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hobbesmaster
Jan 28, 2008

Phrasing it as a joke; there really should be a "sliders slider" that hides or displays additional sliders. ie the "normal" "advanced" vs "why do you keep asking for this poo poo" options.

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Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
I still like the idea somebody posted for a placebo slider.

Baronjutter
Dec 31, 2007

"Tiny Trains"

hobbesmaster posted:

Phrasing it as a joke; there really should be a "sliders slider" that hides or displays additional sliders. ie the "normal" "advanced" vs "why do you keep asking for this poo poo" options.

Yeah, some advanced mode slider-hell options I'd actually really legitimately love to see:

Fleet Scale: adjusts the general scale of fleets you'll see in the game while of course making any needed adjustments to crisis fleets and such. The lower the setting, the more expensive ships are and the smaller the fleet cap is.
Travel Speed: Adjusts all movement speeds in game
Mega Structure Build Speed
Mega Structure Build Restrictions: yes/no for one-at-a-time restriction
Multiple Mega Structures: yes/no to allow building more of the same structures.
Multiple Crisis: yes/no to allow multiple crisis to trigger over the course of a game if the conditions are met.
Ethos Drift Speed: adjusts how often pops will potentially switch to a new ethos
Population Growth: globally adjust all pops and robots growth/build speeds.
Research Speed
Unity Speed
Gateway Era: Early, middle, or late. Adjusts when gateway tech comes into play as well as reduces its cost a bit on earlier settings
Galactic Dangers: adjusts the amount and strength of the various mining drones and void clouds and other such hostile entities generated on the map.
Leviathans: adjusts the number of leviathans forced to spawn on map.
Space Resources: adjusts the general richness of orbital deposits
Planet Resources: adjusts the general richness of special planet districts
Rare Resource Distribution: random or clumping
Planet Sizes: adjusts the average planet size higher or lower
Hostile Empires: very low would see a galaxy with a lot of friendly federation builders, very high would see a ton of purification councils and exterminators and such.
Piracy: Adjusts the general strength and trade-route impact of pirates as well as the strength of their fleets when they appear.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.
So, um... does slavery suck? Because I started a second game as Authoritarian Fanatic Spiritualists to bring the good word of Bird God to the galaxy, and they start with caste system implemented, and I hated it and it wasn't worth it. So basically if I build a special building and research special techs, I get guys with mild production bonuses. Then I also get a bunch of unhappy pops who aren't giving me any influence and eventually start causing Unrest and loving with ethics attractions and causing their production to tumble to almost nothing, which torpedoes the gently caress out of my economy as all of a sudden all my mines and farms stop producing, and then the Unrest snowballs and I've got hunger strikes and slave revolts. Or , I could just build a god damned robot and get equivalent production bonuses with none of those tradeoffs.

Honestly, in my first try at it, I'm not sure what the upside to being evil at all is. When I decided to abolish slavery I moved every other species to Residence status, kicked up their living standards to Decent, and allowed free migration, and you know what happened? My economy loving boomed, my influence gains shot up, and my overall population exploded so hard that I actually had a temporary food shortage. And there's a subtle but powerful bonus to being as xenophilic as possible, which I noticed in my federation game -- get enough species in your empire and eventually every planet is 100% habitable, because someone likes that biome type.

Am I just bad at being evil or is there really no reason to do it other than roleplaying?

HelloSailorSign
Jan 27, 2011

CapnAndy posted:

So, um... does slavery suck? Because I started a second game as Authoritarian Fanatic Spiritualists to bring the good word of Bird God to the galaxy, and they start with caste system implemented, and I hated it and it wasn't worth it. So basically if I build a special building and research special techs, I get guys with mild production bonuses. Then I also get a bunch of unhappy pops who aren't giving me any influence and eventually start causing Unrest and loving with ethics attractions and causing their production to tumble to almost nothing, which torpedoes the gently caress out of my economy as all of a sudden all my mines and farms stop producing, and then the Unrest snowballs and I've got hunger strikes and slave revolts. Or , I could just build a god damned robot and get equivalent production bonuses with none of those tradeoffs.

