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Ringworlds look sweet af so I'm glad they're in the game.
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# ? Sep 19, 2018 20:20 |
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# ? May 24, 2024 22:19 |
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They are neat but it would be nice to have some more middle ground projects. Space Empires 4 had the Artificial Stellar Moon where you just build a artificial planet-base-thing (fairly) close to a star so it can get all its energy from the star easily while being a fleet-spawning hellforge, although with some other intermediate steps between normal spaceship/habitat stuff and ringworlds/sphereworlds.
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# ? Sep 19, 2018 20:23 |
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Ringworlds are sort of out of scale given the timeframes, but I'm still a fan. Megastructures create a visual and mechanical distinction of kind between the stuff you were doing before and the stuff you can do at endgame. Habitats have always been the fly in the ointment though since they were pretty much just as good as the actual megastructures at everything. wiegieman posted:The pyramids were basically the oldest public works project, they were in part a way to employ farmers in the off season. A little backwards. The Egyptians had a strong public works bureaucracy to manage the Nile with dikes & canals, levying farmers as necessary. The pyramid-builders leveraged the labor and skilled engineers this created to build the Pyramids. TheDeadlyShoe fucked around with this message at 20:35 on Sep 19, 2018 |
# ? Sep 19, 2018 20:26 |
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Ham Sandwiches posted:Yeah and they represent a much smaller resource investment than building the pyramids did for Egyptians 3000 years ago. It's not as if most of the able bodied citizens of Romania worked on the palace for 50 years or that the Three Gorges Dam was the focus of the united states for decades.
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# ? Sep 19, 2018 20:33 |
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Ham Sandwiches posted:I don't understand why you care that they're unnecessary. All the really good histories, fiction, etc. are about struggle. A story about a post-scarcity civilization's hobby of building giant dickbutt monuments everywhere while they wait for the heat death of the universe to obliterate time itself just doesn't grab me.
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# ? Sep 19, 2018 20:36 |
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Baronjutter posted:I think ringworlds were obviously added in because it's a scifi trope, but I think they super do not fit the scale of the game. It's like we're playing some village management game where you can build farmhouses, huts, tool sheds, and then suddenly a 2,000 story hive world. There's some serious "missing middle" content between building some cities on a planet, building some little orbital habitats, and then building a ringworld or dyson sphere. SC2000 went from early industry to Arcolgies. Of course, SC3000 and Simcity 4 scaled themselves back somewhat from those heady heights.
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# ? Sep 19, 2018 20:41 |
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Nevets posted:All the really good histories, fiction, etc. are about struggle. A story about a post-scarcity civilization's hobby of building giant dickbutt monuments everywhere while they wait for the heat death of the universe to obliterate time itself just doesn't grab me. I don't know, an existentialist tale about how a hyper-advanced race could only achieve authenticity within utopia through the creation of ultimately pointless engineering projects could be quite entertaining.
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# ? Sep 19, 2018 20:44 |
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Ham Sandwiches posted:I don't understand why you care that they're unnecessary. What kind of discussion can follow from that other than "Yes there are scenarios where they could be necessary" / "no there aren't" as we're seeing here. I'm the president of the board of concerned galactic property owners and we feel that the ringworld would significantly negatively affect the quality of our local cluster.
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# ? Sep 19, 2018 20:45 |
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Nevets posted:All the really good histories, fiction, etc. are about struggle. A story about a post-scarcity civilization's hobby of building giant dickbutt monuments everywhere while they wait for the heat death of the universe to obliterate time itself just doesn't grab me. TheDeadlyShoe posted:Ringworlds are sort of out of scale given the timeframes, but I'm still a fan. Megastructures create a visual and mechanical distinction of kind between the stuff you were doing before and the stuff you can do at endgame. Habitats should be less good by default, but gain significant benefits for building them in the "right" places (like with Guilli's orbital modifiers). So yes you can just dump them everywhere, but being smart about it will net you significantly better returns (and they'd be better balanced because if you go HAM on habitats and manage to fill up all the good slots you'll start hitting significantly reduced returns).
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# ? Sep 19, 2018 20:47 |
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Habitats being resource sinks is going to be a fantastic change. No more building a habitat and filling it with nothing but power or mines and getting way way better returns than actual mega-projects.
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# ? Sep 19, 2018 20:49 |
https://twitter.com/Martin_Anward/status/1042490479638728704 New civic and trait, I think. Might just be forgetting. I wonder if Life Seeded as-is would be better or worse under the new system. Starting on such an amazing planet seems better under the new rules, but Wiz thought that one-planet challenges would be worse off. That’s not really what that is of course but it makes me think a species that can’t as easily expand might be worse off.
