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Bold Robot
Jan 6, 2009

Be brave.



ZypherIM posted:

Yea there is something really weird with the 3
Did you give them money to do stuff with? Do they have unemployed pops they need to employ?
Do you have to give them money now? They don’t just draw income from the sector now? I know it was a good idea to give them money before but has it changed so that you 100% have to?

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That Guy Bob
Apr 30, 2009

ZypherIM posted:

Eh, you get +1 growth per assembly drone. You start with 3, so the same base growth rate. If you've got the minerals, you can build more replicators I'm pretty sure, so you can keep scaling up your dude production as long as you have building slots. Also machine empires get an unity unlock that gives them back 50% cost of buildings/districts, so they can retool their poo poo a ton cheaper.

No one else has to pay 3 energy and 15 minerals with three pops tied up at the start of the game to get normal growth. No one else also have to transfer 4 more pops to new colonies so they can build an assembly plant to get not crap pop growth rates. You can only build a single assembly per world which gives 1 slot robo building slot, capital gets 1 and gets 1 more per upgrade at 10 pop/40 pops.

Edit: Default growth rate isn't 3, its none. You only get growth from replicators.

That Guy Bob fucked around with this message at 17:14 on Dec 10, 2018

Gadzuko
Feb 14, 2005

Raenir Salazar posted:

I for one dislike the scifi trope of massive fleets and prefer smaller more specialized task forces and I'm glad that the fleet speed nerfs make defending and projecting power from a huge empire a difficult balancing act that requires smaller border fleets.


Oh my, this feels fairly egregious even of Paradox, was this not playtested?

Gestalt empires intentionally do not get trade, it's not a bug. Play testing is actually one of the reasons why machine empires are so weak right now because they annihilated everyone in the dev clash with out of control growth, it just got nerfed a bit too hard.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Is it just me or are 90% of star systems 2 energy and nothing else? Its really infuriating and makes the galaxy super boring.

hobbesmaster
Jan 28, 2008

I'm not convinced on habitats. How do you build them up? Research? For maintenance alone thats 5 alloys for one the equivalent of the 2 exotic gas building, right?

AAAAA! Real Muenster posted:

Is it just me or are 90% of star systems 2 energy and nothing else? Its really infuriating and makes the galaxy super boring.

Its random and it sounds like you rolled snake eyes. It seems very similar to 2.1 so far for me.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

That Guy Bob posted:

No one else has to pay 3 energy and 15 minerals with three pops tied up at the start of the game to get normal growth. No one else also have to transfer 4 more pops to new colonies so they can build an assembly plant to get not crap pop growth rates. You can only build a single assembly per world which gives 1 slot robo building slot, capital gets 1 and gets 1 more per upgrade at 10 pop/40 pops.

I mean, wiz has said that robots are undertuned right now (mostly because their previous growth made it impossible to compete with them), but still the complaints from other heavy machine players in the thread have involved having too much dude production and shuffling them around, not poo poo growth.


Also bios want to push out 4-9 pops if possible as well, because the 'colony ship' jobs are poo poo and you want to build growth buildings too.

Tehan
Jan 19, 2011

Raenir Salazar posted:

I for one dislike the scifi trope of massive fleets and prefer smaller more specialized task forces and I'm glad that the fleet speed nerfs make defending and projecting power from a huge empire a difficult balancing act that requires smaller border fleets.

Yeah, having a reason to keep my navy scattered and on patrol feels a lot better than just having an all-encompassing doomfleet that does nothing until it's time to go to war. Trying to judge whether I needed to go all in to stomp my neighbour or whether I could afford to leave some of my fleet behind to guard my most vital trade route was great, and much better than just comparing raw fleet power and nothing else.