Honestly, in my first try at it, I'm not sure what the upside to being evil at all is. When I decided to abolish slavery I moved every other species to Residence status, kicked up their living standards to Decent, and allowed free migration, and you know what happened? My economy loving boomed, my influence gains shot up, and my overall population exploded so hard that I actually had a temporary food shortage. And there's a subtle but powerful bonus to being as xenophilic as possible, which I noticed in my federation game -- get enough species in your empire and eventually every planet is 100% habitable, because someone likes that biome type.

Am I just bad at being evil or is there really no reason to do it other than roleplaying?

I find slavery works much better as a start when I've got a syncretic species. They come with some baked in traits that make the syncretic species far better in the early game as slaves instead of a caste system on the main species. By the time you're adding new species as slaves, you'll have more tech to have happier populations that are slaves, so they don't get all antsy.

binge crotching
Apr 2, 2010

Baronjutter posted:

Yeah, some advanced mode slider-hell options I'd actually really legitimately love to see:

Fleet Scale: adjusts the general scale of fleets you'll see in the game while of course making any needed adjustments to crisis fleets and such. The lower the setting, the more expensive ships are and the smaller the fleet cap is.
Travel Speed: Adjusts all movement speeds in game
Mega Structure Build Speed
Mega Structure Build Restrictions: yes/no for one-at-a-time restriction
Multiple Mega Structures: yes/no to allow building more of the same structures.
Multiple Crisis: yes/no to allow multiple crisis to trigger over the course of a game if the conditions are met.
Ethos Drift Speed: adjusts how often pops will potentially switch to a new ethos
Population Growth: globally adjust all pops and robots growth/build speeds.
Research Speed
Unity Speed
Gateway Era: Early, middle, or late. Adjusts when gateway tech comes into play as well as reduces its cost a bit on earlier settings
Galactic Dangers: adjusts the amount and strength of the various mining drones and void clouds and other such hostile entities generated on the map.
Leviathans: adjusts the number of leviathans forced to spawn on map.
Space Resources: adjusts the general richness of orbital deposits
Planet Resources: adjusts the general richness of special planet districts
Rare Resource Distribution: random or clumping
Planet Sizes: adjusts the average planet size higher or lower
Hostile Empires: very low would see a galaxy with a lot of friendly federation builders, very high would see a ton of purification councils and exterminators and such.
Piracy: Adjusts the general strength and trade-route impact of pirates as well as the strength of their fleets when they appear.

Yes please.

Pretty much the only one on there I wouldn't play with is piracy and fleet scale, everything else would be tweaked one way or the other.

Staltran
Jan 3, 2013

Fallen Rib

Nevets posted:

Most of my games it seemed like I built Engineering labs almost exclusively. Between gene clinics and loop institute and most anomaly spawned resources being either physics or society it seemed like I was always short on Engineering.

Same, except I generally don't bother researching physics and society labs until pretty late. Also, part of it is that I find engineering techs more valuable. So I'd actually disagree on

quote:

You had to research all 3 types anyway, and you always just built the type you were most lacking (excepting any planets with a bonus to a particular type).

e:

CapnAndy posted:

Honestly, in my first try at it, I'm not sure what the upside to being evil at all is. When I decided to abolish slavery I moved every other species to Residence status, kicked up their living standards to Decent, and allowed free migration, and you know what happened? My economy loving boomed, my influence gains shot up, and my overall population exploded so hard that I actually had a temporary food shortage.

You sure you didn't have a food shortage because you lost the slavery buffs to food production? I have no idea how abolishing slavery would cause a population boom (unless you had a lot of planets with nothing but slaves on population controls, but why would you ever do that).

