Did you have claims on the systems you occupied? Also, did the systems that the fleets got stuck in have an active FTL inhibitor? Fleets that jump in a system with an inhibitor can only leave by jumping out unless the inhibitor gets taken care of. Starting a new game is still the right call, no sense playing out a foregone conclusion if you're not enjoying it. And the only thing you can do to avoid the game running slow late game is to play a smaller galaxy.
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# ? Mar 14, 2018 22:40 |
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# ? May 26, 2024 03:25 |
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Serious question: what purpose do claims actually serve, other than to waste influence? Animosity casus belli -> conquer a bunch of systems -> status quo peace seems to work far better.
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# ? Mar 14, 2018 22:41 |
...uh, you only get the systems with status quo if you've claimed them? The conquest casus belli is worse than the animosity one, sure, but you might not be able to rival someone and still want to take their stuff.
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# ? Mar 14, 2018 22:46 |
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Staltran posted:Did you have claims on the systems you occupied? I'm pretty sure I did, yeah, spent a bunch of time on it making sure it included enough goddamn planets to get the win. If you claim a system with an inhabited planet, do you have to occupy it with an army to keep it in a status quo? Yeah in general I have really no mental model for how the hell FTL inhibitors work but if jumping in requires you jump out I guess that makes sense? Is there some guide on how they work somewhere because to me seems weirdly arbitrary whether you can go in or have to take another approach or just straight up have to jump.
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# ? Mar 14, 2018 22:50 |
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It can be rather fun to stack leader level caps, I'm not sure what the max is but I think it is 13 or 14 (+2 trait, +2 civic, +2 perk, +2 tradition, and maybe a tech?). You get -5 unrest, +5% edict duration, +3% unity per empire leader level. It actually is really strong for hive minds, since you get the immortal racial leader along with being able to mod +2 levels, +50 lifespan, and +25% xp gain onto your race (with points to spare, and those traits are also like +20% research, +30% habilitability, +5% resource production), and constantly run another +25% xp gain from the food edict. Trucking around with your normal leaders at like level 8-10 is pretty great! Also not bad for big slaver empires, like fanatic slaver+spiritualist. Having separate races working different stuff on your planets makes it easier to specialize your gene modding (so if you have grunt type A working mines you can mod that species, instead of trying to mod part of your species and shuffle them around), while more -unrest is sometimes handy.
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# ? Mar 14, 2018 22:54 |
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hobbesmaster posted:You left out that its only +1 unless the planet is like size 12 which makes it a lot less interesting imho. +1 from 16-24 +2 from 13-15 +3 anything under but yes it is not good ZypherIM posted:It can be rather fun to stack leader level caps, I'm not sure what the max is but I think it is 13 or 14 (+2 trait, +2 civic, +2 perk, +2 tradition, and maybe a tech?). You get -5 unrest, +5% edict duration, +3% unity per empire leader level. Yeah pushing leader caps is great fun for the entire family if your race lives long enough to cap out. Especially for machine empires since they can make specific robot types that typically have spare trait points for the +2 cap mod Sloober fucked around with this message at 22:56 on Mar 14, 2018 |
# ? Mar 14, 2018 22:54 |
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drat some workshop mods are freakin nutso
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# ? Mar 14, 2018 22:55 |
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Phobeste posted:I'm pretty sure I did, yeah, spent a bunch of time on it making sure it included enough goddamn planets to get the win. If you claim a system with an inhabited planet, do you have to occupy it with an army to keep it in a status quo? Yes. If you haven't occupied every planet in the system, it reverts control back to the owner. You don't need to keep an army there, mind, you just need to win an invasion. As for FTL inhibitors, if a system has one you can only leave via whatever hyperlane you entered from. If you Jump in, then you'll need to Jump back out... unless you capture the station and any planets in the system with inhibitors on them, anyway. Also note that if the system has a Wormhole, you can exit through that whether you came in via Wormhole or not. The same goes for Gateways, but you'll need to have ownership of the Gateway. Once the inhibitor technology is unlocked, all Starbases above outpost level will have an inhibitor, and any planet with a Stronghold will also have one. You'll need to capture the Starbase as well as the planet in order to break the inhibitor effect.
