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Fleet "command limit" seems like a stopgap measure intended to make you want to recruit more admirals. That's about the extent of the effect it has on the game. Edit: Ah, you were talking about the "hard cap" on overall naval capacity. Was it for performance or something? I dunno. Magil Zeal fucked around with this message at 00:50 on Mar 6, 2018 |
# ? Mar 6, 2018 00:45 |
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# ? May 25, 2024 04:19 |
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Baronjutter posted:Military caps have been in pretty much every paradox game. Of all the highly abstracted systems that serve a gameplay purpose primarily they're some of the least bad. It represents your country's capacity to efficiently support X amount of ships in the field. Like in every paradox game you can of course go over this cap, but you'll pay higher upkeep. You're still paying upkeep on ships, it's not like they're free under the cap. Right I don't think I was being clear, I get the concept of fleet caps, I don't agree with limiting the fleet cap to a max of 1000
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# ? Mar 6, 2018 00:46 |
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Ham Sandwiches posted:Right I don't think I was being clear, I get the concept of fleet caps, I don't agree with limiting the fleet cap to a max of 1000 Oh there's like a hard upper limit? Probably more for technical reasons. Play smaller maps I guess What weird arbitrary limit drives me nuts is that it takes many years of sitting there waiting for time pass to amass the resources needed to build a mega-structure, then you have to wait for it to build. And if you have the income to support building more than one at a time, nope, gently caress you one at a time for literally no reason. I'm genuinely curious what possible gameplay reason there is for not letting me have a dyson sphere building at the same time as a sentry array. It's the same for Gateways too. Save up to build a gateway construction site, wait for the site to finish, build it... again? Wait forever again. All the meantime you can't have any others on the go. I can have 50,000 minerals worth of battleships ordered and built simultaneously but 30k of gates is just too much??
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# ? Mar 6, 2018 00:52 |
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Baronjutter posted:What weird arbitrary limit drives me nuts is that it takes many years of sitting there waiting for time pass to amass the resources needed to build a mega-structure, then you have to wait for it to build. This seems to be the overall philosophy for pretty much anything in Stellaris. You want something, you have to sit on your rear end waiting for it. Usually more than once.
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# ? Mar 6, 2018 00:54 |
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How viable is the gaia start? Seems interesting but it seems like you'd get overtaken in research and production real fast by the AI empires.
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# ? Mar 6, 2018 00:55 |
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At the very least, it seems like the +10 Fleet Command Limit techs should stop appearing once your Fleet Command Limit is 200 from techs and traditions.
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# ? Mar 6, 2018 00:59 |
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The per-fleet command limit is a deliberate anti-doomstacking mechanic.
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# ? Mar 6, 2018 01:02 |
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Jabor posted:The per-fleet command limit is a deliberate anti-doomstacking mechanic. It doesn't work like that. You can still mass up all your fleets in one big blob. You just need more admirals than before.
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# ? Mar 6, 2018 01:03 |
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Magil Zeal posted:This seems to be the overall philosophy for pretty much anything in Stellaris. You want something, you have to sit on your rear end waiting for it. Usually more than once. I'd say this is my overall emotion while playing stellaris, a real "hurry up and wait" feeling. I'm always waiting for some extremely long timer to countdown. Waiting for a peace treaty to expire, waiting to integrate a vassal, waiting for a mega-structure to finish, waiting for my fleet to slowly creep across the map, waiting for that orbital bombardment to finally lower their defenses enough to invade. The times when I'm making choices are fun, but there's so much waiting in between that I generally don't feel when playing a turn based game. I think a big problem is that in Stellaris there's no accounting for "production capacity", industry and raw materials are all rolled together into "minerals". So you'll often have to save up for years to build something, and then when you do have to wait some more years for it to finish. What was I doing all this time though? You generally feed a project materials as you get them, no stockpile them and spend it all at once. But then what limits how fast you can spend resources? In comes the entirely arbitrary count-downs. Why can't I spend more to terraform faster? Why can't I have 5 robots or mines being built parallel on this planet? Why can't I spend more to be able to build 2 ringworld segments at once? They finally gave us the ability to do this with ships by having multiple shipyards in a station, this is very good, but it still doesn't address the larger problem that for most of the game you're sitting and waiting for arbitrary timers to count down. I really wish there was a more Hoi style economy. Doesn't need to be Vicky levels, Hoi would do. Have 3-4 basic resources, energy, and then factories that act as pipes for how fast you can spend those resources. Do you want to build 10 robots in serial costing 1 robot parts per turn but with a 2% discount for each in the line, or produce 10 robots in parallel costing 10 robot parts a turn until it's done? Sure you have 50,000 minerals stored up but how fast your dyson sphere is built depends on your industrial capacity.