L0VE
May 3, 2010
Does anyone know why they made Shared Burdens limited to Fanatic Egalitarians? The way I understand it, Consumer Goods are things a pop would need, like a phone, a house etc. So that with Utopian Abundance, everyone lives in a mansion and uses a gilded iPhone, while Basic Subsistence leaves everyone in a hovel with a walkie-talkie. If this is correct I don't see a reason why my government form should matter in any way. At the very least I don't think I should be limited to just 1 of the 3 democratic forms available in the game. Why is a more frequent democracy necessary for me to give every pop the resources they need, but no more? (As a side-note, why is a democratically elected Dictator not possible with Egalitarian when it is just a longer election frequency/fewer voters compared to Oligarchy?)

I wanted to create a society where an absolute ruler enforces equal Living Standards, whether the people like it or not. Everyone gets to live in a half-decent apartment with bad wi-fi and a cat, even the ruler! Just like an Egalitarian with Shared Burdens can chose between it or Utopian Abundance, an Authoriarian with Shared Burdens should be able to chose between a Stratified Living Standard or the Shared Burden one.

I can only think that the devs see the expression "Power corrupts; absolute power corrupts absolutely" as some universal truth where imagining a species (or even a few individuals) being different is just too far fetched.

Like if I modded the Fanatic Egalitarian requirement away, would the game break?

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

hobbesmaster posted:

Its random and it sounds like you rolled snake eyes. It seems very similar to 2.1 so far for me.
I've played 5 games through 2250 and every time every system within 5-10 jumps of my homeworld is complete rear end.

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Note that, as far as trade protection goes, a couple corvettes goes a long way. Each corvette is 10 trade protection (regardless of tech, as far as I can tell -- you can probably get away with building a naked or almost naked "escort" corvette just for patrolling), so until you've got hundreds of trade value flowing around you can get away with only using like 4 corvettes on patrol for any given route.

hobbesmaster
Jan 28, 2008

Odd, I wonder if some of the new starting system scripts are broken? I've been playing Earth starts mainly.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

AAAAA! Real Muenster posted:

I've played 5 games through 2250 and every time every system within 5-10 jumps of my homeworld is complete rear end.

I haven't had that bad luck, but definitely a lot more 2 energy systems this patch. On the other hand, the nice systems are tending to be that way even before you start to get bonuses to station production.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





AAAAA! Real Muenster posted:

I've played 5 games through 2250 and every time every system within 5-10 jumps of my homeworld is complete rear end.

Not the case for me. Not even close. There are always some crap systems, yes, but most of mine are good.

The question I always ask when someone has a consistently abnormal experience is "what mods are you using, and have you tried disabling them?"

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Danann posted:

Try using commercial zones for clerk jobs instead of a lot of holo theaters. They produce trade value which can be converted into consumer goods and energy and best of all they'll still produce amenities which will benefit from worker productivity techs.

I discovered this completely by accident. See - if you make a dedicated refinery world you're going to run into a problem. Refinery buildings are garbage in terms of jobs per building slot. So eventually you'll end up really short on jobs for the size of the planet. The easiest way to fix this is to use commercial zones because commercial zones provide shitloads of jobs. They also pair up really well with agri-worlds but generally anytime you're like I NEED TONS OF JOBS NOW you build commercial districts. And like you said, this has the side effect of making your trade value go up which lets you buy more poo poo.

L0VE
May 3, 2010

AAAAA! Real Muenster posted:

Is it just me or are 90% of star systems 2 energy and nothing else? Its really infuriating and makes the galaxy super boring.

Yea, I've been re-rolling a lot of starts because every system looks so underwhelming. I guess part of it is due to anomalies adding less resources (like Swirling Shadows going from 6->3 Society) but it feels so underwhelming when you struggle to get excited for a new system.

turn off the TV
Aug 4, 2010

moderately annoying

willing to settle posted:

Am I completely imagining it or are L-Gates insanely rarer compared to older version? I feel like they used to be scattered around fairly evenly, and now they're all clustered right on the edge of the map and inaccessible to most empires.

They have always been a little funky. It's unfortunate, too, because I think that L-Gates are a really interesting way to open the galactic map up earlier on since gateways are available so late in the game and can always be turned off.

hobbesmaster posted:

I'm not convinced on habitats. How do you build them up? Research? For maintenance alone thats 5 alloys for one the equivalent of the 2 exotic gas building, right?

