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I think there is a bug in population growth. Some Rackets came to earth and I resettled them to a tomb world but now earth only grows rackets instead of people despite there being no rackets left on earth. Kind of broken
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# ? Dec 7, 2018 22:31 |
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# ? May 24, 2024 06:57 |
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Has Paradox said anything about performance in 2.2? The game runs noticeably slower for me.
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# ? Dec 7, 2018 22:34 |
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So I just spent 30 years indoctrinating and then advancing a primitive civ on my borders, they become a regular empire & my subsidiary, but now I can't open a branch office on their world because they aren't independent?
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# ? Dec 7, 2018 22:35 |
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Nevets posted:So I just spent 30 years indoctrinating and then advancing a primitive civ on my borders, they become a regular empire & my subsidiary, but now I can't open a branch office on their world because they aren't independent? If you're not on ironman, try spinning a world off into a vassal and see if you can build an office there? That seems like it'd be stupid strong though, so sort of makes sense that they might not let you do it to vassals/protectorates. edit: the create vassal button is on your Planets and Sectors screen (F4). ZypherIM fucked around with this message at 22:43 on Dec 7, 2018 |
# ? Dec 7, 2018 22:40 |
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Bold Robot posted:Has Paradox said anything about performance in 2.2? The game runs noticeably slower for me. Out: The AI wasting tons of processing power deciding what to build on each tile and which pop to work each tile In: The AI freaking out even harder trying to decide what pops to work which jobs and constantly failing to figure out how to get out of resource-chain production death spirals. Also it really sucks observation posts don't work. Early on I found 3 primitives, indoctrination was reporting +10 society each. That +30 society research would have doubled my production, but it's gone
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# ? Dec 7, 2018 22:44 |
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Nuclearmonkee posted:If I immediately border a horde I generally try to exterminate them before a khan event fires. That is very dangerous, because attacking a horde can trigger the Khan and his hordes to activate IMMEDIATELY.
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# ? Dec 7, 2018 22:46 |
How do you increase trade protection range of starbases? Tech? Modules?
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# ? Dec 7, 2018 22:54 |
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canepazzo posted:How do you increase trade protection range of starbases? Tech? Modules? The only way to increase trade protection are fleet patrols.
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# ? Dec 7, 2018 22:55 |
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canepazzo posted:How do you increase trade protection range of starbases? Tech? Modules? Gun modules should boost 1 range, while hanger bays do 2 I believe. I think upgraded starbases might get a bonus too? Having some ships patrol does a lot of work though.
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# ? Dec 7, 2018 22:57 |
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canepazzo posted:How do you increase trade protection range of starbases? Tech? Modules? Every defensive module like guns or missiles seems to do it. If you have a nice mix of stations with trade modules and defensive modules in equal measure I've found that takes care of all piracy, I've never had to patrol yet.
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# ? Dec 7, 2018 22:57 |
ZypherIM posted:If you're not on ironman, try spinning a world off into a vassal and see if you can build an office there? That seems like it'd be stupid strong though, so sort of makes sense that they might not let you do it to vassals/protectorates. Tried this last night. Doesn’t work. You could release them to be independent though.
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# ? Dec 7, 2018 23:04 |
Baronjutter posted:Also it really sucks observation posts don't work. Early on I found 3 primitives, indoctrination was reporting +10 society each. That +30 society research would have doubled my production, but it's gone The bug report thread on the PDox forums about this one said that if you save and load your game after establishing the posts it should work. Haven’t tried it myself but might be worth a look.
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# ? Dec 7, 2018 23:07 |
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Nuclearmonkee posted:If I immediately border a horde I generally try to exterminate them before a khan event fires. Tell me more about how you build a fleet strong enough to do so - no sarcasm intended.
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# ? Dec 7, 2018 23:08 |
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Anno posted:The bug report thread on the PDox forums about this one said that if you save and load your game after establishing the posts it should work. Haven’t tried it myself but might be worth a look. lol who the gently caress doesn't play an entire game a stellaris from start to score screen in a single session?? But yeah, same problem with re-naming factions. Good to know it's an easy fix at least.
