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Raiding Bombardment is funny but more of an RP thing. Barbaric Despoiler civic gets it for free, and what it does is when you bombard with Raiding stance you do a little damage to their infrastructure but sometimes teleport their pops to one of your worlds. Also a noticeable upside to having a death star is, for some reason, it lets you use Total War on everyone. I don't really understand why but it's there and Total War is the best kind of war to go to in my opinion.
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# ? Apr 28, 2018 22:48 |
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# ? May 23, 2024 11:46 |
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Black Pants posted:Raiding Bombardment is funny but more of an RP thing. Barbaric Despoiler civic gets it for free, and what it does is when you bombard with Raiding stance you do a little damage to their infrastructure but sometimes teleport their pops to one of your worlds. The reason is you've got a goddamn Death Star. gently caress diplomacy, we're taking whatever we want and blowing up the rest.
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# ? Apr 28, 2018 22:55 |
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Staltran posted:What I hate about tiles is that you can't just build up to date buildings. You instead have to build obsolete ones and upgrade them gradually. Colonizing planets late game would feel much less like a chore if you could just build Mining Network IVs etc from scratch. Each upgrade of the planetary capital should give you one additional parallel construction.
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# ? Apr 28, 2018 22:56 |
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Sectors are actually really good for this. Build the basic buildings you want on all the tiles, throw them into a sector that you don't allow redev on. They'll upgrade the buildings as they can, and you can just not worry about it.
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# ? Apr 28, 2018 23:03 |
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I heard wiz is replacing tiles with linoleum is that not true?
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# ? Apr 28, 2018 23:24 |
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If they're seriously thinking about removing tiles I'm going to just shamelessly plug my proposal for a tile overhaul that I posted a few months ago. Though I hope they go for something better and even more comprehensive.
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# ? Apr 28, 2018 23:32 |
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ZypherIM posted:So the main thing to remember is that most of them are situational, or if you're aiming to get a certain style of gameplay. I'll note a few of these that are only good if you're using Apocalypse DLC, and that is because there is a late game way to spend Unity (Unity Ambitions) that are really strong but require that DLC. Nice, but you forgot Grasp the Void: +5 starbases. I just love building giant space stations for the hell of it, so this is always one of my earlier picks.
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# ? Apr 28, 2018 23:39 |
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Oh yea, its not up on the wiki (or I may have missed it). It is another situational Perk, and depends a bit on your galaxy layout. If you've got too many fronts to really secure it can give you that extra amount to lock up your flanks with a small reaction fleet + bases while you're pushing a war with your main fleet. Or to build up a defense in depth against an end game crisis, though late game an extra 5 probably won't make a huge difference. edit: A non-obvious thing to take into account is that different biome types have different weights for resources that show up. While homeworlds are guaranteed to have certain layouts at a minimum, the near planets will be heavily impacted by this. If you want to dig around the code for the weights you'll find them in /common/deposits/00_deposits.txt Dry: +50% energy deposits, +25% mixed energy/mineral, +50% physics +1/+2. Wet: +50% food deposits, +25% mixed food/mineral, +50% society +1/+2. Cold: +50% mineral deposits, +50% engineering +1/+2. Gaia: +50% everything, -33% nothing tiles, +250% betharian stones/alien pets. So Cold is always great, dry is good if you're robot heavy to get bonus energy, and wet is really good if you've got the adaptability tree (they get mineral income off of food tiles). ZypherIM fucked around with this message at 00:19 on Apr 29, 2018 |
# ? Apr 28, 2018 23:42 |
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Black Pants posted:Raiding Bombardment is funny but more of an RP thing. Barbaric Despoiler civic gets it for free, and what it does is when you bombard with Raiding stance you do a little damage to their infrastructure but sometimes teleport their pops to one of your worlds.
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# ? Apr 29, 2018 00:35 |
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hobbesmaster posted:I heard wiz is replacing tiles with linoleum is that not true? If you take World Shaper they get replaced with hardwood and throw rugs
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# ? Apr 29, 2018 00:40 |
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McSpanky posted:If you take World Shaper they get replaced with hardwood and throw rugs Stellaris needs a throne-room screen like Civ 2.
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# ? Apr 29, 2018 00:52 |
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Conskill posted:Stellaris needs a throne-room screen like Civ 2. That would be awesome
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# ? Apr 29, 2018 01:19 |
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We need more throne room drama. If this game took a few nods from CK2 and had the various scientists and governers be actual characters I would probably play this for 1000 more hours instead of 100
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# ? Apr 29, 2018 01:23 |
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Unhappy factions attempting coups instead of just sitting there miserably doing nothing. Being able to expend influence to help factions in other nations. Espionage!! These are the things I want
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# ? Apr 29, 2018 01:26 |
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GorfZaplen posted:We need more throne room drama. If this game took a few nods from CK2 and had the various scientists and governers be actual characters I would probably play this for 1000 more hours instead of 100 I'm starting to think Admiral Gex might fancy me. A. It's not appropriate B. Give him a good tumble!
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# ? Apr 29, 2018 01:34 |
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I enjoy finding stuff that I've yet to encounter. My current game I got a second living metal anomaly, it gave me +25% progress on it.
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# ? Apr 29, 2018 01:37 |
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Re: ascension perks: I feel like you can stop at cyborg and not go full synth and get a lot of the good stuff, and quickly. I think cyborg plus mega engineering (gateways!) is the go to for me now, although I do also tend to pick up defender of the galaxy.
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# ? Apr 29, 2018 01:41 |
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Epicurius posted:I'm starting to think Admiral Gex might fancy me. This, but autonomous drone 69
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# ? Apr 29, 2018 01:45 |
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ulmont posted:Re: ascension perks: I feel like you can stop at cyborg and not go full synth and get a lot of the good stuff, and quickly. Stopping at cyborg is a pretty big mistake these days IMO. There used to be more benefits from cyborgs and the way the bonuses changed dropped some stuff like fire rate on admirals. They changed it a while ago so that synth leaders are just a straight upgrade, and that was the major reason people used to stick with cyborgs.
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# ? Apr 29, 2018 02:19 |
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ZypherIM posted:Stopping at cyborg is a pretty big mistake these days IMO. There used to be more benefits from cyborgs and the way the bonuses changed dropped some stuff like fire rate on admirals. They changed it a while ago so that synth leaders are just a straight upgrade, and that was the major reason people used to stick with cyborgs. That's a shame, I like the flavor of cyborgs more. My last big game I played as a decadent space empire of depressed cyborgs eternally living in backstabbing misery. It just wouldn't have been the same with synths
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# ? Apr 29, 2018 02:32 |
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McSpanky posted:If you take World Shaper they get replaced with hardwood and throw rugs With the constant nerfs to some of the perks it's more like a cheap parquet now.
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# ? Apr 29, 2018 02:47 |
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The perks for leaders need some revamping too. Like who the gently caress would ever want the survey speed/REDUCED SCIENCE SHIP BUILD COST(!!!!!!) perk on any of their leaders over, like, 10% energy/minerals, +1 influence, etc. If you could use empty science vessels for assists research and they were an appreciable amount to make in the first place that might be one thing, but like, survey speed is such a nonentity that it's an utterly worthless perk. The cheaper mining station one is basically irrelevant too, despite the number of mining stations you wind up making over the course of a game, stuff like +10% minerals covers that benefit and then some after the first colony. Does anyone NOT build mining/research stations if they're able? Is there any benefit to not do so? I just immediately build up any system I control as soon as I notice there's floating resources in it still. There's no reason not to, the energy upkeep for them is a nonentity most of the time. Assist research could really use some buffing too, the cost of an entire leader slot for, like, +20-30 research points in most cases is kinda ridiculously bad.