Staltran fucked around with this message at 18:30 on Oct 12, 2018

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

CapnAndy posted:

So, um... does slavery suck? Because I started a second game as Authoritarian Fanatic Spiritualists to bring the good word of Bird God to the galaxy, and they start with caste system implemented, and I hated it and it wasn't worth it. So basically if I build a special building and research special techs, I get guys with mild production bonuses. Then I also get a bunch of unhappy pops who aren't giving me any influence and eventually start causing Unrest and loving with ethics attractions and causing their production to tumble to almost nothing, which torpedoes the gently caress out of my economy as all of a sudden all my mines and farms stop producing, and then the Unrest snowballs and I've got hunger strikes and slave revolts. Or , I could just build a god damned robot and get equivalent production bonuses with none of those tradeoffs.

Honestly, in my first try at it, I'm not sure what the upside to being evil at all is. When I decided to abolish slavery I moved every other species to Residence status, kicked up their living standards to Decent, and allowed free migration, and you know what happened? My economy loving boomed, my influence gains shot up, and my overall population exploded so hard that I actually had a temporary food shortage. And there's a subtle but powerful bonus to being as xenophilic as possible, which I noticed in my federation game -- get enough species in your empire and eventually every planet is 100% habitable, because someone likes that biome type.

Am I just bad at being evil or is there really no reason to do it other than roleplaying?

You should've been Fanatic Authoritarian to max out slaver bonuses, and picked up Slaver Guilds too. You really need to lean into slavery, but once you do, it's brilliant.

Nuclearmonkee
Jun 10, 2009


If you minmax you species for slavery it gets rather amazing amounts of minerals and bonuses. As a despoiler you also get the amazing tradition with mineral farms that are amazing with cap adjacency and slave bonuses on top.

The unity sucks but you get to use captured planets better than a purifier or w/e which is an ok trade. With new pop mechanics it will hopefully be stronger.

I don't really go authoritarian otherwise. It's easier to just make everyone you conquer either deliriously happy or turn them into food pellets.

binge crotching
Apr 2, 2010

Aethernet posted:

You should've been Fanatic Authoritarian to max out slaver bonuses, and picked up Slaver Guilds too. You really need to lean into slavery, but once you do, it's brilliant.

That's pretty much the entire secret of how to make it work. Fanatic Auth + Slaver Guilds. Might as well add in Mining Guilds as well to get the extra minerals

Dareon
Apr 6, 2009

by vyelkin

Nevets posted:

Most of my games it seemed like I built Engineering labs almost exclusively.

After I built the five available unity buildings, I covered Paradiyadayada in research labs with the goal of getting my research numbers even. Ten engineering, six physics, four biolabs.

isndl
May 2, 2012
I WON A CONTEST IN TG AND ALL I GOT WAS THIS CUSTOM TITLE
I don't like running slavery because it's a massive pain in the rear end of micromanagement. If you don't watch your pops you'll end up with dudes on the wrong tiles for their bonuses and slaves generally have happiness penalties (especially if you're keeping around war spoils with the recently conquered penalty). War slaves tend to have all the wrong bonuses and sometimes odd penalties. Easier to just run robots where I can queue up a bunch and then ignore it.

Honestly I have most of the same problem with all multi-species empires, slavery or not. If 2.2 can shuffle pops between districts intelligently it's going to make playing those empires so much more fun.

Baronjutter
Dec 31, 2007

"Tiny Trains"

isndl posted:

I don't like running slavery because it's a massive pain in the rear end of micromanagement. If you don't watch your pops you'll end up with dudes on the wrong tiles for their bonuses and slaves generally have happiness penalties (especially if you're keeping around war spoils with the recently conquered penalty). War slaves tend to have all the wrong bonuses and sometimes odd penalties. Easier to just run robots where I can queue up a bunch and then ignore it.

Honestly I have most of the same problem with all multi-species empires, slavery or not. If 2.2 can shuffle pops between districts intelligently it's going to make playing those empires so much more fun.

Are you having this problem in sectors? I find the sector governors as they are now are pretty ok at this. They'll periodically shuffle robots and pops around in a mildly logical way. Like I gave a world 5 robots and all the mines were under construction so they put the robots on labs, which were the only free jobs, but checking back on them later they had 5 mines being worked by 5 robots.

