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Ham Sandwiches
Jul 7, 2000

Big fan of the way planets are no longer a worthless thing you are done with in a few hours and dump to the sector. Finding a size 24 or 25 early game with nice resource bonuses becomes a :hellyeah: experience.

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Back Hack
Jan 17, 2010


Aethernet posted:

I do get people upset at planets no longer being 'done'; I'm not sure I'll be able to hand planets off to sectors as I just don't trust the AI.

I’ve been using the new sector AI on a couple planets, it’s not running a min/max operation on my planets but it runs a strict yet balanced ship from what seen so far. I think I might end front loading most of my planet micro management onto it.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Splicer posted:

Keep your housing about on par with your jobs and your pops will naturally emigrate from the "full" planets, if they have somewhere to go.

Apparently emmigration doesn't happen fast enough then, because if I'm busy and don't pay attention to every single drat planet then I'll shortly have five planets with seven or more unemployed pops on them.

TalonDemonKing
May 4, 2011

Autonomous Monster posted:

So anyone wanting to do their own custom deposits has to extend/clobber this event. Apart from just being awkward this is going to be tricky from a mod inter-compatibility standpoint.

So you're saying that there's going to be issue when you have multiple mods having their own deposits?

Man that's going to suck. I was excited to see new planetary features and stuff from the modding community.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Ham Sandwiches posted:

Big fan of the way planets are no longer a worthless thing you are done with in a few hours and dump to the sector. Finding a size 24 or 25 early game with nice resource bonuses becomes a :hellyeah: experience.

Indeed. I just want the pop numbers to keep going up forever.

Sultan Tarquin
Jul 29, 2007

and what kind of world would it be? HUH?!
Feels weird having so many resources that I physically can't spend enough of them. Am I supposed to just be making GBS threads them onto the market for rare resources?

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
One thing I actually quite like is that someone at Paradox has discovered the Gradients tool and has applied it to every single icon in the game.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

TalonDemonKing posted:

So you're saying that there's going to be issue when you have multiple mods having their own deposits?

Special planet-specific deposits and more generic ones too, I think, because it looks like it's generate_start_deposits_and_blockers that handles those and they're all directly referenced by name.

e: I guess maybe you write your custom on-start event and have that run on top of the default? That would work for generic deposits I think.

e2: no, because you don't want to inflate total deposits per planet. Right?

KOGAHAZAN!! fucked around with this message at 17:02 on Dec 7, 2018

Preston Waters
May 21, 2010

by VideoGames

cheesetriangles posted:

It WAS the grey tempest.

Weird. I've never gotten refugees from it.

Chalks
Sep 30, 2009

Sultan Tarquin posted:

Feels weird having so many resources that I physically can't spend enough of them. Am I supposed to just be making GBS threads them onto the market for rare resources?

Yeah, resources are so plentiful in game almost immediately it's really weird. I guess I should just build giant fleets.

Admiral Joeslop
Jul 8, 2010




BlondRobin posted:

...Do I seriously have to spend $4 on the Nova Edition upgrade to get a single portrait for this pack to work??

You sure don't. Any species that requires a DLC or that Name List mod just won't show up at all in game. As far as I can tell, if you don't have the color/flag/emblem mods, the species either won't show up or will default to a generic.

nessin
Feb 7, 2010
Starting with robots (not an AI race, just the robot tech and some robot pops) is really painful now. You either have to micromanage your robot building hard or deal with a massive energy loss because robot pops, at least initially, don't work in generator districts. You'll have all the food and minerals you could want but it's a struggle to keep your robot unemployment under control while still having any energy income.

TalonDemonKing
May 4, 2011



This poor criminal corp.

Edit: Psionics are still pretty good; and Spiritual/Authoritarian work really well for your stability.

