The two year grace period seems fine to me, though I'm not sure why they don't just make it so you get penalties for rejecting status quo peace offers at 100%, like stab hits in EU. Then people couldn't abuse it by getting in wars where they just want to give the other guy the penalties.Catfish Noodlin posted:I completed Mega-Engineering, and I previously had an ascension perk saved. Voidbourne isn't there- Do I need a "new" perk to be able to start building mega-structures, or what? Most mega structures need the Galactic Wonders perk, Ring Worlds the Circle of Life perk. Voidborne is only needed for habitats, and doesn't require Mega-Engineering (though it does make you more likely to draw Mega-Engineering as a tech choice, I think).
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# ? Mar 15, 2018 23:36 |
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# ? May 26, 2024 06:21 |
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TheDeadlyShoe posted:Ambivalent about new difficulty scales. I've always found this pretty easy to do in 4x games, other than Stellaris. From Civ to Moo to SMAC I've always liked to be a tech-turtle with extremely minmaxed powerful cities/planets vs the vast lower-tech hoards of the universe. But that option is generally actually fun in most other 4x games because you have something to work towards. First of all I could really "feel" my vast tech advantage as I watched my musketmen fend off wave after wave of enemy horsemen and catapults. I could see my little empire of 5 cities managed to generate more trade or more production than most much larger empires because I had railroads and factories so much earlier than them, or my automated factories and robomines and army of android workers gave me a huge production edge. But I wasn't just sitting there waiting for something to happen, I was always actively doing something. Building up my cities/planets to be even more powerful, racing towards securing that next wonder, sending my fleet to Orion to secure its technology before anyone else, and all building towards some sort of tech-victory, or defeating some powerful foe far greater than any other empire on the map. In Stellaris being a turtle is boring as hell, there's nothing to do but wait until you get habitats, spam them. Then wait for galactic wonders, wait to save up minerals, wait for the build to finish, do it again. All while hoping, praying some sort of mid game crisis or end game threat mixes poo poo up a little. Then it happens and you realize all this time was wasted because you didn't set the crisis threat level perfectly and now it's impossible or trivial.
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# ? Mar 15, 2018 23:37 |
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Sindai posted:As always, it's explained in the dev diary: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-108-2-0-post-release-support-part-1.1079788/ Also probably worth quoting this bit: quote:We are also going to look into the possibility of changing Subjugation and Forced Ideology wars to either provide a clearer path to win such a war when the enemy has allies defending them, or by allowing Status Quo in such a war to achieve a 'limited victory' (liberating/subjugating part of the enemy empire instead of the whole).
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# ? Mar 15, 2018 23:38 |
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Taear posted:Nope. Four fleets at four different stars. What probably happened is that when you upgraded the ships, the fleet system hosed up and stopped counting the ships as part of the designs belonging to the fleet, turning the number red because it is now understrength. Just move the ships to a new fleet to fix it.
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# ? Mar 15, 2018 23:43 |
Psychotic Weasel posted:You have 24 months from the time one party hits 100% before the war ends. Plenty of time to sort your poo poo out. AI will always accept as soon as it hits 100% though. Yeah but when you BOTH hit 100% it just ends. Even if you're in the middle of conquering their last planet.
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# ? Mar 15, 2018 23:43 |
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Cynic Jester posted:What probably happened is that when you upgraded the ships, the fleet system hosed up and stopped counting the ships as part of the designs belonging to the fleet, turning the number red because it is now understrength. Just move the ships to a new fleet to fix it. I just assume my fleet numbers will randomly be red for no reason half the time and have made peace with it. Freshly built fleet in orbit of a shipyard? Red, why? No why.
