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imperials arnt starting with ruler traits
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# ? Dec 6, 2018 20:21 |
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# ? May 24, 2024 14:56 |
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Concerned Citizen posted:I started the game and realized I have absolutely no idea how to play anymore, and then closed the game. I'll give it more time later, but the new resources and mechanics are confusing as hell to me. From what I've figured: Credit: for base maintenance and some specific spending like leaders, private colony ships, some edicts, buying resources on the market. Minerals: for base buildings and stations like mining/research stations and generic planet tiles. You want to transform your excess in higher grade materials and research like... Consumer goods: Pop happiness (which increases stability which increases resource prod) Alloys: High end space stuff Trade value: increase pop production
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# ? Dec 6, 2018 20:33 |
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I got the wandering forests event on my second colony. 10K research for the options, studies would take 180 months and burning 300 months(!) this early in the game. These need to be way cheaper, drones/amoeba study were only 2K which is still sane.
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# ? Dec 6, 2018 20:35 |
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I got this problem where the game isn't loading beyond the g in 'Starting New Game'. I validated my files and clicked the clear user directory and still nothing. No mods are being used and I am using the default settings of the galaxy setup.
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# ? Dec 6, 2018 20:35 |
I'm glad tiles are dead.
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# ? Dec 6, 2018 20:36 |
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turol posted:I got the wandering forests event on my second colony. 10K research for the options, studies would take 180 months and burning 300 months(!) this early in the game. These need to be way cheaper, drones/amoeba study were only 2K which is still sane. These prices are extremely steep at game start due to rebalancing the economy, they've been coming down rapidly for me as I expand and get more research potential etc.
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# ? Dec 6, 2018 20:44 |
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It there an easy way to import empires nowadays?
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# ? Dec 6, 2018 20:46 |
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After playing around with it a little, it looks like the resource overview doesn't update when you make changes to your pops until the end of the month, which is kind of frustrating.
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# ? Dec 6, 2018 20:47 |
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Is there any formula that decides to put new pops into workers or specialists? Is there any way I can convert one to the other?
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# ? Dec 6, 2018 20:47 |
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My first neighbour was an egalitarian xenophobic "Federation Builder" who instantly rivaled me and most everyone around because they hate them xenos.
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# ? Dec 6, 2018 20:47 |
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Baronjutter posted:My first neighbour was an egalitarian xenophobic "Federation Builder" who instantly rivaled me and most everyone around because they hate them xenos. Ah, the tsundere federation.
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# ? Dec 6, 2018 20:48 |
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DJ Dizzy posted:Is there any formula that decides to put new pops into workers or specialists? Is there any way I can convert one to the other? Yep, expand the worker class list and the little plus minus buttons on the sides will displace/prioritize workers. I had 4/6 miners but full everything else so I clicked minus on farmers twice, they went straight into the mines. Captain Oblivious posted:Ah, the tsundere federation. Yeah, it feels like a personality bug though that a xenophobe could ever be given the federation builder personality? Wiz loves his tsundere though.
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# ? Dec 6, 2018 20:48 |
Baronjutter posted:My first neighbour was an egalitarian xenophobic "Federation Builder" who instantly rivaled me and most everyone around because they hate them xenos. Theoretically I like cooperation, but I just hate everyone else so much
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# ? Dec 6, 2018 20:54 |
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Ok it looks like a ton of people are getting the lock up when trying to issue a patrol. Is this universal or just some of us?
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# ? Dec 6, 2018 20:55 |
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Concerned Citizen posted:I started the game and realized I have absolutely no idea how to play anymore, and then closed the game. I'll give it more time later, but the new resources and mechanics are confusing as hell to me. Deciding not to play until tiles were removed six months ago may have been somewhat foolhardy.
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# ? Dec 6, 2018 20:56 |
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Baronjutter posted:Yep, expand the worker class list and the little plus minus buttons on the sides will displace/prioritize workers. I had 4/6 miners but full everything else so I clicked minus on farmers twice, they went straight into the mines. Are you sure it was a Xenophobe? I'm looking at the script and they are specifically excluded from being fed builders.
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# ? Dec 6, 2018 20:56 |
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Baronjutter posted:Yeah, it feels like a personality bug though that a xenophobe could ever be given the federation builder personality? Wiz loves his tsundere though. Going by the old rules that's definitely a bug, so the under-the-hood code must've changed or bugged relating to that. Federation builder is supposed to be closed to any degree of authoritarian, xenophobe, or militarist going by the wiki.
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# ? Dec 6, 2018 20:57 |
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Concerned Citizen posted:I started the game and realized I have absolutely no idea how to play anymore, and then closed the game. I'll give it more time later, but the new resources and mechanics are confusing as hell to me. The tutorial has been updated, so you could always try going through it again.
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# ? Dec 6, 2018 20:57 |
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Wiz posted:Are you sure it was a Xenophobe? I'm looking at the script and they are specifically excluded from being fed builders. Yeah, I saw egalitarian and xenosomething and federation builder and got excited at my nice new neighbour, then realized they were unfriendly towards me, moused over why: xeno scum. I took a double-take at their ideology and yep, xenophobe. I'm also getting the lock-up when trying to send a patrol. Do you want a peep on my save for either of these?
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# ? Dec 6, 2018 20:59 |
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Wiz posted:The tutorial has been updated, so you could always try going through it again. Yeah I enabled the tips and its already helping smooth over the relearning process. A reminder to others if they've forgotten where its hiding at.
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# ? Dec 6, 2018 21:00 |
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Baronjutter posted:Yeah, I saw egalitarian and xenosomething and federation builder and got excited at my nice new neighbour, then realized they were unfriendly towards me, moused over why: xeno scum. I took a double-take at their ideology and yep, xenophobe. Yes please.
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# ? Dec 6, 2018 21:00 |
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No slight on the team, but I'm going to wait for at least the first patch. Besides, I'm still buried deep in Holy Fury.
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# ? Dec 6, 2018 21:03 |
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Wiz posted:Yes please. It's a 100% clean game too. Deleted all mods, re-installed fresh for a pure vanilla experience. Just got to work (came in 2 hours late for... some reason) so will pop it over to you when I'm home. Thanks for reading our fair thread on release day.
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# ? Dec 6, 2018 21:03 |
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How do I turn back on the tutorial?
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# ? Dec 6, 2018 21:06 |
IAmTheRad posted:How do I turn back on the tutorial? See screenshot 3-4 posts above yours.
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# ? Dec 6, 2018 21:07 |
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Does anyone know how to check one's empire's cohesion?
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# ? Dec 6, 2018 21:10 |
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pokie posted:Does anyone know how to check one's empire's cohesion? Lower left of the Empire Ruler screen. Where piracy risk was I believe?
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# ? Dec 6, 2018 21:11 |
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Alright, I took the new consecrated worlds perk. I don't have access to a Gaia world to check yet, but here is the skinny so far. I'm on a life-seeded start so that may or may not effect ratings! It'll be interesting to check it, since technically all the planets I'm checking are 0% habitability. 50 influence to consecrate a world (up to 3 worlds) Scaled to significance of planet, increases spiritualist ethos attraction, empire amenities, and unity generation. 50 influence to unconsecrate a world. There is a tooltip in your nationial modifiers screen that lists the current bonus. First off, I notice that I am able to consecrate uninhabitable worlds (gas giants, toxic worlds, etc). Frozen world (uninhabitable): +3% amenities, +9% monthly unity, +9% spiritualists. Tooltip - "Venerated world: This is deemed a most blessed planet". Size 9 arid world: +2% amenities, +4% unity, +4% spiritualists. Tooltip - "Respected world: This is deemed a suitable object of worship" Size 23 savannah with titanic life: +3% amenities, +6% unity, +6% spiritualists. Tooltip - "Venerated world: This is deemed a most blessed planet". Size 13 alpine with poor minerals: +2% amenities, +4% unity, +4% spiritualists. Tooltip - "Respected world: This is deemed a suitable object of worship" Molten world (uninhab): +3% amenities, +6% unity, +6% spiritualists. Tooltip - "Venerated world: This is deemed a most blessed planet". So I'm able to slap together +9% amenities and +21% unity fairly easily. This blows the +unity perk out of the water by a long shot, considering I can spend 150 influence on 3 literally useless planets to get it. If habitable planets make it go higher this is even better.