But yeah, so many of my choices in the game isn't what's coolest, or most powerful, it's "which option/playstyle is the least fiddly and frustrating". I'll make my species be weak and smart and thrifty, and make mining/farming robots. I'll build 1 robot for every mine/farm and everything else on the planet is something my species is thus suited for. Everyone is in their place, everything is optimal with minimal work. I really hope in the new system with its heavily abstracted growth and immigration planets will just sort of auto-balance and optimize on their own. So if you're a species-based slave empire the game will just over time make sure your resource colony is mostly full of slave pops while your capital world full of specialist industry and labs would see its demographics optimized as well.

Simply, resource districts would give a growth/immigration pull towards slaves while upper strata jobs would give a growth/immigration pull towards your ruling species. Getting a bit more complex, the same could be done with other species based on their traits. If you are very multi-species empire pops should grow on planets based on the jobs available. Those weird bug-people who get +20% to alloy jobs grow heavily on your alloy planets while the +20% food race grows heavily on your agri-world. Got 4 farming districts 3 mining districts, and 2 labs, and an alloy factory? All things being equal, you'd end up with a species mix on that planet to match the jobs. Convert 2 of those farms to mines? The farming species gets a big pressure to emigrate while more mole-people grow in their place.

The rate at which these transitions happen could also be down to various policies and ethos too. The strength of a xenophile empire could be that their society much more quickly optimises based on the strengths and weaknesses of their pops.

CapnAndy
Feb 27, 2004

Some teeth long for ripping, gleaming wet from black dog gums. So you keep your eyes closed at the end. You don't want to see such a mouth up close. before the bite, before its oblivion in the goring of your soft parts, the speckled lips will curl back in a whinny of excitement. You just know it.

Aethernet posted:

You should've been Fanatic Authoritarian to max out slaver bonuses, and picked up Slaver Guilds too. You really need to lean into slavery, but once you do, it's brilliant.
Yeah, okay, that makes sense. I guess everyone is more-or-less equal in the eyes of Bird God.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Is there any mod out there that gives you a little more control over vassals? When you create your own vassal they take on your ideology, but if you declare war against someone and make them a vassal they keep their incorrect ideology. All I want to do is liberate their minds, but I end up having to annex them then quick set them up as a new vassal instead and it's a bit much.

I'd love something that makes vassals earned through war take on your ethics/government and as a bonus would love some special vassal diplomatic interaction like "enforce ideology" that works a bit like "enforce religion" in eu4.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Baronjutter posted:

Is there any mod out there that gives you a little more control over vassals? When you create your own vassal they take on your ideology, but if you declare war against someone and make them a vassal they keep their incorrect ideology. All I want to do is liberate their minds, but I end up having to annex them then quick set them up as a new vassal instead and it's a bit much.

I'd love something that makes vassals earned through war take on your ethics/government and as a bonus would love some special vassal diplomatic interaction like "enforce ideology" that works a bit like "enforce religion" in eu4.
Doesn't a white peace in enforce ideology split off a mini empire of the desired ideology?

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell
I wish vassal diplomacy ignored the opinion modifier, so as long as you bribed them offered a fair trade they have to accept. Then you could setup migration treaties and trade deals that would influnce them passively. Even better if there was a unilateral 'support faction' treaty that boosted your ruling factions' counterparts in their empire and made governmental ethics shifts more likely.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Staltran posted:

Eh, the decent/good flavor is just kinda there, at least I basically never pay attention to it. But the bad stuff, like all the capitalist stuff in prosperity and the pacifist faction takes you out of the game and detracts from the experience. Obviously though the right solution is to replace the bad/weird stuff, not removing all flavour.

Also I think this particular complaint is stupid. It's in the domination traditions, what were you expecting? The real problem is that you'll eventually take all traditions if you keep playing, unless you use all your unity on ambitions, which the average player would never do. What would be nice would be more tradition swaps, maybe even letting you choose which swap you want.
Yeah, it's the assumption that you're going to pick up all the traditions that's the big issue. Traditions that hinge on flavour you don't like are good if you can pointedly not take them, but if you have to choose between getting that last tradition and not going full Dredd, well....