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# ? Dec 7, 2018 23:08 |
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Wiz, if you could make the Buildings icons on the planet homescreen drag and drop so I can organize to satisfy my OCD, that would be awesome.
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# ? Dec 7, 2018 23:11 |
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ConfusedUs posted:Tried this last night. Doesn’t work. You could release them to be independent though. It'd be way too easy if you could do it to your vassals for sure. However making small vassals and releasing might be a really strong megacorp strategy. Especially since you get such a large penalty for going over cap, this'd let you stay under cap and benefit from your unique mechanic.
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# ? Dec 7, 2018 23:15 |
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ai still doesn't develop its planets. its fleet was ridiculously weak (4k) too. and this is one of the stronger empires
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# ? Dec 7, 2018 23:17 |
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Davincie posted:
so basically 2.2 is 2.0 all over again. does paradox never learn? hard pass on 2.2
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# ? Dec 7, 2018 23:19 |
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Gort posted:I kept getting arctic-preference guys showing up on my tropical planet. Well the good news is they'll be able to ride underneath with the checked luggage on the flight back to their loving shithole planet.
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# ? Dec 7, 2018 23:20 |
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Performance is definitely a lot sketchier in el guino. Stuttery when moving around the map and the game & audio phyiscally lags when you open up the ship designer when your AI announcer is saying something. Not severe enough to be a hindrance though.
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# ? Dec 7, 2018 23:21 |
ZypherIM posted:It'd be way too easy if you could do it to your vassals for sure. However making small vassals and releasing might be a really strong megacorp strategy. Especially since you get such a large penalty for going over cap, this'd let you stay under cap and benefit from your unique mechanic. Isn’t there a civic that boosts this? Franchises or something?
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# ? Dec 7, 2018 23:25 |
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pmchem posted:so basically 2.2 is 2.0 all over again. does paradox never learn? Thanks for a drive by poo poo posting! Davincie posted:
What difficulty are you on? Why are we looking at a world with 22 population (with jobs for all 22 so why would it build more poo poo?)? An undeveloped planet would have unemployment. You might be able to argue about what they built, but the only questionable building I think makes enforcers, and with low stability maybe they had a crime problem that is being suppressed by those. ConfusedUs posted:Isnt there a civic that boosts this? Franchises or something? No idea, I've put messing with megacorps on the backburner while I see whats new with other empire setups I like. Once I get a better handle on how the new mechanics work I'll probably start learning them.
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# ? Dec 7, 2018 23:26 |
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Bug Report got some refugees who asked me for permission to and successfully settled on a planet in a completely different empire.
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# ? Dec 7, 2018 23:34 |
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ZypherIM posted:
captain, and its had that planet since near the beginning of the game. there's 0 criminal empires in the game
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# ? Dec 7, 2018 23:36 |
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Davincie posted:captain, and its had that planet since near the beginning of the game. there's 0 criminal empires in the game You're on the 2nd easiest difficulty. Crime comes from more sources than criminal empires by the way.
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# ? Dec 7, 2018 23:42 |
Bloodly posted:That is very dangerous, because attacking a horde can trigger the Khan and his hordes to activate IMMEDIATELY. I've never had it happen. I've killed one and had it another one activate shortly after. Maybe if you just kill them before the horde turn limit it's safe? Idk
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# ? Dec 7, 2018 23:44 |
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I know I'm a bit late on the train but man so much has changed this is gonna take some getting used to.
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# ? Dec 7, 2018 23:44 |
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ZypherIM posted:You're on the 2nd easiest difficulty. it goes cadet > ensign > captain now, so its the middle
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# ? Dec 7, 2018 23:45 |
ZypherIM posted:You're on the 2nd easiest difficulty. I had my governor get corrupt via event within the first few years. I wonder if the AI is smart enough to can them if something like that happens
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# ? Dec 7, 2018 23:47 |
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Davincie posted:it goes cadet > ensign > captain now, so its the middle Oh yea they added an even easier difficulty. The point still stands, dial up the AI and make sure scaling difficulty is off, and make sure some advanced AIs get spawned. Do all the standard stuff for making the AI present a challenge, not just go "hey on an easier difficulty I'm crushing the AI it must be broke".