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# ? Mar 15, 2018 23:45 |
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Baronjutter posted:People didn't like that it was forced and just hit you in the middle of a war when you were thinking "uhg just one more month and I'd have white-peaced out with pretty borders" so they changed it to severe penalties. The AI always goes for it at 100% but they found in multiplayer people would just eat the influence and unity loss and keep the hellwar going forever. Or even get into a forever war with someone where they knew they could inflict 100% on them way faster, then refuse to ever peace out so they could cripple their victim with no influence or unity. So, like the reddit person complained about, it was mostly for multiplayer balance. Well, yeah I agree that the penalty was pretty survivable if you wanted to keep prosecuting that specific war, though that's arguably the point of not forcing the end. But yeah if it was proving a problem I would prefer escalating penalties too the longer you do it. The problem is that the hit feels arbitrary, and you go from 100% murder to NO WE CANNOT MURDER ANY MORE WE MUST STOP RIGHT THIS SECOND and that's jarring and weird. Really it needs a more organic system whereby perhaps victories and conquest without losses can cut you exhaustion, meaning swift decisive campaigns are more sustainable and you can win back time by doing well, but the costs for staying at 100% are escalating and once you're at 100% you can't get rid of it without ending the war.
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# ? Mar 15, 2018 23:48 |
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Cynic Jester posted:What probably happened is that when you upgraded the ships, the fleet system hosed up and stopped counting the ships as part of the designs belonging to the fleet, turning the number red because it is now understrength. Just move the ships to a new fleet to fix it. It's not a huge deal, as I just "won" the game. Funny that I got the achievement this time but not for the federation victory. Still, it's the first time I've had an issue with the fleet manager. Other than when I reduce the fleet by one it takes TWO off every time.
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# ? Mar 15, 2018 23:50 |
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o-oh
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# ? Mar 16, 2018 00:08 |
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Ugh, I really need to get the Collossus thing to either crack planets or convert populations to machines. drat organics are causing nothing but problems on my planets, one of which had slave uprising in a sector despite being batteries and went over to an empire I was previously at war with, so now I have to eventually reclaim it in a long war despite being deep in my own space. I'm booting every organic off my planets now but they likely have nowhere to go so won't leave (I think), I thought maybe I could eventually research cybering or modifying other species but I guess I can't unless I take the rogue assimilator at the very beginning.
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# ? Mar 16, 2018 00:12 |
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What are the best ways to take advantage of Driven Assimilators?
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# ? Mar 16, 2018 00:30 |
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Ham Sandwiches posted:Lol the quest to go ever further to find any corner where people are having secret, forbidden thoughts like complaining about stuff they shouldn't, just to endlessly parade it in front of people as if it's representative Your av is so loving accurate jesus christ. Nobody can have a laugh at an idiot on the internet's expense on Ham Sandwiches watch!
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# ? Mar 16, 2018 00:48 |
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SA was founded on making fun of the internet and someone who has been here for nearly 18 years doesn't get it. Thanks for the laugh, Ham Sandwiches!
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# ? Mar 16, 2018 01:01 |
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Wassbix posted:Vassal Empires don't give insane amounts of free fleet cap anymore in 2.02beta, there is zero benefit of having bunch of tiny Vassals (unless they are protectorate, in which case you get influence). You vassalize them first so your trust + diplomacy rating goes up over time -> release and immediate invite to federation for 100% acceptance. I adore this game. You're making a strong argument for two tradition trees that I've completely avoided the last couple playthroughs that I can't wait to try.
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# ? Mar 16, 2018 01:03 |
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Baronjutter posted:100% of the early space people I was observing nuked them selves to death tooterfish posted:And no one can prove otherwise! Once they get space-UN/galactic community stuff sorted out, I think there's a rich seam of content to be mined in treaties on the treatment of underdeveloped species. Does the community favour non-interference? Contact but no hand outs? Straight uplifts? When uplifting, are the client race legally beholden to their benefactors or are they allowed to go their own way? If they blow themselves up under your watch, does the UN send a team to investigate? Also I wish I could pick which flavour of crisis I'm going to get. I can't remember the last time I got to fight the Scourge.