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# ? Sep 19, 2018 20:51 |
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I thought life-seeded put you on a gaia world with gaia prefs.
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# ? Sep 19, 2018 20:55 |
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Bremen posted:The centrifugal force of Earth's orbital velocity is exactly canceling out the gravitational pull of the sun, which is why the Earth itself doesn't fly off into deep space. So if a Ringworld were doing it it would be exactly zero-g (other than gravity from the ring itself), with the rotation and sun's gravity countering each other out. Right, yeah. My comment about jumping into the night sky was based on the notion that, if you were holding onto the outside of a 1 AU ringworld revolving fast enough to generate Earth-normal gravity inside, it'd feel like hanging from a pull-up bar and if you let go you'd fall/fly away. It didn't really occur to me to account for the Sun or consider everything as a balanced system. Speaking of ringworlds! Does anybody else use Ringworlder or the Niven Ringworld mods? (The latter is for tile fetishists and I look forward to seeing what it becomes in 2.2.) fake edit: DrSunshine posted:I'm the president of the board of concerned galactic property owners and we feel that the ringworld would significantly negatively affect the quality of our local cluster.
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# ? Sep 19, 2018 20:58 |
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quote:I thought life-seeded put you on a gaia world with gaia prefs. It does. It overrides your preference entirely, but that never gets shown on your start screen.
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# ? Sep 19, 2018 20:58 |
The backstory for the OG Ringworld is that it was built by people with immense patience and lifespans and no FTL drives. Stellaris has a similar limited effect if we assume that the hyperlane network doesn't connect every star but only some fraction. (You would get the question of 'why not use those as trailheads and at least exploit local stars through robot miners' but shut up that's why)
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# ? Sep 19, 2018 21:15 |
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If anything I expect Life Seeded is getting quite a buff under the new system. Unlike the one planet challenge, in which you impose the limitation yourself, Life Seeded races are stuck on one planet until they find another gaia world or get access to another species/droids that can colonize for them. Under the current system your 25 tile planet is like a time limit for finding another empire to open a migration treaty with before it fills up. Or you need to get lucky and find a primitive civilization to uplift or invade. Since planets will no longer become 'full' they'll have a better chance of attracting others they can use to expand. All they need is one other pop and then they should be golden.
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# ? Sep 19, 2018 21:27 |
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I'd still love to see more moo2 style startup point picks for things like rich homeworld, poor homeworld, small, large, ancient artifacts and so on. Like have all sorts of cool bonuses and penalties to customize your starting world/system/situation. Everyone having more or less the exact same home world is boring.
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# ? Sep 19, 2018 21:32 |
Baronjutter posted:I'd still love to see more moo2 style startup point picks for things like rich homeworld, poor homeworld, small, large, ancient artifacts and so on.
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# ? Sep 19, 2018 21:37 |
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Splicer posted:Finding a past civilisation's giant dickbutt monuments though, now that's a story. What if your race ARE the ancient civilizations dickbutt monuement?
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# ? Sep 19, 2018 21:39 |
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*Cave painting in Lascaux c. 10,000 BCE
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# ? Sep 19, 2018 22:12 |
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Noir89 posted:What if your race ARE the ancient civilizations dickbutt monuement? I was going to post a pertinent short sci-fi story from the 50s but then I reread it and there's a hell of a lot more weird eugenics stuff than I remembered.
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# ? Sep 19, 2018 22:51 |
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Nessus posted:The backstory for the OG Ringworld is that it was built by people with immense patience and lifespans and no FTL drives. Stellaris has a similar limited effect if we assume that the hyperlane network doesn't connect every star but only some fraction. (You would get the question of 'why not use those as trailheads and at least exploit local stars through robot miners' but shut up that's why) The other thing the stories pointed out is "If you can build a ring world you don't need one." Theoretically it's supposed to be a stepping stone to a dyson sphere.
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# ? Sep 19, 2018 22:55 |
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isn't it kind of the idiots version of a dyson sphere you could just build a bunch of orbitals but no. you have to gently caress around with physics-breaking materials because you want a ring
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# ? Sep 19, 2018 22:56 |
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It gives you a wide-open space to live in. Dyson sphere has the same problem if you want to be able to walk around on the inner surface.
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# ? Sep 19, 2018 23:03 |
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Nessus posted:I think those are somewhat stronger when you're in a small game where you might legit not have more than two or three planets. Stellaris, even on small galaxies with 0.0075x habitable worlds, doesn't really roll like that.