I initially filled my habitat out with research modules and then began converting them to housing in order to support alloy production. Habitats seem pretty bad in comparison to regular planets.

Lum_ posted:

Beautiful Universe https://steamcommunity.com/sharedfiles/filedetails/?id=697938908 (note this has been hit or miss for me, some of those skyboxes it adds were really bad in the past)

Vibrant Galaxy (space is supposed to be pretty) https://steamcommunity.com/sharedfiles/filedetails/?id=1407118357
Glavius AI (being actively worked on) https://steamcommunity.com/sharedfiles/filedetails/?id=1584133829

Allow me to go ahead and plug my own cube map and galaxy texture mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1442064444




The perspective of the background changes in accordance to the system's distance from the galactic core. The L-Cluster looks like it's outside of the galaxy, while the core has more stars and is much brighter.

canepazzo
May 29, 2006





That sector cohesion hnnnng :negative:

Serf
May 5, 2011


AAAAA! Real Muenster posted:

I've played 5 games through 2250 and every time every system within 5-10 jumps of my homeworld is complete rear end.

i actually found two weird systems, one with a star outputting 12 energy and another with a black hole worth 10 physics

That Guy Bob
Apr 30, 2009

ZypherIM posted:

I mean, wiz has said that robots are undertuned right now (mostly because their previous growth made it impossible to compete with them), but still the complaints from other heavy machine players in the thread have involved having too much dude production and shuffling them around, not poo poo growth.


Also bios want to push out 4-9 pops if possible as well, because the 'colony ship' jobs are poo poo and you want to build growth buildings too.

Machine empires default growth rate is zero, they have to have a pop working the replicators, a new machine colony has a great amazing 1 growth from the single pop working the single replicator slot. To get more you must at least resettle 4 other pops.

canepazzo
May 29, 2006



Know what I'd really, really like? Some kind of population screen with a breakdown on jobs/ethics/factions, similar to what Victoria 2 has:



Instead of nationality you could have the race, etc.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

ConfusedUs posted:

Not the case for me. Not even close. There are always some crap systems, yes, but most of mine are good.

The question I always ask when someone has a consistently abnormal experience is "what mods are you using, and have you tried disabling them?"
Unlike most people I will say something if I am using a mod. My game is unmodded. I just started a new game to try a new racial build and of the systems nearest my homeworld, I have: 2 energy, 2 energy, 3 energy, 3 energy, 4 energy, 5 energy, 3 energy 4 minerals, then a couple with small amounts of minerals and science.

I'm annoyed because when I find AI empires they always have completely bananas amounts of resources from systems.

AAAAA! Real Muenster fucked around with this message at 17:38 on Dec 10, 2018

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

That Guy Bob posted:

Machine empires default growth rate is zero, they have to have a pop working the replicators, a new machine colony has a great amazing 1 growth from the single pop working the single replicator slot. To get more you must at least resettle 4 other pops.

The base growth rate of a new biological colony is 1.5, because as long as it is a colony it gets a 50% penalty.


I'm not disagreeing that robots are undertuned, and I'm pointing out that it is something the devs have stated. But your assumptions about where that state is seem to be fairly off.

Theswarms
Dec 20, 2005
So I'm attacking a fanatical purifier through my Subsiduary, meaning that all the territory is going to them.

How do I make it go to me so I can spin it off into a new Subsiduary?

I want lots of Subsiduaries!

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

In other news, how many science ships are you guys building early game? I've found myself wanting to get 4th and 5th science ships.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

ZypherIM posted:

I mean, wiz has said that robots are undertuned right now (mostly because their previous growth made it impossible to compete with them), but still the complaints from other heavy machine players in the thread have involved having too much dude production and shuffling them around, not poo poo growth.
It's all linked, sounds like. A planet which you've transferred 9 robots to and then upgraded stuff and then transferred 5 away is such a significant growth boost that it's worth the energy cost. It's such a growth boost because robots don't have immigration or the food boosts so each planet is an island, growth wise. If robot production had an immigration analogue it'd be less lucrative.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.