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# ? Mar 16, 2018 01:04 |
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Wassbix posted:Lot of pacing issue stems from the fact that AI is so bad even at the hardest difficulty, once you hit the post-eco phase around 2300 only thing left is to roll over all the AIs/Fallen Empire and sit on your hands till end-game crisis starts. What do you mean by the post-eco phase after 2300?
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# ? Mar 16, 2018 02:05 |
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Soylent Pudding posted:What do you mean by the post-eco phase after 2300? Oh its just MP terminology for when you start you aggressively pour all your minerals into expansion/stations to boost your economy before you start changing over civics/ethos to gear for war Example is starting Corporate Dominion for the +1 energy buff + Private colony ships -> you spam trading posts and you get to expand every planet/systems without paying mineral for colony ships and you get to go pure minerals on planets. Once you hit habitats you swap all your trading posts into anchorages (and drop corp dominon for the +15% naval capacity) and use your insanely high mineral income to build a Fleet that will literally just run everyone else over. Usually (depending on RNG) you can hit around 1 ~ 1.5k minerals a tick with stable energy by 2300 which lets you field like 200k+ worth of fleets with infinite reinforcements which is enough to roll over everything in the game. Gyshall posted:What are the best ways to take advantage of Driven Assimilators? Cyborg biopop can hit insane Mineral % bonuses / Focus robot on science/energy/unity Cyborgs don't eat food, but food makes them grow faster. They also start with +20% habitability (which is 4 point biopoint investment for anyone not playing DA) so you can settle everywhere while having insane mineral specialists. Also, your wars are genocidal, meaning you don't need to bother with influence either! You also have assimilate meaning any planet you take over will be fully staffed immediately with population that's not affected by happiness! (War soon as you can much as you can) Only "downside" is that they don't get access to a secondary Unity building (Symbol of Purity/Paradise Dome), but this just means they can start discovery tree early for the bonus unity gain (the one that gives 3 month worth of unity per research complete). Instead of a second Unity building they get an acess to an insanely good +15% energy/mineral boost to cyborgs building.
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# ? Mar 16, 2018 02:27 |
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Baronjutter posted:So thanks to the new toxicity rules on the paradox forums things have gotten a lot better, you now need to go to reddit and steam for the really bitter tears. I mean, it's a terrible system that a lot of people rightfully hate which they had gotten rid of and are now bringing back. I can definitely understand people being upset about it, it really is bad, bad game design and the fact that they seemed to realize that only to put it back in later just makes it feel worse. I honestly just couldn't enjoy the game when that was how it worked, and I absolutely be modding it out.
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# ? Mar 16, 2018 02:36 |
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cock hero flux posted:I mean, it's a terrible system that a lot of people rightfully hate which they had gotten rid of and are now bringing back. I can definitely understand people being upset about it, it really is bad, bad game design and the fact that they seemed to realize that only to put it back in later just makes it feel worse. I honestly just couldn't enjoy the game when that was how it worked, and I absolutely be modding it out. Why is it bad The purpose of it is to make wars shorter and about incremental gains, to prevent wars from being To The Death in all cases. The problem with the unity/influence gain system was that it was harder on the weaker empire than the stronger empire, giving the stronger empire an incentive to continue the war at 100% WE just to break their back rather than taking their war goals. That's a direct contradiction of the stated design goal. If you aren't strong enough to claim your objectives before 100% WE, you aren't as strong as you thought you are. Only real exception is Subjugation and Liberation wars right now, but that's a problem with acceptance modifiers not so much with WE.
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# ? Mar 16, 2018 02:49 |
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Captain Oblivious posted:Why is it bad If the idea was to stop wars being to the death in all cases why then introduce actual to the death mechanics? As a driven assimilator I can only fight that way, for example The issue I have is that all it cares about is direct losses. Even if I'm pushing them back and have enormous mineral resources I'm still out when it hits 100%. Honestly I just want the old war mechanics back. With a ticking war score and with stations mattering more than they did/than they do right now. Ideally no armies as well but you can't have everything.