It would be fine if you didn't need to get all the traditions to get all the ascensions as you could just skip the ones you don't like. It'd also be good if you didn't even need to take all the perks in a tree to get the finisher/ascension, as then you could skip specific perks as well. What I'd really like is if ascensions were disconnected from finishers and instead were based off getting a certain amount of perks. Like, if each tree had 6 or more perks, and you only needed 4 perks for the finisher, and you got ascensions for every 5 perks bought regardless of tree, you could choose between maxing out a few trees to efficiently collect ascensions or dipping four points into all 7 trees to get all the finishers and then backfilling a bit (or if there were more than 7 trees just grabbing four perks in 9 of them) or a mix.

Splicer fucked around with this message at 00:26 on Oct 13, 2018

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Baronjutter posted:

Is there any mod out there that gives you a little more control over vassals? When you create your own vassal they take on your ideology, but if you declare war against someone and make them a vassal they keep their incorrect ideology. All I want to do is liberate their minds, but I end up having to annex them then quick set them up as a new vassal instead and it's a bit much.

I'd love something that makes vassals earned through war take on your ethics/government and as a bonus would love some special vassal diplomatic interaction like "enforce ideology" that works a bit like "enforce religion" in eu4.

I was going to suggest this

Vassalization Rebalance
https://steamcommunity.com/sharedfiles/filedetails/?id=1518143731

But i saw you were the top comment there.

Feudal Expansion Policy
https://steamcommunity.com/sharedfiles/filedetails/?id=1365416496
This adds a policy to allow your vassals to expand or not by your government laws, without needing the Feudalism Civic

Edit: Not really what you were asking for.

winterwerefox fucked around with this message at 00:38 on Oct 13, 2018

raverrn
Apr 5, 2005

Unidentified spacecraft inbound from delta line.

All Silpheed squadrons scramble now!


Yeah, if you stack your heart out you can get 40+ minerals out of single tiles. It gets pretty grand.

Beepity Boop
Nov 21, 2012

yay

Costs 45 energy in maintenance, though.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
That's what the Dyson Sphere and habitats covered in solar collectors are for.

Granted you need many tens of thousands of minerals to even get to that point. Towards the late game minerals are always the bottleneck though, they're much harder to produce than energy is.

Slowpoke Rodriguez
Jun 20, 2009
Give trees mutually exclusive choices that give alternate flavor. The trick there would be balancing the options.

Baronjutter
Dec 31, 2007

"Tiny Trains"

So I opened an L-gate and met some very friendly but suspicious aliens who are adamant I never go to the " " system. The " " system is absolutely off limits for matters of national security. So uhh I don't know what system they don't want me to go to because the game is just giving me a blank space for the name. Either the system didn't spawn or the name isn't getting tied to the event right but I'm scared it's broken or I'm going to break it but I want to enjoy the events but they've very politely told me to stop asking about nanites so...

Taear
Nov 26, 2004

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

Baronjutter posted:

So I opened an L-gate and met some very friendly but suspicious aliens who are adamant I never go to the " " system. The " " system is absolutely off limits for matters of national security. So uhh I don't know what system they don't want me to go to because the game is just giving me a blank space for the name. Either the system didn't spawn or the name isn't getting tied to the event right but I'm scared it's broken or I'm going to break it but I want to enjoy the events but they've very politely told me to stop asking about nanites so...

It'll be one of the other ones in the L-system but you can't see it, so it's just blanked out.
There's a few other events that do that, it's weird.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Baronjutter posted:

So I opened an L-gate and met some very friendly but suspicious aliens who are adamant I never go to the " " system. The " " system is absolutely off limits for matters of national security. So uhh I don't know what system they don't want me to go to because the game is just giving me a blank space for the name. Either the system didn't spawn or the name isn't getting tied to the event right but I'm scared it's broken or I'm going to break it but I want to enjoy the events but they've very politely told me to stop asking about nanites so...