TalonDemonKing fucked around with this message at 17:22 on Dec 7, 2018

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Looks like there’s a hot fix rolling out for people with the freezing issue on game creation. Also a new beta branch if you want to be in on testing upcoming balance changes and fixes. https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-2-1-hotfix-checksum-bbf4-and-stellaris_test-beta-branch-released.1134278/

Looks like we’re in for another nice long period of post-patch support.

Davincie
Jul 7, 2008

i let in some refugees and they're quickly outbreeding my people. i was at like 90 when they came in, my guys are at 109 now and the refugees at 75. and that's only one group of them, a bunch of others have arrived later that are catching up as well. some of these guys aren't even fit for my planets, or are totally unfitting trait wise (slavers). this can't be on purpose right

Baronjutter
Dec 31, 2007

"Tiny Trains"

Davincie posted:

i let in some refugees and they're quickly outbreeding my people. i was at like 90 when they came in, my guys are at 109 now and the refugees at 75. and that's only one group of them, a bunch of others have arrived later that are catching up as well. some of these guys aren't even fit for my planets, or are totally unfitting trait wise (slavers). this can't be on purpose right

It is on purpose. When the new growth system was announced there was pages of complaints.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

I think it is intended for pops with less representation in your empire to be weighted more heavily when it comes time to choose the next pop to grow. The planetary fit thing seems to be a bit off right now though.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Back Hack posted:

What's wrong with this pic?


Think there might be something wrong with leadership. :v:

E: Anyway, I like this update, it just needs fix here and there, and maybe a tweak in a couple of places.

this is old as hell I had it a couple versions ago. Some event where you have to like cargo tug some object to keep it from wrecking??


raverrn posted:

What the gently caress does the Harmony tradition that reduces stratum demotion actually do? How often are you losing jobs?

I lost a few when specialists fled the terrifying martial law crime world of Al-Karak for the frontier world of Monsoon. There was available housing and jobs, but more specialists landed than workers, so they refused to actually work for a couple years I think. I know for sure Karak was fixed and had plenty of all kinds of jobs before the Monsooners bit the bullet and became workers. This was one or two pops, but if I get another destabilizing event it'll completely gently caress me the way things are now.

Drone posted:

So do ships on patrol... not actually patrol? I set up a patrol order on a single-corvette fleet to go between Point A and B, and it goes to point B just fine (and the Patrol icon is highlighted as the order is active), but as soon as it gets to Point B, it just orbits and doesn't do poo poo. The Patrol icon then un-highlights. I'd sorta expect it to turn around and go the way it came on a loop, since that's what a patrol is.

If the fleet is already in an endpoint it works fine for me. Otherwise I'll tell it to move to an endpoint, and then shift-click patrol the second endpoint. This pretty much just works and patrols start once they reach the initial system.

Ham Sandwiches posted:

Big fan of the way planets are no longer a worthless thing you are done with in a few hours and dump to the sector. Finding a size 24 or 25 early game with nice resource bonuses becomes a :hellyeah: experience.

same

Sultan Tarquin posted:

Feels weird having so many resources that I physically can't spend enough of them. Am I supposed to just be making GBS threads them onto the market for rare resources?

this is what I thought, then I got that destabilizing event and it ate basically all my stored minerals, food, and goods, and probably half my energy or more and a solid chunk of alloys and influence. I've been running bone empty on alloys and influence for most of this game but I had to stop expanding and use everything working on the problem until was solved. I really could have gotten bankrupted, and if a war kicked off at the same time I'd have been hosed. I'm still like over leveraged and all my planets are in a bad situation of having way too few amenities but no way to build more.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
also on the growth of weird aliens, I like it a lot and it's cool to see these loser guys become well integrated citizens. I should have just used all aliens and skipped robots though, I think I hosed myself on that one.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

Yeah I’m a big fan of diverse empires so I’m really into that decision. But arctic dudes growing on tropical planets may be off at the moment.

mst4k
Apr 18, 2003

budlitemolaram

Aethernet posted:

One thing I actually quite like is that someone at Paradox has discovered the Gradients tool and has applied it to every single icon in the game.