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# ? Mar 16, 2018 02:58 |
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Taear posted:If the idea was to stop wars being to the death in all cases why then introduce actual to the death mechanics? As a driven assimilator I can only fight that way, for example Because less is still different than always, and differentiates Assimilators/Purifier variants even more. That is not a very hard question.
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# ? Mar 16, 2018 03:00 |
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The old war mechanics were loving awful
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# ? Mar 16, 2018 03:09 |
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cock hero flux posted:I mean, it's a terrible system that a lot of people rightfully hate which they had gotten rid of and are now bringing back. I can definitely understand people being upset about it, it really is bad, bad game design and the fact that they seemed to realize that only to put it back in later just makes it feel worse. I honestly just couldn't enjoy the game when that was how it worked, and I absolutely be modding it out. I can see the case for it since people were abusing it in multiplayer, so you do need to have some way to force an end to the war so your opponent can't just cripple your unity/influence income forever.
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# ? Mar 16, 2018 03:32 |
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I hope one day the choice in response is more than just flavour text.
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# ? Mar 16, 2018 03:39 |
forced peace is also a way to make 2v1 wars more painful for the 1 if the 2 are inferior separately but outmatch the 1 together. if you could wait out a penalty, there'd be no particular reason you might lose anything to 2 inferior attackers; but this way, focusing too much on one front is genuinely dangerous and could end up costing you territory. forced peace is no different from basically every other paradox game. it's a way to dampen warfare somewhat so that snowballing through conquest like you would in Civ is harder, thus extending the effective length and challenge of the game because military strength isn't the only thing that matters. all wars being total wars is just boring; it's too much of a boost for the victor to eat another empire with just one victory and quickly leads to one empire (the player, naturally) dominating. Jazerus fucked around with this message at 03:45 on Mar 16, 2018 |
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# ? Mar 16, 2018 03:41 |
Seams posted:I hope one day the choice in response is more than just flavour text. You could almost see it as a way to get an initial diplomatic bonus/malus and maybe influence. If you're an isolationist xenophobe and you tell the new empire to get bent, bam, domestic influence.
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# ? Mar 16, 2018 03:45 |
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Captain Oblivious posted:Why is it bad Another one is the fact that it, in many cases, results in the irritating circumstance that the side that was winning the war will end up losing simply because the arbitrary war end date happened to coincide with a Battle of the bulge style last ditch offensive. The enemy managed to take 5 starbases with suicidal attacks before you crushed their fleet and opened a path to their homeworld, but the fact that you obliterated the entirety of the enemy military and literally only need to move ships to those systems to retake them doesn't matter. War is over, go home, and leave those planets to the enemy(if they're claimed or it's a purifier war, anyway). There is no reason why this needs to be a hard cap. The only other option they have so far tried is a flat penalty to some totally irrelevant to the war effort stats. The obvious solution is to just have a stacking penalty to something that actually affects your ability to wage war, like minerals. That way, it will actually feel to the player as if their ability to wage war is failing, and they will feel organically encouraged to end the war as the longer they drag it out, the more vulnerable they become, and they won't be able to afford to leave the war going simply to cripple their enemy because they themselves will also be crippled. Now, it's still theoretically possible that, even if the penalties were crippling, sometimes people would want to just drag out the war anyway because they feel they can handle it better. The solution to this is to have the forced status quo kick in if a certain period of time passes without a system changing hands. That way, in order to keep the war going, you must actually wage it, which you will increasingly fail to do because you're losing 90% of your minerals to war exhaustion and your battered fleets aren't strong enough to take out any starbases that have guns on them. This feels infinitely less arbitrary to a player than just telling them that the war is over because the timer ran out. cock hero flux fucked around with this message at 03:58 on Mar 16, 2018 |
# ? Mar 16, 2018 03:55 |
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Wassbix posted:Usually (depending on RNG) you can hit around 1 ~ 1.5k minerals a tick with stable energy by 2300 which lets you field like 200k+ worth of fleets with infinite reinforcements which is enough to roll over everything in the game. 1K mineral a month by 2300 is just astounding to me. I guess I still have a lot to learn about really growing my empire's economy.