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# ? Dec 6, 2018 21:16 |
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Got it, played for three hours - and I'm not sure I like it.. Maybe it's just an adjustment period but between monitoring housing needs, employment, amenities, mineral-alloy-goods ratio and crime I don't really feel like there's any less micro involved. Also, I played a mechanist and had to constantly struggle with unemployed bots after the mining slots have been taken by human pops that really should be working the generators - having to go back to the planet, reduce miner jobs to force the mans to the power plants, and then increasing them to get the bot in from unemployment, and doing that three times in the span of a half an hour was (to put it mildly) annoying The trade is a nice addition, so are the caravans, and pop management is probably less tedious without robots involved, but it's still the first Stellaris DLC in my 500 hrs of gameplay that I'm not happy with. On the bright side - the caravaneer cruiser is REALLY pretty and pretty much triples my current FP
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# ? Dec 6, 2018 21:18 |
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Oh man so many of my empires are invalid now, noooo I used to have one of each type, now I think some types no longer exist, or have been restructured. Will have to wait till wiki updates.
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# ? Dec 6, 2018 21:19 |
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RedSnapper posted:Got it, played for three hours - and I'm not sure I like it.. Robots should be taking those mining/farming jobs. Were your humans industrious? Also, the goal wasn't necessarily to give you less to do, but to reduce the number of pointless non-choices (like upgrading buildings). Remember that sectors can automate planet building for you, too. Wiz fucked around with this message at 21:25 on Dec 6, 2018 |
# ? Dec 6, 2018 21:23 |
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Xenaero posted:Oh man so many of my empires are invalid now, noooo I had to say goodbye to five empires tied to the Guilli' planet mod and remake four others after trait costs got changed. e: Wiz posted:Robots should be taking those mining/farming jobs. Were your humans industrious? Yep. Ok, now at least I get where that came from. e2: Wiz posted:Also, the goal wasn't necessarily to give you less to do, but to reduce the number of pointless non-choices (like upgrading buildings). Remember that sectors can automate planet building for you, too. As I said, it's probably the adjustment period. Not like I'm going to stop playing the game just because I have to re- and unlearn some bits. RedSnapper fucked around with this message at 21:33 on Dec 6, 2018 |
# ? Dec 6, 2018 21:24 |
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Bought this from Fanatical and when I try to redeem my key it says "This Steam account already owns the product(s) contained in this offer. To access them, visit your library in the Steam client.". Well gently caress guess I got sold a dud.
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# ? Dec 6, 2018 21:28 |
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Darkrenown posted:If you have excess of anything else you coud buy Food on the market! It was year 2 or something. I restarted. Also the new buildings and districts and poo poo are confusing and will probably stay that way for a while.
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# ? Dec 6, 2018 21:31 |
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ZypherIM posted:consecrated worlds You got very lucky with those rolls! Might have to take a look at the weighting tomorrow...
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# ? Dec 6, 2018 21:31 |
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how do i terraform again, i got terrestial sculpting
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# ? Dec 6, 2018 21:38 |
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So I've got a question about Criminal Empires - since I dropped a branch office on a neighbour who was never going to be my friend, and I think the crime levels ended up destabilizing the neighbour so much that his homeworld flipped through a slave revolution and the new owners seem quite happy to work with me. But I still have a bunch of illicit drug labs on this new ally's world. If I want them to prosper should I remove the branch office making all the crime or is there some hidden bonus that might be helping the new guys? I'll probably make them into a subsidiary.
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# ? Dec 6, 2018 21:39 |
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Wiz posted:Robots should be taking those mining/farming jobs. Were your humans industrious? Yeah it's this. I only played for a couple hours but was always doing something, always juggling something or deciding something and it was fun. I never felt like it was "micro" but just "playing a fun game".
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# ? Dec 6, 2018 21:39 |
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Is there an updated list of the new console commands and scripts? The old commands I'd use to add minerals and things to asteroids don't seem to work anymore. alloys adds alloys but what's the command for consumer goods? Tried goods, consumer_goods, luxuries, you name it. Are there any commands or scripts for playing with planet features? Say I make a mod that adds some new features and want to jam them onto a planet to see if they're working.
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# ? Dec 6, 2018 21:41 |
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# ? May 24, 2024 14:56 |
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Since unemployed pops do literally nothing except lower stability, it would be really nice to get some kind of UI notification that a planet's jobs slots are full so that you can build more BEFORE the next pop is created.
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# ? Dec 6, 2018 21:45 |