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# ? Sep 19, 2018 23:04 |
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TheDeadlyShoe posted:isn't it kind of the idiots version of a dyson sphere Depends on why it was built. The theory behind a dyson sphere is that increasing energy demands eventually means that you have to harvest every last shred of energy your star barfs out; hence it being a sphere. An intermediate point could be a ring or a "shell of satellites around the system. The enclosed sphere is just a theoretical end result as it sucks up everything the star can give.
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# ? Sep 19, 2018 23:29 |
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Megastructures being in the game is good even if they're impractical to build because you can have them pre-existing on the map. That means cool dynamic objectives for people to fight over. Being able to eventually build them yourself long after it stopped to be important is just a thing to satisfy people that want to build a megastructure. But the important part is that they can be map-objects.
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# ? Sep 20, 2018 00:35 |
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Ruined mega structures should be less rare but require special resources and maybe even precursor artifacts to restore. Even just partially restoring a ringworld with various maluses would still be a very cool and worthwhile goal if you can do it midgame.
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# ? Sep 20, 2018 00:42 |
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I imagine if you have the ability to build a dyson sphere you probably have the technology to just harvest the star itself for materials and energy. Hell, make the dyson sphere out of siphoned matter from the star.
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# ? Sep 20, 2018 00:44 |
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It is kind of funny that long before you can build a Dyson sphere you develop the ability to produce & harness antimatter. Kinda makes building a giant cage around a slow fusion reaction seem obsolete. Unless the antimatter tech is just supposed to give you the ability to capture the very limited naturally existing antimatter for use in ship reactors.
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# ? Sep 20, 2018 03:12 |
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There's something to be said for not paying the upfront capital cost. The star's already there, you're just harvesting it.
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# ? Sep 20, 2018 04:01 |
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Love my psychic robot overlord
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# ? Sep 20, 2018 04:58 |
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How can you challenge a perfect, immortal machine? Immortal until some bullshit random event kills them like every other robot leader.
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# ? Sep 20, 2018 05:02 |
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double-immortal.
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# ? Sep 20, 2018 05:50 |
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I kind of stepped away from the game during my first run because I hit what I thought was a bug, but I want to make sure I'm not just missing something before I pick it up again. I'm in a war to vassalize a species and I have all of their systems occupied and planets subjugated. However, they won't accept Achieve War Goals. If I select Settle Status Quo, a new vassal empire is created, and one planetary system is returned to the original empire. Is the outcome of SSQ working as intended, and if so, is there any way to nudge their acceptance higher and fully vassalize them via AWG?
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# ? Sep 20, 2018 10:39 |
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Lazyhound posted:I kind of stepped away from the game during my first run because I hit what I thought was a bug, but I want to make sure I'm not just missing something before I pick it up again. Seeing how the "Occupation" modifier is only sitting at 50%, I'd guess that you haven't occupied any systems belonging to their ally? I was tripped up by that myself when the ally in question was so tiny and insignificant that I literally forgot about them.
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# ? Sep 20, 2018 10:49 |
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Lazyhound posted:I kind of stepped away from the game during my first run because I hit what I thought was a bug, but I want to make sure I'm not just missing something before I pick it up again. Are you 100% sure you've got every system and planet? Are they part of a federation? If they and all their allies are fully occupied they should be forced to surrender. Splicer fucked around with this message at 11:04 on Sep 20, 2018 |
# ? Sep 20, 2018 10:53 |
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Psychotic Weasel posted:How can you challenge a perfect, immortal machine? rip the god emperor of man, fell down the stairs and died.
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# ? Sep 20, 2018 11:50 |
Sector and Faction revamp DD I like this: quote:Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located. All interfaces that are relevant to sectors and planets (such as the outliner) are now organized by collapsible sector entries, allowing for better overview and management of a large number of planets. As before, each sector can have a governor assigned to it, but sectors now automatically send all of their production to the empire stockpile instead of having their own fully realized economy. However, since we still want players to be able to offload some of the planetary management when controlling a large number of worlds, it is still possible to allocate resources to a Governor, who will use those resources to develop the planets under their control. This of course means that there is no longer any core sector limit, and anything that previously used to give a bonus to core sector planets has either been changed into a different bonus or removed altogether.
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# ? Sep 20, 2018 12:25 |
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# ? May 24, 2024 22:19 |
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Oh nice. That’s almost exactly what I’ve been advocating for sectors.
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# ? Sep 20, 2018 12:31 |