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It would be neat to have a storyline if you play a human start in Sol and then run into a human fallen empire. "Uh. You guys survived? Well, this is awkward..." Grand Fromage fucked around with this message at 23:12 on Nov 1, 2018 |
# ? Nov 1, 2018 23:07 |
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# ? May 23, 2024 12:53 |
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Staltran posted:It's size 18 so you're limited to 18 districts total. Maximum housing will be with 16 cities and two industrial districts, for 260 housing. Oh drat. I didn’t realise planet size was a hard limit on districts.
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# ? Nov 1, 2018 23:11 |
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Grand Fromage posted:It would be neat to have a storyline if you play a human start in Sol and then run into a human fallen empire. A fallen empire of your species that beelined to your homeworld with a planet destroyer as soon as you made contact but then lost interest would be interesting. Kharak is burning.
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# ? Nov 1, 2018 23:20 |
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Staltran posted:It's size 18 so you're limited to 18 districts total. Maximum housing will be with 16 cities and two industrial districts, for 260 housing. 18 Cities. You can build as many cities as you have district slots left over. If you don't build any non city districts then city district amount = planet size. But again, you'll get a couple hundred pops on your city world - and not nearly enough jobs. You're gonna have to be a slaver just so you can get those sweet infinite domestic servant jobs to make your big pop planets (ecumeno or not) not turn into unemployeed unrest factories.
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# ? Nov 1, 2018 23:25 |
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Bremen posted:Actually, giving hive minds the option for some sort of nexus world that gave bonuses but also enormous penalties if something happens to it would actually be both thematic and give them an interesting unique mechanic. Sounds really fun to me. This would rule- it maybe shouldn't even be an option, but rather the default for hive minds. Now you have a really different way to play as a hive mind, zealously defending the overmind world, and when fighting against hive minds you have a different kind of objective. Some kind of mechanic where some of the production from other worlds takes place on your overmind world- maybe all science and unity production happens there instead, and that's where rare resources get consumed, for a start?- making other planets still necessary but less important in wars. I was thinking that one of the bonuses of an overmind world should be that you can recruit tons of soldiers almost instantly there- millions of your warrior caste bugs streaming up to the ships, instant of the traditional way of recruiting and training for non-hive minds.
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# ? Nov 1, 2018 23:29 |
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DatonKallandor posted:18 Cities. You can build as many cities as you have district slots left over. If you don't build any non city districts then city district amount = planet size. Or you know social welfare so they don't do that.
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# ? Nov 1, 2018 23:33 |
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SniperWoreConverse posted:what I thought there was a chance for sol iii with titanic life / presapient reptiles, I have been deceived That was a suggestion made in this thread which was so good, people believed it met the "Good Posting = Stellaris development" threshold established by Wiz's career.
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# ? Nov 1, 2018 23:36 |
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Howsabout an empire of slaves to feed one city planet, who live blissful and ignorant that space travel is even possible. The invisible hand will keep them safe :illuminati: Goddammit I'm planning playthroughs
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# ? Nov 1, 2018 23:41 |
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Demiurge4 posted:Oh drat. I didn’t realise planet size was a hard limit on districts. Makes the size 50 ringworld segments more appealing
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# ? Nov 1, 2018 23:43 |
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I wonder how Agrarian Idyll and Ecumenopolis interact? Ironically they'd have a lot of synergy since city worlds produces loads of refined resources but have a ravenous appetite for raw materials, and Agrarian idyll worlds will excel at producing raw materials but have problems with refining. Or they might be mutually exclusive.
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# ? Nov 1, 2018 23:44 |
Rumda posted:Or you know social welfare so they don't do that.
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# ? Nov 1, 2018 23:51 |
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Bremen posted:I wonder how Agrarian Idyll and Ecumenopolis interact? Ironically they'd have a lot of synergy since city worlds produces loads of refined resources but have a ravenous appetite for raw materials, and Agrarian idyll worlds will excel at producing raw materials but have problems with refining. Or they might be mutually exclusive. Idea: Agrarian Idyll empires can build Ecumenopoleis (???) but only if they designate them prison planets.
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# ? Nov 2, 2018 00:06 |
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isndl posted:The funny thing is that you also cannot dip into megastructures like other paths. I can build some robots without going full Synth, I can do basic gene mods without going biological ascension, but megastructures is basically nothing without perk investment - you have gateways, but I'd argue those are more of a core game feature to deal with late game travel times. Even Psionics can be dipped into so long as you can roll the tech, despite all the other issues that path has. Bremen posted:I wonder how Agrarian Idyll and Ecumenopolis interact? Ironically they'd have a lot of synergy since city worlds produces loads of refined resources but have a ravenous appetite for raw materials, and Agrarian idyll worlds will excel at producing raw materials but have problems with refining. Or they might be mutually exclusive.
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# ? Nov 2, 2018 00:10 |
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I'm guessing the intent of ascensions are to take the place of specialisations you'd normally achieve through tech focus, but if that's the case they really should influence rather than be held hostage to tech card draws.
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# ? Nov 2, 2018 00:45 |
DatonKallandor posted:18 Cities. You can build as many cities as you have district slots left over. If you don't build any non city districts then city district amount = planet size. The screenshot lists city districts at 8/16, though.
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# ? Nov 2, 2018 01:11 |
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Splicer posted:I'm guessing the intent of ascensions are to take the place of specialisations you'd normally achieve through tech focus, but if that's the case they really should influence rather than be held hostage to tech card draws.
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# ? Nov 2, 2018 01:33 |
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How did Groogy declare and ideology war in the dev clash right after declaring a conquest CB? Is ideology war no longer locked under defensive wars only policy?
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# ? Nov 2, 2018 01:35 |
Speaking of awesome things revealed in the dev clash- Wiz randomly let spill that if you have a migration treaty with another race you can just make colony ships with their pops. You don't have to settle a planet with robots or some poo poo and just wait... just build a colony ship. That is so much more useful and feels really good and natural. Migration treaties will be a great convenient way to get pops for planets your guys can't live on.
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# ? Nov 2, 2018 01:49 |
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Bremen posted:I wonder how Agrarian Idyll and Ecumenopolis interact? Ironically they'd have a lot of synergy since city worlds produces loads of refined resources but have a ravenous appetite for raw materials, and Agrarian idyll worlds will excel at producing raw materials but have problems with refining. Or they might be mutually exclusive. I believe it was confirmed they’re mutually exclusive.
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# ? Nov 2, 2018 02:08 |
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Eiba posted:Speaking of awesome things revealed in the dev clash- Wiz randomly let spill that if you have a migration treaty with another race you can just make colony ships with their pops. Holy poo poo, that is actually one of the most exciting things for me. I love having a million zillion races in my empire!
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# ? Nov 2, 2018 02:13 |
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If you conquer an ecumenopolis as someone who doesn't have the perk, does it downgrade back to a regular planet? Or is it more like a constructed ringworld where you get all the benefits without having to spend the perk yourself? If it's the latter, can you build up more of the ecumenopolis-specific districts and stuff, or are you stuck with what's there when you get it?
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# ? Nov 2, 2018 02:15 |
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Staltran posted:The screenshot lists city districts at 8/16, though. Because some of the slots are taken up by the non-city districts already - if you scrapped the foundry district, the City indicator would go to 8/17. The planet in the screenshot must have some kind of +1 district from somewhere though, because it has one district too many. Possibly Mastery of Nature/Planetary Region that gives +1/ or a Tech that does the same I'd guess. All based on the various streams and screenshots we've seen recently of course - could be it's changed again.
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# ? Nov 2, 2018 02:29 |
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CommissarMega posted:Holy poo poo, that is actually one of the most exciting things for me. I love having a million zillion races in my empire! Yeah, that's amazing and finally makes me want to play as a Xenophile.
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# ? Nov 2, 2018 03:32 |
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Yeah, it was mentioned before somewhere else but migration treaties just instantly giving you global access to build colony ships of that species is a pro move. The new system of course lets you do that at any planet so no more hunting for the planet with your 2 pop X's to build their colony ship. So long as the economy/planets changes really work out in motion and are fun, I think 2.2 is going to be the biggest bestest upgrade to date.
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# ? Nov 2, 2018 07:07 |
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Bremen posted:I wonder how Agrarian Idyll and Ecumenopolis interact? Ironically they'd have a lot of synergy since city worlds produces loads of refined resources but have a ravenous appetite for raw materials, and Agrarian idyll worlds will excel at producing raw materials but have problems with refining. Or they might be mutually exclusive. Start with proles and make space eloi / morlocks
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# ? Nov 2, 2018 07:11 |
DatonKallandor posted:Because some of the slots are taken up by the non-city districts already - if you scrapped the foundry district, the City indicator would go to 8/17. The planet in the screenshot must have some kind of +1 district from somewhere though, because it has one district too many. Possibly Mastery of Nature/Planetary Region that gives +1/ or a Tech that does the same I'd guess. I didn't consider the possibility of +district modifiers, that makes a lot of sense.
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# ? Nov 2, 2018 08:35 |
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I really hope they fix the War in Heaven for the next patch. In my current game I had about 25% of the galaxy in my control when the fallen Empires started waking up. First up was the Spiritualists, who were on the other side of the galaxy from me, who just sat about and did jack loving poo poo for like ten years. Then the Materialists came out to play, who were entirely enclaved within my territory and that of my vassals. War in Heaven begins, and everyone chooses a side, the galaxy is split about 10% Federation, 25% me and my vassals, 55% Materialists, 10% Spiritualists. I decide not to get involved since joining an FE means losing my vassals, and I'm unprepared for war so joining the League will guarantee a war before I'm ready. I tool up, get all my poo poo together, and declare a war on the Materialist empire, which I win. The moment I take the last materialist planet, all the Materialist's vassals become my vassals and I win the game. A little anticlimactic. I appreciate they're changing the victory conditions but killing the Awakened Empire should not just give you control of all their vassals. The way the war is now a total war is also pretty awkward, the pre-existing Federation who refused to sign up to either side directly bordered the Spiritualists and started getting totally hammered by them, but surrendering would have meant the awakened empire would have taken over their entire empires rather than just vassalising them. Which is what essentially happened anyway, with a giant awakened empire now much, much harder to actually take down. I'm going to wait and see if the AI can do that without my help once the decadance spikes, but we'll see. Lots of empires also seem to have gotten caught in a bit of a death spiral too, their worlds got so heavily bombed that literally every single structure is in ruins, they don't have enough food to feed people, so they can't generate resources, so they can't (or won't) build or repair farms. Some of their worlds are revolting, but the independent planets which spin off are caught in the same trap. If the same problem can exist in the new version, I'd suggest that in the event of a revolution where the populace is starving, automatically convert enough tiles/districts to food production to end the famine.
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# ? Nov 2, 2018 12:22 |
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Please suggest new thread titles.
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# ? Nov 2, 2018 12:25 |
Palpek posted:Please suggest new thread titles.
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# ? Nov 2, 2018 12:30 |
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Palpek posted:Please suggest new thread titles. Probably not original but: Tiles? We don't need no stinking tiles! Where we're going we don't need tiles
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# ? Nov 2, 2018 12:35 |
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2.2 is still a while off so The assassination of the warp drive by the coward Martin Anward Is still the best title
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# ? Nov 2, 2018 12:39 |
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Palpek posted:Please suggest new thread titles. The road to ecumenopoliiaeses' is tiled with good intentions.
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# ? Nov 2, 2018 12:42 |
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Fanatic Tile-ophobes
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# ? Nov 2, 2018 13:02 |
"Stellaris 2.2: a sense of pride and accomplishment" Or stealing from Darkrenown: "Stellaris 2.2: Darkrenown posted:the ability to feel human(s)!
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# ? Nov 2, 2018 13:04 |
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Stellaris 2.1: All these shitposts will be lost, like tiles in LeGuin.
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# ? Nov 2, 2018 13:14 |
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Also other goons please emptyquote the titles you like, we'll make it democratic.
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# ? Nov 2, 2018 13:16 |
Palpek posted:Also other goons please emptyquote the titles you like, we'll make it democratic. Splicer posted:Stellaris 2.2: All these shitposts will be lost, like tiles in LeGuin.
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# ? Nov 2, 2018 13:19 |
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Splicer posted:Stellaris 2.2: All these shitposts will be lost, like tiles in LeGuin.
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# ? Nov 2, 2018 13:21 |
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Splicer posted:Stellaris 2.1: All these shitposts will be lost, like tiles in LeGuin. Best holding title by far.
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# ? Nov 2, 2018 13:24 |
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# ? May 23, 2024 12:53 |
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Splicer posted:Stellaris 2.1: All these shitposts will be lost, like tiles in LeGuin. It's a blatant lie, but I'll vote for it anyway.
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# ? Nov 2, 2018 13:27 |