Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Staltran
Jan 3, 2013

Fallen Rib
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).

Adbot
ADBOT LOVES YOU

Baronjutter
Dec 31, 2007

"Tiny Trains"

TheDeadlyShoe posted:

Ambivalent about new difficulty scales.

I'm irritated about being eternally out-teched in strategy games because any difficulty i find entertaining gives the AI massive research bonuses, because research isn't divorced from either the economy or from other bonuses. I'm much happier being outnumbered to out-teched. I'll probably just mod it.

However i'm unreasonably excited by "* AI should now be better at specializing its starbases".

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.

OddObserver
Apr 3, 2009

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).

These changes will not be in the very next version of 2.0.2 (as that is already being internally tested and will hopefully be with you before the end of the week), but we expect to roll them out sometime next week if all goes well.

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Taear posted:

Nope. Four fleets at four different stars.
I upgraded them to Dark Matter Thrusters. Only three of my four fleets got it but when I did it they all went red. Maybe it requires dark matter? The game doesn't tell me that anywhere though.

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.

Nuebot
Feb 18, 2013

The developer of Brigador is a secret chud, don't give him money

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.

Baronjutter
Dec 31, 2007

"Tiny Trains"

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.

OwlFancier
Aug 22, 2013

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.

I've complained a bit in the past from a similar angle that sometimes the game in balanced in ways that seem weird or bad to me as a strictly single-player player, but the new war exhaustion system forcing a peace at some point seems pretty important to the design goals. I'd prefer to see escalating penalties after 100% that essentially force a peace, but it's all probably just too open to abuse in multi.

My main problem with the new war system isn't forced peace at 100% it's just the rate at which you get exhaustion. So many wars I think I'm totally clowning the enemy, absolutely winning hard with lightning fast gains into the territory, blitzing their systems and steamrolling their ground forces taking planet after planet yet because of the combat retreat system they only have 40% exhaustion to my 35% exhaustion. This is totally fine if I'm going for a status-quo peace but you need a huge "warscore" for an actual wargoal victory. So it often feels weird and frustrating that I can steamroll their country taking 90% of it in a few months and they'd agree to give up all that territory in a heartbeat via a status-quo peace, but they're -100 against agreeing to keep all their territory but change their ethos or become my vassal.

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.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

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.

NotALizardman
Jun 5, 2011



o-oh

Vadoc
Dec 31, 2007

Guess who made waffles...


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.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
What are the best ways to take advantage of Driven Assimilators?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

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

It's fun to make poo poo up I guess, find the 5 people that don't like something and sit there incensed (or fake incensed) that they would dare think that stuff, just such a weird exercise

Did you know 3 people on steam didn't like it? Here's all 3 of their posts, so that you can read the complaints, which you didn't care to read in the first place because its dumb poo poo from idiots, but it's there. It's critical you understand some people are posting dumb reviews or comments, if you play Stellaris, because that makes you a Stakeholder or something :shrug:

And literally the only response is some variant of:


Such discourse, let's do it every DLC release in every thread, ah wait goons have it covered
So you're calling out our posts for adding nothing to thread....with a post that adds nothing to the thread.

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!

Peachfart
Jan 21, 2017

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!

MadJackal
Apr 30, 2004

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.

Just by forming a federation, you lose 20% of your max fleet cap, which is given to the Federation fleet cap. There is a Tradition that doubles it, this applies to the vassal you release from what I could tell. So essentially you gain 40% of your total fleet cap + 40% of members. This fleet is under the control of the president (always you long as they stay below 10% of total planets in federation) and the biggest thing is that it has zero upkeep. Which by late game saves you literally hundreds to thousands of mineral/energy a tick. This on top of the fact that you can over-queue federation ship production, means you can even go over the cap if you have a huge mineral stockpile makes diplomacy tree that looks useless actually one of the most overpowered tradition in the game.

Edit: You need the take the single point in Domination to make the vassal, then Diplomacy -> Double fleet contribution which is 4 point investment total for essentially a zero-upkeep 1000+ fleet lategame that doesn't follow ship limits. It also helps that the rest of the diplomacy tree is actually really good also.

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.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

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.

Soylent Pudding
Jun 22, 2007

We've got people!


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.

I found setting mid-game / late game crisis timer forward by 100 with Crisis difficulty 5x makes the game super dense and threats are abundant.

What do you mean by the post-eco phase after 2300?

Wassbix
May 24, 2006
Thanks guy!

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.

cock hero flux
Apr 17, 2011



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.
People are flipping the gently caress out over the reversion to forced status-quo peace at 100% exhaustion.

"Oh look, more concessions that hurt single player in order to appease the .08% of players doing "competitive" MP in a 4x game."
"Whelp, it was fun playing Stellaris. Time to find a different game."
"Oh how terrible the loser lost we need to punish the winner.Maybe some people should just learn how to play the game."
"Stellaris 2.0: Nothing People Asked For But Got Forced Onto Them......."

A lot of people's complaints are actually fairly legit if you comb through the bad reviews, the new war system needs tweaks, the AI is still weird and bad, there's tons of new and old bugs, there's still pacing issues, the game is extremely boring if you're not setting out to conquer the universe. But they just deliver their complaints with such drama and bitter tears. I do understand people feeling cheated at "buying into an open beta" which honestly most all paradox games feel like, often for months after a major update/dlc, but it's sort of par for the course.

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.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

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.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Captain Oblivious posted:

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.

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.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

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

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.

Because less is still different than always, and differentiates Assimilators/Purifier variants even more. That is not a very hard question.

Improbable Lobster
Jan 6, 2012

"From each according to his ability" said Ares. It sounded like a quotation.
Buglord
The old war mechanics were loving awful

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

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.

Seams
Feb 3, 2005

ROCK HARD

I hope one day the choice in response is more than just flavour text.

Jazerus
May 24, 2011


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

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'

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.

cock hero flux
Apr 17, 2011



A number of reasons. The first and most obvious one: it is transparently and inescapably arbitrary. It, as a mechanic, has no in universe justification for happening, which causes players who encounter it to not only have their immersion broken but also to become angry as the iron fist of the game comes down on whatever thing they, in their head, were doing and smashes it to pieces leaving nothing but cold and more importantly extremely boring numbers. The war ended because the game said it ended, and the game said it ended because the programmers want wars to be short. Your species may be a group of insane warrior cultists or literal robots but they will receive War Exhaustion just the same, and the war will end, because of game balance.

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

Soylent Pudding
Jun 22, 2007

We've got people!


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.

feller
Jul 5, 2006


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.

cock hero flux
Apr 17, 2011



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.

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



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.

GotLag
Jul 17, 2005

食べちゃダメだよ
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.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

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.

I feel like this event could have used another check or two.

Some people don't like robots. Working as intended.

canepazzo
May 29, 2006



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.

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
I don't think Ascension Perks should require techs. It seems a bit weird.

Jazerus
May 24, 2011


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

GorfZaplen
Jan 20, 2012

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

GorfZaplen
Jan 20, 2012

Or maybe Earth is controlled by a roachoid devouring swarm

Wassbix
May 24, 2006
Thanks guy!
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

Adbot
ADBOT LOVES YOU

Milkfred E. Moore
Aug 27, 2006

'It's easier to imagine the end of the world than the end of capitalism.'
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.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply