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Also wanting to have those crappy mining outposts makes perfect sense with rare resources. If you can't build your Colossus without that Unobtanium you bet you're gonna colonize the planet that has it, even if it's only at 20% hab.
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# ? Sep 14, 2018 23:17 |
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# ? May 25, 2024 12:03 |
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I wonder if you could balance habitats then to be habitability 0, on account of space being 0% habitable. I imagine they'll go with 100% habitability on the habitats, but I think I might like to tinker with that, see if it can be workable the other way round.
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# ? Sep 14, 2018 23:21 |
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And since empire penalties are based on districts that 20% hab world with 2 districts to mine a couple rare deposits isn't going to cripple your science. It's fine to not over develop worlds you don't need to be anything more than a colonial mine. I love it.
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# ? Sep 14, 2018 23:22 |
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Baronjutter posted:This is loving exactly what I said when the game came out. Make habitability an upkeep penalty representing everything being in domes or expensive climate controlled buildings. I assume from the screenshot it's applied per pop and then tallied.
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# ? Sep 14, 2018 23:35 |
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I wonder how it's going to affect migration. If low habitability hinders migration it will hard to attract migrants even if you overbuild housing; but if it doesn't affect migration you'll have situations where pops will leave your overcrowded homeworld where they used 1 housing, and migrate to a slightly less overcrowded mining outpost and now need 2 housing, which will overcrowd the mining outpost even worse than where they came from. Actually that's pretty realistic...
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# ? Sep 14, 2018 23:55 |
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Nevets posted:I wonder how it's going to affect migration. If low habitability hinders migration it will hard to attract migrants even if you overbuild housing; but if it doesn't affect migration you'll have situations where pops will leave your overcrowded homeworld where they used 1 housing, and migrate to a slightly less overcrowded mining outpost and now need 2 housing, which will overcrowd the mining outpost even worse than where they came from. I believe it was noted that habitability is reflected in the chance of new populations to be of a certain type, and that instead of entire pops moving around migration will now be reflected in population growth/decline speed. So if all you have is a desert species and colonize an arctic planet, then that planet will still slowly grow your desert pops (though probably much more slowly, especially if you also have a newly colonized desert planet drawing all the migration). But then if you uplift/import an arctic species, they'll be more more likely to grow or even supplant your original pops on the arctic planet.
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# ? Sep 15, 2018 00:04 |
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Based on the details in the diary from a couple weeks ago I imagine the Immigration Pull for a planet with such severe living conditions would be rather low and if anything else it would just attract pops from a species that could better survive there. In the event you don't have any such pops then immigration will like tonctribute a small trickle towards pop growth. From what we've been told it doesn't sound like you can ever completely stymie pop growth it doesn't sound like everyone in your empire will be flocking to the endless beaches of Dune anytime soon, either.
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# ? Sep 15, 2018 00:05 |
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Baronjutter posted:I wonder how it will work with mixed pops though, average it out or applied per pop? Each pop will have a different cost according to Wiz reply:
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# ? Sep 15, 2018 00:21 |
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Note that the luxury usage penalties on lovely planets will hurt particularly badly if you have high living standards. But with poor standards the baseline usage of proles is low enough that it wont be too big a deal...presumably.
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# ? Sep 15, 2018 00:27 |
So what's up with the map labeling in this tweet? Like why does it say "Noot-Noot" on the map instead of the Pingu People's Foundation or whatever it was? The bottom part of the UI with the map options is cropped out, but I wonder if this is some sort of new sector map and you now have all your territory in some sector or another, but you retain control over the main sector. Or I could just be super tired and am overlooking something very obvious. Also that sneaky trade route button. I so want to know how those are going to work. https://twitter.com/Martin_Anward/status/1040705942789210112 Anno fucked around with this message at 00:43 on Sep 15, 2018 |
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# ? Sep 15, 2018 00:37 |
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That's the font used to label sections of space like nebulas. Maybe we get to rename those too now?
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# ? Sep 15, 2018 00:58 |
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Personally I'm hoping colony development loses the credits upkeep cost and instead takes a certain amount of goods sent via a trade route.
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# ? Sep 15, 2018 01:07 |
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I hope I will be able to find one of the primary industrial centers of my enemies and watch as their ship production plummets because they lost their primary source of refined materials.
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# ? Sep 15, 2018 01:08 |
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Assassination of Tiles looking better every day.
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# ? Sep 15, 2018 01:09 |
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Wow, I just got the Unbidden crisis and jeez those guys are tough. I'm not even playing on a hard difficulty. I've equipped my ships with as many shields as they can power, switched all weapons to +shield damage and +shield pen where possible, and I'm still losing tons of ships per battle. I'm winning all the fights, but I'm not going to be able to afford to actually beat the fuckers when I have to spend 15k minerals to replace losses every time I fight a lovely little 55k strong Unbidden fleet. I even took the end game crisis bonus perk! What am I missing? There's loving like 100 Unbidden fleets across the galaxy and I'm the only rear end in a top hat even putting up a fight.
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# ? Sep 15, 2018 02:21 |
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You're not really missing anything, they're supposed to be hard. I'd focus on just keeping them off your core space while you foritfy the gently caress out of whatever chokepoints are needed to keep them out and then set up a bunch of shipyards tied to a gateway network leading to the front before going on the offensive. Yeah, they'll probably eat a significant fraction of the galaxy before the home front is secure, but eh not your problem. It's an existential war meant to take decades, you're gonna have to retool all of society to a war footing and a lot of people are going to die all over the galaxy.
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# ? Sep 15, 2018 03:29 |
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How are u posted:Wow, I just got the Unbidden crisis and jeez those guys are tough. I'm not even playing on a hard difficulty. I've equipped my ships with as many shields as they can power, switched all weapons to +shield damage and +shield pen where possible, and I'm still losing tons of ships per battle. I'm winning all the fights, but I'm not going to be able to afford to actually beat the fuckers when I have to spend 15k minerals to replace losses every time I fight a lovely little 55k strong Unbidden fleet. Also if you wait long enough rival energy mans will come and there will be an glowing mans civil war that can be a good distraction to make your move.
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# ? Sep 15, 2018 04:09 |
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When you guys do your initial colonization how do you specialize your worlds - or do you specialize at all? I’ve been going “do the tiles on the homeworld and fill in with science” and then make a mineral planet... but energy always seems to be a problem for me on the early games. Should I make an energy world to create a huge positive surplus before moving on? I usually play on commodore and can make it to around the first or second war when I eventually hit a roadblock due to the energy requirements of upgrading every building + tooling out and fielding the war fleet away from my support stations. Hot Dog Day #82 fucked around with this message at 04:17 on Sep 15, 2018 |
# ? Sep 15, 2018 04:13 |
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I could totally see individual penalties/bonuses to pop upkeep/housing usage/amenities on top of habitablity. A planet with excellent habitability could turn out to have an animal/environmental phenomena that makes all the space age metals and stuff used for the colony corrode heavily, making upkeep very high unless something is done. There could even be cost reductions if colonists discover that a local mineral naturally breaks into easily processed building materials, or that less can be spent on amenities because colonists find a geothermal heating solution in newly discovered hot springs.
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# ? Sep 15, 2018 04:13 |
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One thing that's potentially nice about having multiple resources is that I may finally have a reason to build nebula refineries, assuming they give something other than basic minerals
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# ? Sep 15, 2018 04:24 |
Hot Dog Day #82 posted:When you guys do your initial colonization how do you specialize your worlds - or do you specialize at all? I’ve been going “do the tiles on the homeworld and fill in with science” and then make a mineral planet... but energy always seems to be a problem for me on the early games. Should I make an energy world to create a huge positive surplus before moving on? I'm not an expert at the game but I'd never think of making an X world before I had around 3 developed balanced planets. You can easily retrofit your starting worlds into specialized worlds later when you've got spare resources, but early economy balance for me involves pretty direct reactions. Need energy? Build a power plant. Need minerals, a factory. Things look fine? Science lab. It'll be a little bit before you get the +10% resources buildings, and in my experience longer before they're actually profitable vs a power plant/mine, so there's really no reason to specialize in the very start.
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# ? Sep 15, 2018 04:25 |
I figure by the time I start breaking planets off into sectors it's time to think about specialization, and even then I'm prone to have the specialization be more "emphasizing the natural +mineral/+energy bonuses" than "everything is a mine"
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# ? Sep 15, 2018 04:51 |
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OwlFancier posted:One thing that's potentially nice about having multiple resources is that I may finally have a reason to build nebula refineries, assuming they give something other than basic minerals I build every nebula refinery available. Not because they're useful, but because I love the idea of compressing star stuff into spaceships at some deep space nebula facility.
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# ? Sep 15, 2018 05:15 |
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I mean technically you do that when you dig it out of a planet, it's just a slightly more involved process.
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# ? Sep 15, 2018 05:19 |
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Betherian stone automatically becomes energy planets Any planet with +Resource modifiers (Food, Minerals, science, energy, whatever) becomes that planet. Systems without any good habitable planets are slated for mega-structure projects. All planets get their capital building + temple/monument. Capital gets all the weird empire uniques.
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# ? Sep 15, 2018 05:25 |
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OwlFancier posted:One thing that's potentially nice about having multiple resources is that I may finally have a reason to build nebula refineries, assuming they give something other than basic minerals But when you upgrade your station to a citadel for the sixth starbase slot you gotta do something with that extra module slot to make the jigsaw puzzle icon go away, what are you building instead the refinery which is the most generically useful option if available? A lot of my station planning revolves around whether or not a system has a special feature for that last module slot.
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# ? Sep 15, 2018 06:50 |
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I don't think I've ever built a starbase where I had nothing but a refinery to put on it. Might be due to mods but I've just never even approached the point where a refinery would be a preferred building.
