 |
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Nevets posted:I'm hoping the new patch will have a way to diplomatically remove claims in the trade screen. The cost would scale with the strength of the claim, so claims that came from having been the first one to colonize a system and then losing it in a war would be much more expensive then a 50 year old unrealized border ambition. probably the easiet thing here would to make claim strength scale slightly with age
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# ? Mar 3, 2018 14:41 |
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TheDeadlyShoe posted:mostly its that ships that arn't current dont seem to count properly, so always upgrade before reinforcing Nah, this isn't about upgrading or not, just every now and then the game decides that my fleet needs an entire new copy of itself.
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# ? Mar 3, 2018 14:52 |
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Jabor posted:I'm pretty sure the techs that affect WE gain will slow it down a little. Maybe? I'm more worried about it on the enemies side - if it would tick up to 50% in seven or eight years it would be a pretty severe cut on how badly I can gently caress them up and how much I can leech from occupied systems.
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# ? Mar 3, 2018 14:57 |
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# ? May 25, 2024 15:14 |
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Huh. Found Sol in a pre-atomic era and... pre-sapients? I don't remember this paradox game.
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# ? Mar 3, 2018 14:59 |