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turn off the TV posted:NEW_POP_SPECIES_DIV, so this would totally remove it:
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# ? Dec 7, 2018 20:26 |
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# ? May 23, 2024 04:49 |
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How do internal trade routes work? I have a bunch of systems with high trade value but not sure what to do with them.
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# ? Dec 7, 2018 20:30 |
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Zurai posted:You can bend the knee to them. The only possible drawback is that if they get too big and become a normal empire when the Khan dies, you'll become a normal vassal instead of a satrapy and they can then integrate you -- but they won't have the massive event-spawn fleets then. How hard is it to claw back? I think I am screwed either way, so I might as well see if they can crush me before the event dies down.
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# ? Dec 7, 2018 20:30 |
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Gyshall posted:How do internal trade routes work? I have a bunch of systems with high trade value but not sure what to do with them. Just make sure they are within trade reach of a starbase, e.g. there is either a starbase in system or one with trading hubs x jumps away where x is number of trading hubs on that starbase.
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# ? Dec 7, 2018 20:32 |
Anno posted:An event can fire that kicks them out if you get your crime rate down low enough. Weird, I had my crime rate down to 0 for over 10 years but never got anything. Any idea on the mtth?
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# ? Dec 7, 2018 20:35 |
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toasterwarrior posted:I'm liking this "stay at robots" thing: you get more pops quicker, Robots consume only one energy (easy to get) but also only take half a point of Housing (very understated but powerful advantage) and don't need Consumer Goods (holy poo poo are Consumer Goods tough), they'll only do mining and farming so you won't have strata movement issues, and you can easily control their production in case you're tapped out on mining/farming slots.
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# ? Dec 7, 2018 20:38 |
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pokie posted:Just make sure they are within trade reach of a starbase, e.g. there is either a starbase in system or one with trading hubs x jumps away where x is number of trading hubs on that starbase. nevermind i found it, "Trade Routes" button on the starbase
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# ? Dec 7, 2018 20:41 |
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Zurai posted:You can bend the knee to them. The only possible drawback is that if they get too big and become a normal empire when the Khan dies, you'll become a normal vassal instead of a satrapy and they can then integrate you -- but they won't have the massive event-spawn fleets then. Fuuuuck, I had to surrender since they took my 3 most built up worlds and now I have no consumer goods or alloy production. Note to others - don't specialize too much! I can probably claw back with my 15 colonies. But I am not sure how I am beating the 100k army these guys have before they integrate me.
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# ? Dec 7, 2018 20:41 |
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ZypherIM posted:They're not going to go back to tiles, sorry you don't like the pop system. Tiles are still in 2.2. That's the issue.
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# ? Dec 7, 2018 20:47 |
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^^^They really aren't.cheesetriangles posted:
Starting next to a Horde is amazing - the special events have fantastic rewards.
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# ? Dec 7, 2018 20:51 |
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Hungry posted:Tiles are still in 2.2. That's the issue. At that point you’re basically using the word “tiles” in such a loose manner to effectively mean “thing I don’t like”. Pls don’t abuse language like that.
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# ? Dec 7, 2018 20:59 |
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Man I'm not sure what early research I should favor. I think I'm liking the +station increases, and the +unity and +pop growth in green techs. The +research from pops is nice, but I think those'll get delayed a bit in exchange for resources now.
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# ? Dec 7, 2018 21:13 |
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FYI for people having problems with the UI being tiny, you can scale it in the options. I have it at 1.2 and it's much easier to read. I haven't noticed any text overlap so far or other wierd issues that come with paradox UI scaling yet.
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# ? Dec 7, 2018 21:15 |
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I'm not sure if it is all hive mind or just devouring swarms, but I don't have unemployed pops. Unemployed drones go into the 'scavanging drone' slot and produce 1 mineral. Everyone works! edit: colony ship costs are different too: 500 food and 200 alloys.
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# ? Dec 7, 2018 21:17 |
A third fallen empire has appeared on my borders.