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# ? Mar 6, 2018 01:08 |
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Baronjutter posted:It's for lowering your fleet score so enemies think you are an easy target. If you're playing pacifist you often depend on other people declaring war on you, but them seeing you are more powerful tends to change their mind. Take your huge fleet, refit all the weapons out and call them a civilian reserve fleet giving you almost no declared official military. AI declares war on what they think is an easy target, you re-arm your ships and then make outrageous war demands as your pacifist empire goes on a purely defensive war on conquest. New Civic "Passive Aggression"
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# ? Mar 6, 2018 01:10 |
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Magil Zeal posted:It doesn't work like that. You can still mass up all your fleets in one big blob. You just need more admirals than before. By forcing you to have separate fleets, the game encourages you to split those fleets up when it makes sense to. When they're all one fleet, splitting them up takes additional tedious micro, so no-one really does it. Yes, you can bring your multiple fleets together for a big brawl, if that's what it's going to take for a particular war. But that's no longer the easiest way to do things.
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# ? Mar 6, 2018 01:13 |
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Magil Zeal posted:It doesn't work like that. You can still mass up all your fleets in one big blob. You just need more admirals than before. Earlier in the thread (or late in the old thread, I don't remember) Wiz confirmed the 1000 cap was due to performance reasons. Sedisp posted:New Civic
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# ? Mar 6, 2018 01:13 |
Baronjutter posted:I'd say this is my overall emotion while playing stellaris, a real "hurry up and wait" feeling. I'm always waiting for some extremely long timer to countdown. Waiting for a peace treaty to expire, waiting to integrate a vassal, waiting for a mega-structure to finish, waiting for my fleet to slowly creep across the map, waiting for that orbital bombardment to finally lower their defenses enough to invade. paradoxically, 2x tech speed actually alleviates some of the "hurry up and wait" feeling for me. because tech comes pretty slowly, there's less trivial stuff to spend minerals on at any one time, like mass building upgrades; this means you end up stockpiling pretty high and just spending big when you feel like it, fighting when you feel like, etc. you never really feel like you're actively waiting, the minerals just end up rolling in fast enough for what you want to do. the AI seems to do better when it has a little less pressure to spend on tons of stuff all at once, too
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# ? Mar 6, 2018 01:27 |
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Hives Handled, Mineral production past 200 net a month with 100 odd going to fleet maintenance. I have yet to build past corvettes or increase fleet in any way instead focusing on economy tech. seems to be working.year is 2225
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# ? Mar 6, 2018 01:28 |
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So I think they fixed the Precursor chain in 2.0.2. In the game I started, all six precursor anomalies appeared within about 10 jumps of my homeworld.
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# ? Mar 6, 2018 02:27 |
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I used the stellar devourer to make a gaia world that I didn't really intend to colonize, fast forward a few months and suddenly a colony appears from the ascended empire, the colony completes revealing two ascended pops that immediately migrate the gently caress out of my empire, giving me a colonized gaia world and the ascended empire doesn't give a poo poo. Borders are closed, I'm scratching my head
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# ? Mar 6, 2018 02:35 |
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So can anyone tell me what will happen when the space-age primitive civ that has a planet in my system along with my own colonized system finally hits the next tech level and becomes a full FTL civilization? Will I just auto-annex them like in the screen shot above? Will they somehow get the system? Because shared systems are totally out now right?