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# ? Sep 15, 2018 07:02 |
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am I the only one who keeps seeing this thread title and conflating it with Norf Norf by staples. now there is a hood rat penguin in my mind going *noot* side long Beach https://music.youtube.com/watch?v=cCLjcXDFf8U&feature=share
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# ? Sep 15, 2018 07:54 |
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Sorta hope this will affect migration attraction and pop growth as well, so desert worlds would be mostly populated by species that can adept, though pops leaving hive worlds would probably accept anything. Would be somewhat annoying to set migration rights on every planet just to avoid wasting infrastructure, due to the desert world needing to be covered in glass to accommodate the ocean dwelling fish people. Rincewinds fucked around with this message at 10:38 on Sep 15, 2018 |
# ? Sep 15, 2018 10:34 |
OwlFancier posted:I mean that assumes there aren't shitbox equipments you can use if you don't have refined materials. *checks calander* "Guys, how the gently caress is the Toyota War still running 300 years later?"
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# ? Sep 15, 2018 10:49 |
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OwlFancier posted:I don't think I've ever built a starbase where I had nothing but a refinery to put on it. It probably is, I mean there's only 4 or so buildings I can think of that are genuinely useful and all four of them are situational as well. I tend to build resource silos and hydroponics bays just to fill the slot. Crew Quarters, Fleet Academy, the naval one and Deep Space Black Sites are what I'm thinking of. Offworld Trade as well but that feels a lot more like "this station is specifically for this thing" when I build it. Taear fucked around with this message at 11:07 on Sep 15, 2018 |
# ? Sep 15, 2018 10:56 |
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I think I probably build the silo too. Much rather have that than a pitiful mineral income. Also I generally build all my stations either on the frontline, as shipyards, or in places where I can build observatories/curator/trade/artisan buildings.
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# ? Sep 15, 2018 11:06 |
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OwlFancier posted:I think I probably build the silo too. Much rather have that than a pitiful mineral income. I do the same - refineries are a last resort if I have no better Space Geography. Still hoping Devouring Swarms build ships out of highly refined food. They should also get something like a debuffed spore launcher lile the Prethoryn.
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# ? Sep 15, 2018 11:28 |
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SniperWoreConverse posted:*checks calander* Pictured - the main human battle tank by usage of the 21st century (and 22nd, and 23rd)
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# ? Sep 15, 2018 11:53 |
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Taear posted:It probably is, I mean there's only 4 or so buildings I can think of that are genuinely useful and all four of them are situational as well. This is endgame when everything has settled down, before that everything's a lot more catch as catch can, especially with crew quarters.
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# ? Sep 15, 2018 11:55 |
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SniperWoreConverse posted:*checks calander* *shrug* "Built to last."
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# ? Sep 15, 2018 12:19 |
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Nothing can kill a Hilux. Not even three wankers on an unlimited* BBC budget. https://www.youtube.com/watch?v=xnWKz7Cthkk https://www.youtube.com/watch?v=xTPnIpjodA8 https://www.youtube.com/watch?v=kFnVZXQD5_k *about £4.50.
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# ? Sep 15, 2018 12:33 |
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Splicer posted:Once I unlock the +X buildings my starbases get specialised. 6 Shipyards + Fleet Academy, 6 Anchorages + Naval Logistics Offices, 6 Trading Hubs + Offworld Trading Company. Anchorages get built around a point of interest whenever possible so they always get the art colleges and black hole observatories and nebula miners and such. Wormholes and Gates get Hyperlane Registrars and are usually my end-game Shipyard locations, and gates are where I keep my crew quarters. Major internal chokepoints may also get Hyperlane Registrars, but only if there's a station there for other reasons. Then everything else is filled in with either resource silos/hydroponic bays/black sites or listening posts/random offensive stuff depending how close they are to the front. I'll only build a dedicated bastion if there's a really good reason for it, like a single chokepoint between me and an aggressive-but-too-tough-to-take-yet enemy or similar. I mean that's still basically what I'm saying there. Too much of the starbase is mega situational but there are some things that are useful almost always.
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# ? Sep 15, 2018 13:36 |
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there's nothing wrong with the nebula refinery. its a great way to subsidize placing a starbase in a location. it's only a waste from the perspective of the endgame and its (relatively) limitless resources. (Sidenote: One thing frustrating about 4x game discussions is that there's two entirely different conversations going on, always: the one between people talking about the early and mid games, and the one between people for whom the game doesnt even start until the endgame. )
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# ? Sep 15, 2018 19:36 |
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# ? May 25, 2024 12:03 |
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TheDeadlyShoe posted:there's nothing wrong with the nebula refinery. its a great way to subsidize placing a starbase in a location. it's only a waste from the perspective of the endgame and its (relatively) limitless resources. I agree - for the most part once things like building gateways becomes a thing my games are over and I'm not playing it any more. I'd also say that they're discussions between people who're really min-maxy and people who take it as it comes which results in extremely different games, especially in Civilization.
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# ? Sep 15, 2018 20:08 |