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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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# ? Oct 12, 2018 17:29 |
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# ? May 25, 2024 10:58 |
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I still like the idea somebody posted for a placebo slider.
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# ? Oct 12, 2018 17:37 |
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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.
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# ? Oct 12, 2018 18:02 |
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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?
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# ? Oct 12, 2018 18:07 |
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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. 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.
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# ? Oct 12, 2018 18:15 |
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Baronjutter posted:Yeah, some advanced mode slider-hell options I'd actually really legitimately love to see: 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.
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# ? Oct 12, 2018 18:17 |
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 |
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# ? Oct 12, 2018 18:26 |
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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. 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.
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# ? Oct 12, 2018 18:29 |
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.
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# ? Oct 12, 2018 18:33 |
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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
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# ? Oct 12, 2018 18:36 |
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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.
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# ? Oct 12, 2018 18:43 |
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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.
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# ? Oct 12, 2018 19:48 |
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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. 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.
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# ? Oct 12, 2018 20:14 |
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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.
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# ? Oct 12, 2018 20:29 |
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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.
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# ? Oct 13, 2018 00:07 |
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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.
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# ? Oct 13, 2018 00:14 |
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I wish vassal diplomacy ignored the opinion modifier, so as long as you
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# ? Oct 13, 2018 00:18 |
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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. 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 |
# ? Oct 13, 2018 00:24 |
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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 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 |
# ? Oct 13, 2018 00:32 |
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Yeah, if you stack your heart out you can get 40+ minerals out of single tiles. It gets pretty grand.
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# ? Oct 13, 2018 00:34 |
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Costs 45 energy in maintenance, though.
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# ? Oct 13, 2018 01:30 |
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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.
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# ? Oct 13, 2018 01:33 |
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Give trees mutually exclusive choices that give alternate flavor. The trick there would be balancing the options.
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# ? Oct 13, 2018 02:45 |
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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...
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# ? Oct 13, 2018 07:37 |
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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.
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# ? Oct 13, 2018 08:51 |
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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?
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# ? Oct 13, 2018 08:56 |
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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?
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# ? Oct 13, 2018 08:57 |
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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.
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# ? Oct 13, 2018 09:04 |
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'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.
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# ? Oct 13, 2018 10:19 |
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Yeah if you ain't running dedicated mineral planets making nearly 1k minerals a year, you've not been playing to win correctly (minmaxing).
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# ? Oct 13, 2018 12:39 |
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Let the Instrument of Desire play within your hearts for it will lead you to enlightenment. And minerals. So many minerals.
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# ? Oct 13, 2018 14:51 |
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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.
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# ? Oct 13, 2018 20:59 |
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Aethernet posted:'Pressing on' does mean literally invading their space, which requires a bit of muscle. 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 |
# ? Oct 14, 2018 05:16 |
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I think instrument of desire does seem like the best covenant. Can sustain a huge amount of ships that way.
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# ? Oct 14, 2018 05:58 |
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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.
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# ? Oct 14, 2018 06:10 |
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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.
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# ? Oct 14, 2018 06:23 |
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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 |
# ? Oct 14, 2018 06:57 |
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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. 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.
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# ? Oct 14, 2018 07:24 |
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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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# ? Oct 14, 2018 13:26 |
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# ? May 25, 2024 10:58 |
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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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# ? Oct 14, 2018 15:06 |