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# ? Mar 6, 2018 02:39 |
Baronjutter posted:So can anyone tell me what will happen when the space-age primitive civ that has a planet in my system along with my own colonized system finally hits the next tech level and becomes a full FTL civilization? Will I just auto-annex them like in the screen shot above? Will they somehow get the system? Because shared systems are totally out now right? if you enlighten them, they'll get the whole system as your vassal. guessing that if they do it on their own, they just flat out get the system. this can be, uh, deleterious to the health of your pops if you have a colony in that system and the primitives are authoritarian or xenophobe
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# ? Mar 6, 2018 02:43 |
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My Driven Assimilators game is hilarious. Boxed in by the Automated Dreadnought at the system connecting the two spiral arms, the Guardians of Zanaam block my expansion north into the rest of the arm, and the Ancient Caretakers are chilling out to the south. No other sentients but some Stone Age cyclopes occupying the system just before the Zanaam bottleneck, and two(!) enclaves, one of them nerds and the other theater kids.
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# ? Mar 6, 2018 02:43 |
Lead out in cuffs posted:So I think they fixed the Precursor chain in 2.0.2. In the game I started, all six precursor anomalies appeared within about 10 jumps of my homeworld. I didn't find a single one in my 2.0.2 game.
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# ? Mar 6, 2018 02:44 |
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Zoomed in on my Colossus with the raging fire of an orange star in the background, watching it protect the known universe from stone age xenophobic geckos while Luck from Halo 3's soundtrack plays in the background e: I don't know how to get rid of the tags 3 DONG HORSE fucked around with this message at 03:02 on Mar 6, 2018 |
# ? Mar 6, 2018 02:52 |
CTRL + F9 disables the UI but I'm not sure if it hides all the little tags or not.
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# ? Mar 6, 2018 03:09 |
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So what are people's opinion about the gaia start and is there any tips on how to do well with it?
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# ? Mar 6, 2018 03:22 |
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AAAAA! Real Muenster posted:I've seen other people say that you want to refit your fleet to have zero equipment/lowest tech because it is remarkably faster to refit a fleet compared to building new ships. I've seen that too and decided to try it out, de-equipping your ships is pretty fast and does save you a lot on upkeep. Re-upgrading your ships on the other hand... I guess it may be faster if I split my fleets so that a bunch of smaller fleets are upgraded in parallel at different shipyards, but that's a lot more work than doing the same division of labor for shipbuilding by clicking one button.
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# ? Mar 6, 2018 03:23 |
Karanas posted:So what are people's opinion about the gaia start and is there any tips on how to do well with it? You want a way to get off your homeworld eventually, and tech is probably too slow. I'm interested in trying a super migration-friendly empire to go with that start.
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# ? Mar 6, 2018 03:27 |
Karanas posted:So what are people's opinion about the gaia start and is there any tips on how to do well with it? Going robots I was worried about science and energy so also went voidborne as fast as possible. If you do remember to build habitats in otherwise uninhabited systems if you've got spare starbases because trading hubs are a non-trivial source of energy themselves. Also consider black holes/nebulas for their special buildings. Science from habitats, energy from starbases (and habitats as needed), and minerals from robot planets can get you pretty far. The obvious alternate strategy that I think would be pretty effective would be to conquer your neighbor as soon as possible and use their race to settle everywhere. If you play well you should easily be able to beat your neighbor in an early war, at the very least to grab a colony to settle with. Maybe consider barbaric despoilers if you want to just steal pops, though you'll have to be quick before your home world fills up. Slow breeder might be an advantage there, especially as your guys aren't going to be setting any other planets for a long time.
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# ? Mar 6, 2018 03:30 |
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ConfusedUs posted:You want a way to get off your homeworld eventually, and tech is probably too slow. I'm interested in trying a super migration-friendly empire to go with that start. Oh man, that hellbird nation someone posted a while back. Perfect habitability for everyone else to come so they can be used to colonize, v.adaptable hellbirds poo poo up everyone.