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# ? Dec 7, 2018 21:17 |
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I keep trying to see how I can change what robot is being built and come up with nothing. Don't tell me forbidding population controls means it's unethical and illegal to tell a factory which model of robot to produce? Am I missing a button or am I seriously locked out?
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# ? Dec 7, 2018 21:23 |
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cheesetriangles posted:A third fallen empire has appeared on my borders. Eh, just don't piss them off. You have tons of room to expand north.
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# ? Dec 7, 2018 21:25 |
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Baronjutter posted:I keep trying to see how I can change what robot is being built and come up with nothing. What happens if you click on the factory on the other screen? Haven't built robots myself yet.
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# ? Dec 7, 2018 21:27 |
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Aethernet posted:What happens if you click on the factory on the other screen? Haven't built robots myself yet. Just the standard disable/demolish building options. *edit* Confirmed it's population controls. Just turned them off, enraging my egalitarian faction, and now I have full robot choice. I'm guessing this is a bug.
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# ? Dec 7, 2018 21:29 |
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Maybe your eagletarians view robots as potential sentient beings and want freedom for them.
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# ? Dec 7, 2018 21:32 |
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So empire size is pretty tough to increase? Means that going over the limit is similar to the natural expansion penalties you accumulated before LeGuin?
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# ? Dec 7, 2018 21:33 |
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Mmm. Means Imperial Prerogative is actually something you consider, as it cuts your penalty, cutting your costs.
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# ? Dec 7, 2018 21:35 |
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So I know for non-corp empires I should be ignoring the admin cap, but what about corps? Has anyone played enough to figure out if ignoring it is too detrimental?
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# ? Dec 7, 2018 21:37 |
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Torrannor posted:So empire size is pretty tough to increase? Means that going over the limit is similar to the natural expansion penalties you accumulated before LeGuin? Yes the old penalties that were sort of hidden from view are now bundled into admin cap. So you get a bit of a grace period on size before the normal penalty kicks in, and there are some choices that interact with it.
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# ? Dec 7, 2018 21:37 |
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Torrannor posted:So empire size is pretty tough to increase? Means that going over the limit is similar to the natural expansion penalties you accumulated before LeGuin? Yeah, Administrative Capacity is basically just a grace period before the old tech/unity cost increases start. Bloodly posted:Mmm. Means Imperial Prerogative is actually something you consider, as it cuts your penalty, cutting your costs. Not by much unless you're very close to your Administrative Capacity.
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# ? Dec 7, 2018 21:37 |
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DatonKallandor posted:^^^They really aren't. Just wait until you get brutally murdered like I have been.
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# ? Dec 7, 2018 21:40 |
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Why are my ice aliens growing(when there are none of the ice alien pops already living on the planet) and migrating to my tropical planets where they have 20% habitability?
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# ? Dec 7, 2018 21:41 |
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In most of my games I was at empire size ~200 by the 2250s with room to continue growing. Getting +20 or +50 empire size ain't going to count for poo poo by the late game. At best it'll shave a few credits worth of maintenance off every month. All the penalties for size were in the game before 2.2 (except for leader salaries) only now they're listed in one place instead of making you look all over for them in tool tips.
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# ? Dec 7, 2018 21:41 |
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Shut up and JAM! posted:Why are my ice aliens growing(when there are none of the ice alien pops already living on the planet) and migrating to my tropical planets where they have 20% habitability? Why is there a trend of people making videos of hitting themselves in the balls and keeping stoic faces? It's likely a bug.
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# ? Dec 7, 2018 21:42 |
pokie posted:Just wait until you get brutally murdered like I have been. If I immediately border a horde I generally try to exterminate them before a khan event fires.
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# ? Dec 7, 2018 21:46 |
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Is this line new? I haven't seen it before.
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# ? Dec 7, 2018 21:51 |
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Guildencrantz posted:
it's been in for a while, because none of us are free of sin.
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# ? Dec 7, 2018 21:56 |
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So I'm just getting into my first megacorp game without really having paid much attention to the changes. It seems like alloys are the new minerals? You are expected to use the market to get most of them right, at least it's what I'm doing.