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# ? Dec 7, 2018 23:50 |
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I had some rebels of my rival ask to become my protectorate so I said sure. Later I integrated them for like 80 influence and then I realized they had no fleet because their starbase was all anchorages and no shipyards. Their planet was basically all enforcers.
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# ? Dec 7, 2018 23:51 |
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Victoria 3 has been updated for Megacorp, with special new Proletarian flag symbols to celebrate the new advisor voice.
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# ? Dec 7, 2018 23:56 |
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This was pretty easy to add!
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# ? Dec 7, 2018 23:56 |
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Hot Dog Day #82 posted:So I had this problem last night and it persists today.
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# ? Dec 7, 2018 23:57 |
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Davincie posted:
Yeah I agree, this looks like a normal low-pop world. There's no point in clearing blockers unless you've used up all the existing space, and upgraded buildings tend to need strat resources. Anyway my first game died. I was able to recapture most of the stations the Fanatical Purifiers took from me, but then the Great Khan event fired, and he lived right next to a wormhole to the middle of my empire. Came in with multiple 20k and 50k fleets, when everything I could muster was about 10k. One of his fleets attacked my combined fleet (in a system with a pretty tough station too) and squashed it. I think I had a bug with Naval Capacity. It didn't go up, it just stayed at 20. It's meant to be tied to population, right? By the end I had about 6 inhabited worlds (this was the same save where I didn't get any of my guaranteed colonies), and hundreds of pops, but the only things that increased NC were the techs and a few Anchorages, and those came too late. I fought both wars against the purifiers with an NC of 20 and two very expensive fleets of 30 each.
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# ? Dec 7, 2018 23:58 |
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It seems refugees, migrants, and general growth system totally ignores habitability. Due to the auto-balancing demographics system and the total lack of care for environment my planets are all getting crippled with 30% hab species angrily growing and sucking up all the goods and amenities. And since pops don't actually move, it's all an overly-abstracted pressure system, these 30% hab pops will never go away because the planet as a whole has to be in decline before anyone will move out. I don't want to say "hard pass on 2.2" but once you get over the honeymoon period of "ooo tiles are gone!" and dig into the new mechanics, it's not looking so hot right now. How many of these are fixable bugs and how much of it is just bad design, I don't know. It's just so weird that wiz and crew custom designed all these new systems from the primary standpoint of "lets make a system that the AI can actually deal with and fixes performance" and instead they managed to radically do the opposite.
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# ? Dec 7, 2018 23:59 |
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Naval cap might not go up with just raw pop anymore, since the soldier jobs from security buildings do now.
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# ? Dec 8, 2018 00:01 |
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Krazyface posted:Yeah I agree, this looks like a normal low-pop world. There's no point in clearing blockers unless you've used up all the existing space, and upgraded buildings tend to need strat resources. I'm pretty sure they untied it from pop. Anchorages increase it (starbases seem to come a little faster), and soldier jobs on your planets increase it. Those are the ones I've seen off-hand, but I haven't gone late into the tech tree yet or anything.
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# ? Dec 8, 2018 00:03 |
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skeleton warrior posted:Yeah, everything is collapsing for me and I literally have no understanding why. I've been doing my best to try to only build buildings and districts when I'm about to spring unemployed population for them, then suddenly out of nowhere I'm at -30 energy a month and I run out of everything because also my mineral production dropped from 40 a month to 12 and I have no loving clue why. I... I think I miss tiles. And holy poo poo pops need to grow faster. One every two loving decades isn't enough.
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# ? Dec 8, 2018 00:07 |
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# ? May 24, 2024 06:57 |
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Oh neato, genetic modification includes self modification now. Thank you for this cool thing, Wiz etc.
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# ? Dec 8, 2018 00:14 |