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# ? Mar 14, 2018 22:59 |
efbPhobeste posted:I'm pretty sure I did, yeah, spent a bunch of time on it making sure it included enough goddamn planets to get the win. If you claim a system with an inhabited planet, do you have to occupy it with an army to keep it in a status quo? Yes, you need to occupy all inhabited planets for a system to count as fully occupied. The occupation icon on the galaxy map changes slightly when a system is fully occupied, I think it gets lightning bolts or something. You can only leave a system with a FTL inhibitor by the same hyperlane you came in. If you jumped in, then there's no such hyperlane, so you have to jump out, too.
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# ? Mar 14, 2018 23:01 |
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Lead out in cuffs posted:Serious question: what purpose do claims actually serve, other than to waste influence? To waste influence, or specifically to force you to spend influence to conquer things, influence is a limiter on how much you can conquer at once.
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# ? Mar 14, 2018 23:05 |
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Oh so the inhibitors really take effect when you want to leave, not when you want to enter? That makes everything make a lot more sense, thanks. Well good to know that about invading planets. Probably still gonna abandon that game though it is starting to chug like a motherfucker
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# ? Mar 14, 2018 23:22 |
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Not being able to rival pathetic people is seriously ruining my groove. No way to humiliate them to clear their claims to make them more open to becoming a vassal, or at least a loyal vassal in the next war to subjugate them.
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# ? Mar 14, 2018 23:32 |
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On a related note I’d love a diplomatic way to bully someone out of their federation even if it’s really hard. Of course as far as I can tell with stellaris the game is really different depending on your civ and the random events that happen so maybe there actually is and I’ve never seen it
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# ? Mar 14, 2018 23:53 |
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Here's one of my more favorite slaver setups for the current patch. Divine Empire: Imperial Authority Fanatic Authoritarian: +1 monthly influence, +10% slave production Spiritualist: +10% monthly influence, -5% edict cost Syncretic Evolution (secondary race) Imperial Cult: +25% edict duration This gives enough bonus to mineral production that you don't really need mining guilds or slaver guilds starting out, and later on either of those or philosopher king is a good side edict once you have a spare point (or if you want to move off of imperial cult). Imperial cult is nice early for map the stars duration, and then when you're moving into empire edicts it also shines. Main species traits: Weak, Charismatic, Traditional, Quick Learners I like quick learners a lot, weak doesn't come into play at all (only if you get invaded, your defense armies are based on the pop manning the building granting the defense army), charismatic helps with other empires (swap out if you don't care), and traditional is a nice boost (a larger % of your empire's unity gain will be based off of buildings being worked by population, compared to minerals/energy/science). It is also possible to grab Sedentary and drop one positive trait to afford any of the 2 cost traits. Decadent looks good on paper, but you need 1 slave for every 1 pop to not take the penalty, and that is way worse than paying a marginal energy fee when you resettle your guys. Secondary species traits: Default. Seviles (+10% food/energy/happiness), strong, industrious, slow learners, fleeting. Worst case scenario your starting mineral production is +52% (strong, industrial, servile, fanatic authoritarian, chattel slavery, governor), while if you roll high on leaders you can get up to 30% more (ruler trait, ruler agenda, governor slavery). The slave processing building is also pretty solid, production 2 food 2 mineral (so double dipping on adjacency bonus) along with another +10% production. If you go biological ascendancy you can add nerve staple (+10% food/mineral), robust (+5% resource production, 30% hab), and upgrade to very strong (+5% minerals) for +20% minerals. Later game with a level 5 +slavery governor you're at +110% (or +120% if you have the level 2 mineral refinery building) mineral production on your tiles. I like taking charismatic so depending on the AIs that spawn I've got the choice of doing diplomacy stuff (+25 starting opinion is quite a lot) or just leveraging the massive mineral boost from mining planets into conquest, but it also allows you to pivot to most any strategy. The influence bonus allows faster early expansion, and the strong mining bonus makes you less dependent on good systems.
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# ? Mar 14, 2018 23:55 |
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Has anyone else noticed this bug? Whenever I start a new game there's a random primitive civilization that I know of on the other side of the map. I'm not using any mods.
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# ? Mar 15, 2018 00:21 |
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I hadn't noticed it, but yea I've got that going on as well.
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# ? Mar 15, 2018 00:29 |
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Where the hell is it set that machines can't trade food? I'm trying to give my Machine Caretaker government (machine empire with citizen organic pops) the ability to trade food, so I can prop up failing vassals, but I cannot for the life of me find where this poo poo's defined.
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# ? Mar 15, 2018 00:33 |
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GorfZaplen posted:Has anyone else noticed this bug? Whenever I start a new game there's a random primitive civilization that I know of on the other side of the map.
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# ? Mar 15, 2018 00:49 |
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AAAAA! Real Muenster posted:What are we looking at here? A random primative civ in their contacts at the start of the game like they said. I've noticed...a bug? Maybe. When you conquer planets from swarms their admin building vanishes. I guess it's because technically you're not allowed to have the same one but it's still a bit weird.
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# ? Mar 15, 2018 00:53 |
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Hmm, so I conquered a planet that some assholes had colonized with primitives on it. I'm not a fan of the assholes so I displaced them the gently caress off the planet, planning to uplift the primitives later and have them be in the empire instead. But when the last rear end in a top hat left, the primitives disappeared with them, and the planet is now empty. Which is weird, tbh.
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# ? Mar 15, 2018 00:55 |
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AAAAA! Real Muenster posted:What are we looking at here? A primitive civilization being in their contacts at the start of the game... despite being on the opposite side of the galaxy. I've seen this bug before, too.
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# ? Mar 15, 2018 00:57 |
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ZypherIM posted:Decadent looks good on paper, but you need 1 slave for every 1 pop to not take the penalty, and that is way worse than paying a marginal energy fee when you resettle your guys.
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# ? Mar 15, 2018 01:10 |
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Taear posted:A random primative civ in their contacts at the start of the game like they said.
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# ? Mar 15, 2018 01:24 |
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Either the game is a ton easier since 2 or I've got a lot better. I am playing on the same settings as I had previously but the ai seems a total pushover and can't control their territory. Too many places having their planets rebel and having tiny armies. Even late game I've had to abandon the game altogether because I got rolled by awakened empires or etc. Since 2.0 that's not the case. Can the ai just not quite handle the changes?
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# ? Mar 15, 2018 01:31 |
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Aethernet posted:EFFORTPOST INCOMING I am in 2335 and have been sitting on my 6th Ascension Perk for a while. I am a Fanatic Spiritualist Egalitarian with the Beacon of Liberty, Mining Guilds, and Meritocracy Civis and almost 200 pops of my primary species who are Industrious, Intelligent, and Traditional. I have Technological Ascendancy, One Vision, Mind Over Matter, Transcendence, and Imperial Prerogative perks already. One Vision seemed good at the time because I was so heavily invested into Unity and I wanted Spirituality Ethics Attraction because I was accepting refugees and conquering other species so I could colonize more planet types. I took Imperial Prerogative because I wanted more core planets because I have access to so many multi-planet systems and because I could see my power level creep up in big chunks as my existing planets matured and filled up. I say all of this because I have been torn between doing: ~Consecrated Worlds because I am a Fanatic Spiritualist who has a capital planet with 153 Unity income and 17 other planets with 60+ Unity income so gradually Consecrating the best of those could be really profitable (it would cost 80% and last 125ish years). ~Master of Nature to unlock more pop slots on all these planets. ~Voidborne to start building Habitats in my colonized systems. ~something else but I'm not sure edit: I am fine with spending the Influence on any of those things because I have 8+ monthly Influence income and all the import Edicts going already so spending influence to do any of those is essentially a non-issue. I also considered Executive Vigour then Consecrated Worlds but that seems overkill. Going Voidborne sounds nice because then I could go Ringworlds, I guess? I also considered the Galactic Defender but I figure I could do that later. AAAAA! Real Muenster fucked around with this message at 02:00 on Mar 15, 2018 |
# ? Mar 15, 2018 01:55 |
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I'd look at your influence usage to decide what you can afford. Habitats are strong if you're out of planets to nab and you've got minerals to spare, it is probably a bit late for mastery of nature, consecrated worlds is good but at 6 trees done chances are that last one isn't actually giving you that much. I'd actually suggest you take 'Defender of the Galaxy', because +50% dmg to endgame crisis is really good, especially when you're not used to them.