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# ? Mar 6, 2018 03:35 |
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Alright, thanks for the replies
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# ? Mar 6, 2018 03:36 |
Splicer posted:I think, and after this playthrough I'll be making a mod to test it, life could be made much easier on the AI by removing many of the tile bonuses and replacing them with a smaller amount of more meaningful ones. More strategic resource and 2+ resource tiles, more blank tiles, and less or no 1 resource tiles cluttering up the place. i just discovered a mod which makes buildings not suppress tile resources. since the AI tends to plow over bonuses that it really shouldn't, this could even the tile-micro playing field a bit between AI and player, i think.
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# ? Mar 6, 2018 03:37 |
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For science tiles, I always just upgrade to what I need at the moment without regard to what the base science-type is. Is this horribly wrong? I watched like Arumba or someone really sperg out about how he has like a physics building on an engineering tile.
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# ? Mar 6, 2018 03:45 |
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appropriatemetaphor posted:For science tiles, I always just upgrade to what I need at the moment without regard to what the base science-type is. Is this horribly wrong? I watched like Arumba or someone really sperg out about how he has like a physics building on an engineering tile. The base science on the tile isn't suppressed in that case, so I can't see any reason that it would matter.
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# ? Mar 6, 2018 04:08 |
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appropriatemetaphor posted:For science tiles, I always just upgrade to what I need at the moment without regard to what the base science-type is. Is this horribly wrong? I watched like Arumba or someone really sperg out about how he has like a physics building on an engineering tile. Optimizing for whatever you're currently most in need of is the best way to do it. If you're the serious minmaxing type who's going to have multiple species on each of their planets each with a different "natural <science type>" trait, then matching the tile type allows you to eke out a little bit more effectiveness. That's the only upside. If you're not going to do that then it's of no benefit, so you should instead take the real benefits of buffing up the science you most need to buff up right now.
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# ? Mar 6, 2018 04:09 |
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Just build an even spread of labs. As long as you're generating a decent amount of roughly the same proportions of techpoints, you're fine.
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# ? Mar 6, 2018 04:12 |
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appropriatemetaphor posted:For science tiles, I always just upgrade to what I need at the moment without regard to what the base science-type is. Is this horribly wrong? I watched like Arumba or someone really sperg out about how he has like a physics building on an engineering tile.
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# ? Mar 6, 2018 04:16 |
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Yeah only need to focus on certain lab types if you're doing a certain type of run. For instance if you're gunning for getting habs asap you'll want to focus on engineering. A lot of the "tall" guides say to almost exclusively focus on engineering labs until some milestone.
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# ? Mar 6, 2018 04:17 |
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ConfusedUs posted:CTRL + F9 disables the UI but I'm not sure if it hides all the little tags or not. That worked perfectly. Thanks!
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# ? Mar 6, 2018 04:25 |
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I usually specialize in either engineering or physics labs each game. it isn't totally ideal--you need all the weapons to be perfectly prepared against the end-game crises--but it is otherwise a helpful way to trim a couple techs since research stations do enough for the neglected branch. it is usually just as good to have a better weapon from one of the branches than a few more options from both.
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# ? Mar 6, 2018 05:02 |
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What difficulty settings do you folks use? I usually do normal/aggressive, but am finding that after conquering the first empire there's not much of a challenge until the various crises pop up. I don't usually do advanced AI starts though. Should I just advanced start a load or pop it up to hard? I don't want to get steamrolled but it's annoying when the game becomes a conquest slog without any real danger.
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# ? Mar 6, 2018 06:51 |
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high aggressive. I also jack up the number of ais because they simply don't expand fast enough. with max ais you are far more blocked in. default number of advance starts. I also play on hard difficulty but somewhat soften the ai bonuses in common/static_modifiers. with all of those changes the game is pretty challenging and fun up through mid-2300 which is a great improvement.
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# ? Mar 6, 2018 06:56 |
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# ? May 25, 2024 04:19 |
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Karanas posted:So what are people's opinion about the gaia start and is there any tips on how to do well with it? Make sure your refugee policy is set to "Allow Anyone." I had a steady stream of free pops that I could use to colonize at will.
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# ? Mar 6, 2018 06:58 |