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# ? Apr 29, 2018 02:58 |
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Man I just had the most trouble taking this guy's planet in an early war. I check out my new slave pops and it turns out he has v.strong (+40% army dmg) AND resilient (+50% defense army dmg). edit: not building as soon as possible is generally only in the early game, when you need to balance mineral spend or energy income. Late game sometimes you could take minimal hits breaking stations down if you're really hard up for the energy. ZypherIM fucked around with this message at 03:00 on Apr 29, 2018 |
# ? Apr 29, 2018 02:58 |
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Epicurius posted:A lot of them are situational, but some are more useful than others. Consecrated Worlds, for instance, which only shows up if you're spiritualist, gives you an edict that increases growth speed, happiness, and unity generation. This is fine, but spiritualists get a lot of bonuses to unity generation anyway, and have an edict, "create saint", that gives you a unity bonus but doesn't take an ascension perk. Galactic Force Projection gives you a bonus to fleet size and naval power, which again, can be handy, but there are a lot of techs and buildings that do that too. The starbase perk also give you more naval capacity if you purpose them to anchorages and you can research to 200 cap so it is a literal trash perk if it is anything but your first choice. Even then...
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# ? Apr 29, 2018 04:49 |
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Galactic Force Projection probably needs a re-tune yea, but the big difference is that you spend no resources getting that naval cap, and if you aren't in way late game you're not going to be at 200 fleet size. 5 starbases with 2 anchorages and the naval building is 3500 minerals (along with 3 years build time) for 60 cap, along with 6 upkeep. After starholds you'll have a bigger fleet cap, but each one is another 3 years build and 950 minerals. GFP shines when you spend that capital on a fleet and go take someone over instead of just building the capacity. Late game yea it isn't as big of a benefit, but if you used that early boost to get a larger base then it'd be worthwhile.
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# ? Apr 29, 2018 05:06 |
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Also, going to give a shoutout to Executive Vigor as a genocidal civ. It makes the patrol drones/martial law edicts last longer than the purge timer.
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# ? Apr 29, 2018 05:17 |
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Black Pants posted:Since posting what I did before I've found this mod so go ahead and have your Endless Space in Stellaris if you want I guess. Oh now this looks yummy. Will definitely have to try this one out! Demiurge4 posted:If they're seriously thinking about removing tiles I'm going to just shamelessly plug my proposal for a tile overhaul that I posted a few months ago. Though I hope they go for something better and even more comprehensive. Yeah you're the one I was trying to remember when the recent tiles-talk started up! It'd be a very good starting place at the least.
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# ? Apr 29, 2018 05:21 |
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ZypherIM posted:Galactic Force Projection probably needs a re-tune yea, but the big difference is that you spend no resources getting that naval cap, and if you aren't in way late game you're not going to be at 200 fleet size. 5 starbases with 2 anchorages and the naval building is 3500 minerals (along with 3 years build time) for 60 cap, along with 6 upkeep. After starholds you'll have a bigger fleet cap, but each one is another 3 years build and 950 minerals. Yer gonna tank your income if you take it early and cap your fleet to it
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# ? Apr 29, 2018 05:22 |
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Sloober posted:Yer gonna tank your income if you take it early and cap your fleet to it How would this not be the case if you took +5 starbases instead?
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# ? Apr 29, 2018 05:33 |
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I think if tiles were replaced with hexes and you could have 6 potential adjacency bonuses it would be more better than the current tiles since you only get ~4 sides with squares.
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# ? Apr 29, 2018 05:34 |
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ZypherIM posted:How would this not be the case if you took +5 starbases instead? Starbases can provide income to pay for themselves, ships can't.