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# ? Mar 15, 2018 02:03 |
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ZypherIM posted:I'd look at your influence usage to decide what you can afford. Habitats are strong if you're out of planets to nab and you've got minerals to spare, it is probably a bit late for mastery of nature, consecrated worlds is good but at 6 trees done chances are that last one isn't actually giving you that much. I'd actually suggest you take 'Defender of the Galaxy', because +50% dmg to endgame crisis is really good, especially when you're not used to them.
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# ? Mar 15, 2018 02:21 |
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OwlFancier posted:Hmm, so I conquered a planet that some assholes had colonized with primitives on it. I'm not a fan of the assholes so I displaced them the gently caress off the planet, planning to uplift the primitives later and have them be in the empire instead. Uhhhhh, did you set a primitive policy that wasnt extermination before landing?
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# ? Mar 15, 2018 02:32 |
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Man, people on the steam forums are still sobbing about 2.0.
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# ? Mar 15, 2018 03:34 |
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Still annoyed/hateful about Wormholes. It's understandable. I can't judge-I've been in hospital the past month with a laptop that couldn't run Stelllaris even if I wanted to put Steam on it(I don't, as Net access is not a certain measure in hospital.) Bloodly fucked around with this message at 03:51 on Mar 15, 2018 |
# ? Mar 15, 2018 03:46 |
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Bloodly posted:Still annoyed/hateful about Wormholes. It's understandable. You should wait until you get a chance to try it. Wormholes in their current implication are pretty neat and A Big Deal when you can get ahold of one.
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# ? Mar 15, 2018 03:53 |
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I feel like rampant consumerism has created a situation where people define themselves by brands and media and you end up with situations where people care more about game patches and comic book plotlines than they do about real world issues. Maybe it's just nerds, I dunno.
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# ? Mar 15, 2018 04:14 |
Captain Oblivious posted:You should wait until you get a chance to try it. Wormholes in their current implication are pretty neat and A Big Deal when you can get ahold of one. Wormholes are good and are excellent ways to bypass all those frustrating station buildings that block your transit through systems. Also I'm too good at war, guys. Send help.
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# ? Mar 15, 2018 04:48 |
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Not good enough, what are those isolated systems ruining your borders doing being unconquered?
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# ? Mar 15, 2018 05:00 |
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Why is your food 0+0?
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# ? Mar 15, 2018 05:02 |
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crazypeltast52 posted:Why is your food 0+0? robot race probably
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# ? Mar 15, 2018 05:06 |
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crazypeltast52 posted:Why is your food 0+0? Robots don't need food.
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# ? Mar 15, 2018 05:06 |
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crazypeltast52 posted:Why is your food 0+0? Being a homolog means you require nothing but fleshy pops to sustain you, but not in an evil way. Just a loving embrace. They're a power-bot, they dictate the speed and rhythm of the assimilation.
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# ? Mar 15, 2018 05:09 |
Vadoc posted:Not good enough, what are those isolated systems ruining your borders doing being unconquered? I ran out of soldiers, then some crazy robots showed up and a fallen empire of crab people murdered them. So I didn't want to murder them while those hell crabs were BFFs with everyone. But now that the alliance disbanded I'm going to eat them before I run out of resources. crazypeltast52 posted:Why is your food 0+0? Robots don't eat.
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# ? Mar 15, 2018 05:10 |
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# ? May 26, 2024 03:25 |
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Encountered another weird bug today. I ran well over my fleet cap last night in preparation for an endgame crisis, but carefully ensured that I'd still have around +100 per month while maintaining Capacity Overload, Warring States, and Grand Fleet. Today I load the save, and find this: That deficit, it turns out, is from Warring States and Grand Fleet not affecting my naval cap after reloading the save - you can see the math in that Naval Capacity breakdown not working at all. Capacity Overload might not be working either, I can't tell. Reloading any of the earlier saves results in the same issue of edicts not applying their bonuses to fleet cap. Has anyone else seen this? Any suggestions on fixing it?
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# ? Mar 15, 2018 06:21 |