It looks nice!

I haven’t played since utopia and so far I like this. I have kept up with the expansions just haven’t played much.

How do I auto reinforce fleets? Does that happen automatically if you’ve got alloys?

SniperWoreConverse
Mar 20, 2010



Gun Saliva
yeah I also cleared some slums off of desert planets and it put humans in despite the planet being colonized by other kinds, the humans never moved out I guess they were like gently caress it might as well live in this furnace for the next thousand generations. The event that causes slums and wastelands to show up is almost neutral, you can get an extra pop really quick but if you don't have the income for it it sorta sucks.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Davincie posted:

i let in some refugees and they're quickly outbreeding my people. i was at like 90 when they came in, my guys are at 109 now and the refugees at 75. and that's only one group of them, a bunch of others have arrived later that are catching up as well. some of these guys aren't even fit for my planets, or are totally unfitting trait wise (slavers). this can't be on purpose right

Use population controls on them. Change their rights.

Back Hack
Jan 17, 2010


SniperWoreConverse posted:

this is old as hell I had it a couple versions ago. Some event where you have to like cargo tug some object to keep it from wrecking??

Nope, she just ranked up with this trait.

Westminster System
Jul 4, 2009
I really dont like the new sectors.

Having six sectors with one planet in it each because the game says so really clutters the outliner, not to mention it kills my narrative to have random sectors that make no sense.They also tend to bug out with wars and things - I'd really like to make my own.

Also having rare resources practically hidden on the UI yet needed for so many things later on is definitely a trap, I avoided it but I can see how it will be easy to miss and mess up. It needs to be brought up better, or you know, much better in the tutorial - and definitely needs to be more prominent.

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS
So what are people initially building early game on planets for the first slot or two?

So much stuff and I'm just not sure what to build. Especially because nothing is initially drastically lacking in production. Same applies to districts. I'm just having trouble figuring out the initial build strategy on my capital planet.

Marshal Prolapse fucked around with this message at 18:14 on Dec 7, 2018

Yeowch!!! My Balls!!!
May 31, 2006

MazelTovCocktail posted:

So what are people initially building early game on planets for the first slot or two?

So much stuff and I'm just not sure what to build. Especially because nothing is initially drastically lacking in production. Same applies to districts. I'm just having trouble figuring out the initial build strategy on my capital planet.

capital planet is almost definitely unity building followed by alloys, to fund expansion. third building's probably going to be gene clinic.

as for first building on a fresh colony, i think you want to start immediately building districts

turn off the TV
Aug 4, 2010

moderately annoying

The narration used in advanced resource descriptions aren't as grammatically or chronologically consistent as they could be.

The text for exotic gases, volatile motes and nanites describe hypothetical uses cases. However, the text for rare crystals and zro describe use cases as though they already exist. As a result, the rare crystals and zro descriptions can seem inappropriate as this text pops up the first time that you discover each resource. Zro is especially strange because it mentions psychic abilities regardless of whether or not Psionic Theory has been researched.

I think that these descriptions would work better with some minor rewrites to make them more hypothetical and ambiguous. For example:

Rare Crystals posted:

These crystals have properties that make them extremely effective at focusing laser beams, and they could also be a critical component in advanced electronics. In addition, they may be treasured as decorations and adornments.

This removes the assumption that most advanced electronics already use the crystals, as well as the reference to knowledge of other existing cultures.

Zro posted:

An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested, zro acts as a very potent (and addictive) drug that enhances metacognitive abilities.

This replaces the reference to psionic powers with a more vague term.

Anno posted:

I think it is intended for pops with less representation in your empire to be weighted more heavily when it comes time to choose the next pop to grow. The planetary fit thing seems to be a bit off right now though.