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# ? Mar 16, 2018 04:01 |
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I'd like to see a (possibly escalating) influence penalty with a forced peace if you hit 0 representing your leader no longer able to convince everyone else to keep fighting.
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# ? Mar 16, 2018 04:06 |
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Senor Dog posted:I'd like to see a (possibly escalating) influence penalty with a forced peace if you hit 0 representing your leader no longer able to convince everyone else to keep fighting. That's another reasonable way of doing it, yes. It's not so much the forced peace that irks me but the fact that it's essentially on a timer and there's nothing you can do about it.
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# ? Mar 16, 2018 04:07 |
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Senor Dog posted:I'd like to see a (possibly escalating) influence penalty with a forced peace if you hit 0 representing your leader no longer able to convince everyone else to keep fighting. This is a pretty good idea. Also I was thinking maybe if you're on the receiving end of someone being unwilling to end a war you could start actually getting buffs instead? Defensive armies and home fire rate maybe, to represent your people giving everything for survival against an aggressor who won't stop. But I don't know if the game could actually discern who would count as being on the sharp end of that and who is the one inflicting it. e; Wait no flip that around. If someone at 100% WE sends a peace offer and you reject it, they start getting bonuses. "We've tried negotiation but they won't hear us out!" Can also inflict penalties on the one doing the rejecting at that point.
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# ? Mar 16, 2018 04:13 |
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The population on one of my planets rioted against the presence of another species, and killed one of the pops. The other species is my empire's standard robot. I feel like this event could have used another check or two.
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# ? Mar 16, 2018 04:22 |
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GotLag posted:The population on one of my planets rioted against the presence of another species, and killed one of the pops. The other species is my empire's standard robot. Some people don't like robots. Working as intended.
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# ? Mar 16, 2018 04:59 |
Catfish Noodlin posted:I completed Mega-Engineering, and I previously had an ascension perk saved. Voidbourne isn't there- Do I need a "new" perk to be able to start building mega-structures, or what? You need the citadel tech for Voidborne, IIRC.
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# ? Mar 16, 2018 05:34 |
I don't think Ascension Perks should require techs. It seems a bit weird.
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# ? Mar 16, 2018 05:34 |
canepazzo posted:You need the citadel tech for Voidborne, IIRC. it's just star fortress, which everyone should get pretty early voidborne had pretty restrictive tech requirements in 1.9, but since 2.0 it's very unlikely that you'll not have star fortress by the time you can actually afford a habitat in the first place
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# ? Mar 16, 2018 05:41 |
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Is there a mod that lets you force spawn as fallen empire? I kind of want to do an all-human game with Earth as the fallen seat of power and all the other civs are the remnants
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# ? Mar 16, 2018 05:42 |
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Or maybe Earth is controlled by a roachoid devouring swarm
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# ? Mar 16, 2018 05:43 |
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uhh anyone noticed AI is really really really bad this patch? Playing on Grand Admiral and even the Advanced Start AI is pathetic on year 2250? Just took out 2 Determined exterminators with a 10k fleet they just sorta rolled over and died. Edit: Okay something has to be busted, AI doesn't even have the 100% booster to all tile yields like they did in Insane Wassbix fucked around with this message at 06:06 on Mar 16, 2018 |
# ? Mar 16, 2018 05:59 |
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# ? May 26, 2024 06:21 |
It feels like your average AI Empire will stagnate well before 2300. I've seen heaps of Empires get their homeworld rebelling from them, and that lone homeworld may then take over the empire it used to belong to without much problem. I don't know what happens to the minerals I give vassals of late, but they certainly don't use it to build things on tiles.
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# ? Mar 16, 2018 06:21 |