It's one of the systems at the back of L Space. Just send a science vessel in there to have a nose around. What could go wrong with disobeying millenia old aliens with an aversion to talking about nanites?

Baronjutter
Dec 31, 2007

"Tiny Trains"

Aethernet posted:

It's one of the systems at the back of L Space. Just send a science vessel in there to have a nose around. What could go wrong with disobeying millenia old aliens with an aversion to talking about nanites?

I save scummed and pressed the issue with them and they just got really fussy and kicked me out so I reloaded and respect their weirdo privacy. Is that the end of it or something more if I press on?

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Baronjutter posted:

I save scummed and pressed the issue with them and they just got really fussy and kicked me out so I reloaded and respect their weirdo privacy. Is that the end of it or something more if I press on?

There is always more.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
'Pressing on' does mean literally invading their space, which requires a bit of muscle.

The best new L-Space doodah is Gray, for his governor bonuses. Really handy stuff, even if you don't get nanoworlds.

Drone_Fragger
May 9, 2007


Yeah if you ain't running dedicated mineral planets making nearly 1k minerals a year, you've not been playing to win correctly (minmaxing).

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Let the Instrument of Desire play within your hearts for it will lead you to enlightenment. And minerals. So many minerals.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I found a +50% mineral planet and then got an event that turned it into a +100% mineral planet. It's, it's making some minerals.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy

Aethernet posted:

'Pressing on' does mean literally invading their space, which requires a bit of muscle.

The best new L-Space doodah is Gray, for his governor bonuses. Really handy stuff, even if you don't get nanoworlds.

I don't know, the 'one of each megastructure' L-cluster thing in my most recent game was pretty handy.

Also I haven't seen the AI governer-bot you can rescue in a while, I hope I come across that more. It -may- have something to do with the fact that I've been playing empires that tend to have everyone close their borders to them all the time, which kinda tends to limit me relatively early.

Black Pants fucked around with this message at 05:19 on Oct 14, 2018

Axetrain
Sep 14, 2007

I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.

Captain Oblivious
Oct 12, 2007

I'm not like other posters

Axetrain posted:

I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.

I'm sure the Eldar thought so too. :commissar:

binge crotching
Apr 2, 2010

Axetrain posted:

I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.

Unless you go for the end of the cycle it's the only good one.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

Axetrain posted:

I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.

The +research one is decent though the chances of losing a good leader/some pops can be a bit annoying. Still not anywhere as good as instrument with its huge bonus and no real downsides. The other two are garbage though, yeah.

Ignoring end of the cycle because it doesn't really count.

E: I really hope more things like The Shroud are eventually added. It's by far the most terrifying thing in the game and helps drive the whole psionics-is-not-a-joke.

Rynoto fucked around with this message at 07:10 on Oct 14, 2018

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Rynoto posted:

The +research one is decent though the chances of losing a good leader/some pops can be a bit annoying. Still not anywhere as good as instrument with its huge bonus and no real downsides. The other two are garbage though, yeah.

Ignoring end of the cycle because it doesn't really count.

E: I really hope more things like The Shroud are eventually added. It's by far the most terrifying thing in the game and helps drive the whole psionics-is-not-a-joke.

Yeah, +15% fire rate in exchange for a 1 in 20 chance of permanently losing a colony every ten years is not a good trade. If it was a 30% buff it might be worth it.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Axetrain posted:

I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.

Yeah there's no real downside to it, just sometimes a planet will want lots of consumer goods (barely makes a dent vs the minerals bonus) or one planet gets some ethics divergence

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binge crotching
Apr 2, 2010

Aethernet posted:

Yeah, +15% fire rate in exchange for a 1 in 20 chance of permanently losing a colony every ten years is not a good trade. If it was a 30% buff it might be worth it.

I'm not sure any amount of fire rate bonus is worth rolling the dice to see which one of your size 25 colonies gets turned into a barren planet.

I guess something stupid like +1000% might make up for it, because you can just easily conquer everyone at that point.

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