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# ? Dec 7, 2018 21:58 |
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Axetrain posted:So I'm just getting into my first megacorp game without really having paid much attention to the changes. It seems like alloys are the new minerals? You are expected to use the market to get most of them right, at least it's what I'm doing. Alloys are a finished good. You need to convert minerals into alloys via alloy factory buildings. There are now resource chains.
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# ? Dec 7, 2018 22:03 |
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Axetrain posted:So I'm just getting into my first megacorp game without really having paid much attention to the changes. It seems like alloys are the new minerals? You are expected to use the market to get most of them right, at least it's what I'm doing. So basically you have 2 types of resources now: those from basic jobs and those from specialized jobs. Districts are you main source of generating basic jobs (though stuff like energy nexus will also make a basic technician job): yellow for technician (energy), red for minerals, green for food. Each of those three also gives you some housing. The number of colored boxes are the number of that type of district that you can build on a planet. You can also build city districts, which have like 3 times the housing but only provide 1 clerk job (makes trade value and amenities). Then you use your building slots to get specialist jobs. The alloy factory makes 2 metallurgist jobs, which use up minerals and makes alloys. You'll have several of these advanced resources, and the market is sort of there to help you if you mess something up or have really imbalanced incomes, etc. Alloys are used for most space constructions, so you'll need a bunch of them for ships and stations, but districts and buildings use minerals, and you also use minerals to make basically all your advanced resources. edit: wiz or lord mune, would it be possible for your UI guys to edit the "unemployed pops" listing for hive minds to instead show the number of scavanger drones? Since unemployed automatically go scavange, seeing it always be 0 means I have to go manually check how many scavangers are running around. ZypherIM fucked around with this message at 22:09 on Dec 7, 2018 |
# ? Dec 7, 2018 22:04 |
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Axetrain posted:So I'm just getting into my first megacorp game without really having paid much attention to the changes. It seems like alloys are the new minerals? You are expected to use the market to get most of them right, at least it's what I'm doing. Basically yes. Alloys are going to be your big bottleneck, and you use the market to get them when you need big bursts. And there's much less of an issue with running negative in something, because you can very easily get stuff from the market.
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# ? Dec 7, 2018 22:15 |
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yorkinshire posted:FYI for people having problems with the UI being tiny, you can scale it in the options. I have it at 1.2 and it's much easier to read. I haven't noticed any text overlap so far or other wierd issues that come with paradox UI scaling yet. I was wondering if there were a way to do this. How do you do it?
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# ? Dec 7, 2018 22:19 |
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Wiz/Mune here is another minor bug if you're cruising through. Devouring swarm, found some rudimentary robots. Still had the option to take them or scrap for minerals, now I've got 2 robot pops that I'm eating (food and society research gain). Eating pops also qualifies as a worker job, so it gets bonuses from stuff like the lush planet modifier.prefect posted:I was wondering if there were a way to do this. Settings, Graphics, at the bottom should be UI Scaling (Experimental).
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# ? Dec 7, 2018 22:25 |
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I'm not sure this is a bug or not, but I keep getting flooded with food in the early game. I even tried making my guys eat more, but my food production went up instead! I mean, it's nice I can keep boosting my capital and sell tons of food to get other stuff, but it's getting weird. The tool tip on food production claims that there is no consumption at all. Is food consumption listed somewhere else or does this mean my game is broken? Edit: To test something, I changed one of my farming pops to clerks and my net food production went down by about 25%. I have 4 farmers. This means no-one in my empire actually eats anything! Should I report this as a bug? Has someone else 0 food consumption?
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# ? Dec 7, 2018 22:25 |
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# ? May 23, 2024 04:49 |
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prefect posted:I was wondering if there were a way to do this. Check the options menu, should be under graphics listed as 'UI Scaling' or something along those lines. It's still in beta but works fine for the most part. If you turn it up really high you'll begin seeing weird anomalies but I've not noticed anything odd with it set at 2.0x.
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# ? Dec 7, 2018 22:27 |