It would be nice if the reproduction rate took more factors into account. Social strata could have an impact so that specialists reproduced at a lower rate, with rulers at the lowest, and immigrant pops being weighted towards taking worker class jobs. It would be good to give pops a bonus or malus to spawn chance based on job openings depending on their traits. Agrarian pops would spawn more with open farming jobs, industrious pops spawn for mineral based jobs, thrifty pops prefer energy and trade based jobs, etc.

I understand the intent of limiting player agency over demographics, but I feel like the game would be more interesting if species diversity was a goal and if demographics could play out in a more diverse number of ways.

turn off the TV fucked around with this message at 18:22 on Dec 7, 2018

Preston Waters
May 21, 2010

by VideoGames

Beer4TheBeerGod posted:

Post it again, please.

https://www.youtube.com/watch?v=w9GVyaKHNhY

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
First thing built on a new colony is usually a district (either whatever is lowest or what I plan on specializing the planet for) then when the first building slot opens it's usually a +amenity building since new colonies tend to run out very fast.

Black Griffon
Mar 12, 2005

Now, in the quantum moment before the closure, when all become one. One moment left. One point of space and time.

I know who you are. You are destiny.


I'm working my way through all the new posts, but are robots actually kinda hosed right now or was that pre-release hysteria? I'm thinking I won't go mechanist until they're improved somewhat, but I want Weyblorg Yublorgi to build those sweet synths eventually.

Edit: Also everything is so loving good now and I feel content and at peace.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Black Griffon posted:

I'm working my way through all the new posts, but are robots actually kinda hosed right now or was that pre-release hysteria? I'm thinking I won't go mechanist until they're improved somewhat, but I want Weyblorg Yublorgi to build those sweet synths eventually.

Playing with robots is hosed and very not fun. They couldn't figure out how to balance them in their new economy where number of pops is the one and only new measure of success so just made them extremely slow and fiddly to produce and no way to feasibly specialize them.

Marshal Prolapse
Jun 23, 2012

by Jeffrey of YOSPOS

Yeowch!!! My Balls!!! posted:

capital planet is almost definitely unity building followed by alloys, to fund expansion. third building's probably going to be gene clinic.

as for first building on a fresh colony, i think you want to start immediately building districts

Okay cool. It seems I wasn't to far off base with what I was building.

Ham Sandwiches
Jul 7, 2000

Baronjutter posted:

Playing with robots is hosed and very not fun. They couldn't figure out how to balance them in their new economy where number of pops is the one and only new measure of success so just made them extremely slow and fiddly to produce and no way to feasibly specialize them.

A bummer is getting the Tradition opener that gives you an extra pop on new colonies and then watching new colonies start with 1 pop :smith:

turn off the TV
Aug 4, 2010

moderately annoying

Baronjutter posted:

no way to feasibly specialize them.

How so? Can you not pick which robot a planet is assembling?

TalonDemonKing
May 4, 2011

Start of game: Colonize everything, build what you need at the moment.
Mid-game where you have tons of resources: Go back and specialize planets.

Lum_
Jun 5, 2006
This reddit post is a good "WTF do I doooooo" summary

https://www.reddit.com/r/Stellaris/comments/a40wxk/i_have_no_idea_what_im_doing_guide_for_first_25/

TalonDemonKing
May 4, 2011

Toggles like Anti-crime campaigns and martial law is how all edicts should go.

Just remove the +X for +Y years into toggles that constantly drain resources and make edict duration into edict efficiency.

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

TalonDemonKing posted:

Toggles like Anti-crime campaigns and martial law is how all edicts should go.

Just remove the +X for +Y years into toggles that constantly drain resources and make edict duration into edict efficiency.

this so much

time bound buffs are busywork. At least the new resource focused weapons ones can be triggered at the beginning of a war and then be allowed to expire.

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Rumda
Nov 4, 2009

Moth Lesbian Comrade

turn off the TV posted:

How so? Can you not pick which robot a planet is assembling?

You should be able to and without the growth penalty you get for mandating organic pop growth.

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