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# ? Apr 29, 2018 05:39 |
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Omnicarus posted:I think if tiles were replaced with hexes and you could have 6 potential adjacency bonuses it would be more better than the current tiles since you only get ~4 sides with squares. Remove them entirely and simulate the surface of every body so you can put anything anywhere
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# ? Apr 29, 2018 05:40 |
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Gadzuko posted:Starbases can provide income to pay for themselves, ships can't. If you're using the bonus starbases for income then they aren't providing fleet cap, so I'm unsure as to why this is your argument.
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# ? Apr 29, 2018 05:57 |
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Captain Invictus posted:Assist research could really use some buffing too, the cost of an entire leader slot for, like, +20-30 research points in most cases is kinda ridiculously bad. Out of curiosity, what are you using those slots for? I don't usually go with heavily militaristic empires and I find that once I can afford the energy it's a pretty sweet deal filling up the empty slots with assisting scientists who can also thus be leveled up slowly to replace the head scientists as they die out.
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# ? Apr 29, 2018 05:58 |
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ZypherIM posted:If you're using the bonus starbases for income then they aren't providing fleet cap, so I'm unsure as to why this is your argument. Taking the fleet cap perk means all you can do is build more fleets, which takes income. Taking grasp the void early means you can build either a mix of income and anchorages/bastions, or income when you need it and pivot to anchorages later in the game when resources aren't an issue. It's still not a great pick, but it's more flexible and situationally useful.
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# ? Apr 29, 2018 06:20 |
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quote:Out of curiosity, what are you using those slots for? I don't usually go with heavily militaristic empires and I find that once I can afford the energy it's a pretty sweet deal filling up the empty slots with assisting scientists who can also thus be leveled up slowly to replace the head scientists as they die out. I realise I wasn't asked. Hmm. 3 Scientists for the 3 fields, 2 governors(1 Sector), 1 Admiral. That's 6 of 10 already. 2 more Scientists exploring. That's 8, possibly 9 depending on how much ground needs covering. Then again, I run Democratic, so at any time one of those might end up as leader, so I'm eating more energy in replacements. And tech means more slots eventually. I guess it's because the exploration phase runs a long while. It's not often there's nowhere to go or nothing to do other than assist, though it certainly can occur.
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# ? Apr 29, 2018 06:42 |
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GorfZaplen posted:We need more throne room drama. If this game took a few nods from CK2 and had the various scientists and governers be actual characters I would probably play this for 1000 more hours instead of 100 Yea , the lack of scheming minions is the thing that I miss most, threatening to upset carefully laid plans just because I gave their rival a system they wanted.
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# ? Apr 29, 2018 09:47 |
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ZypherIM posted:Galactic Force Projection probably needs a re-tune yea, but the big difference is that you spend no resources getting that naval cap, and if you aren't in way late game you're not going to be at 200 fleet size. 5 starbases with 2 anchorages and the naval building is 3500 minerals (along with 3 years build time) for 60 cap, along with 6 upkeep. After starholds you'll have a bigger fleet cap, but each one is another 3 years build and 950 minerals. Also the fleet command hard cap is now 500 which is now quite a lot of instances of researching +10 at a time, so the +20 isn't nearly as bad. When Cherryh first dropped, hitting 200 command limit was what, two rounds of the repeatable research? GFP was real, real bad then.
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# ? Apr 29, 2018 15:07 |
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Anyone else noticed that you can't build starbases from the galaxy map on systems with more than one star? It will tell you "starbases must be built around a star" as if it can't decide which to build around. You can select one or another star from the system map though.
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# ? Apr 29, 2018 15:34 |
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# ? May 23, 2024 11:46 |
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GunnerJ posted:Anyone else noticed that you can't build starbases from the galaxy map on systems with more than one star? It will tell you "starbases must be built around a star" as if it can't decide which to build around. You can select one or another star from the system map though. Those systems bug the hell out of me because I can't tell my fleets to flip the outposts from the galaxy map, I have to go in and manually order an attack or they'll go to the empty center of the system an miss the station half the time.
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# ? Apr 29, 2018 15:54 |