ZypherIM posted:

I mean, wiz has said that robots are undertuned right now (mostly because their previous growth made it impossible to compete with them), but still the complaints from other heavy machine players in the thread have involved having too much dude production and shuffling them around, not poo poo growth.


Also bios want to push out 4-9 pops if possible as well, because the 'colony ship' jobs are poo poo and you want to build growth buildings too.

This isn’t entirely true, robots have okay growth on their starting planet but almost none without using resettling because you need a 5 pop building to boost it above the ~1.5 base / 100. Once you have a couple planets fully developed and overproducing pops it gets much more workable simply on resettling and being able to explicitly control pop growth. The problem is resettling constantly hurts your overall growth the base rate is horrendous so machine empires are borderline unworkable with a lot of resettlement micro and those associated issues. It’s a vicious circle more or less till your deep enough along to break out completely.

As mentioned it’s more beneficial to forcibly resettle 40 pops to each new planet strictly to upgrade the capital and get more replicator jobs than it is to develop more naturally, and that’s not a good long term mechanic at all. At least not with the clunky pop mangement interface.

Mazz fucked around with this message at 17:47 on Dec 10, 2018

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

ZypherIM posted:

Eh, you get +1 growth per assembly drone. You start with 3, so the same base growth rate. If you've got the minerals, you can build more replicators I'm pretty sure, so you can keep scaling up your dude production as long as you have building slots. Also machine empires get an unity unlock that gives them back 50% cost of buildings/districts, so they can retool their poo poo a ton cheaper.

You can only build one replicator or spawning pool per planet. Which kind of sucks, I would love to have a spawning world.

liveoctopus
Oct 18, 2005

Test branch has been updated with some fixes. That was much quicker than I expected.

https://forum.paradoxplaza.com/foru...m-8b3a.1136212/

Big Hubris
Mar 8, 2011


L0VE posted:

Does anyone know why they made Shared Burdens limited to Fanatic Egalitarians? The way I understand it, Consumer Goods are things a pop would need, like a phone, a house etc. So that with Utopian Abundance, everyone lives in a mansion and uses a gilded iPhone, while Basic Subsistence leaves everyone in a hovel with a walkie-talkie. If this is correct I don't see a reason why my government form should matter in any way. At the very least I don't think I should be limited to just 1 of the 3 democratic forms available in the game. Why is a more frequent democracy necessary for me to give every pop the resources they need, but no more? (As a side-note, why is a democratically elected Dictator not possible with Egalitarian when it is just a longer election frequency/fewer voters compared to Oligarchy?)

I wanted to create a society where an absolute ruler enforces equal Living Standards, whether the people like it or not. Everyone gets to live in a half-decent apartment with bad wi-fi and a cat, even the ruler! Just like an Egalitarian with Shared Burdens can chose between it or Utopian Abundance, an Authoriarian with Shared Burdens should be able to chose between a Stratified Living Standard or the Shared Burden one.

I can only think that the devs see the expression "Power corrupts; absolute power corrupts absolutely" as some universal truth where imagining a species (or even a few individuals) being different is just too far fetched.

Like if I modded the Fanatic Egalitarian requirement away, would the game break?

Shared Burden is "you've successfully achieved communism, congrats" and if the devs aren't allowing constitutional monarchy they sure as gently caress aren't modelling "Rishma Sharqi Thought but for real."

Amenities and Housing already exist and are not covered by living standards.

Sloober
Apr 1, 2011

L0VE posted:

Yea, I've been re-rolling a lot of starts because every system looks so underwhelming. I guess part of it is due to anomalies adding less resources (like Swirling Shadows going from 6->3 Society) but it feels so underwhelming when you struggle to get excited for a new system.

non-planet income is pathetically small and non-planet research feels almost pointless outside of 'i have nothing else to spend minerals on', they vastly increased research costs but didn't do anything for generation outside planets.

In addition to basic +worker generation for planets you get even more bonuses from stability and happiness, so a single planet can blow away your entire claimed star systems worth of resource generation

i really do like the new planet systems, but the system encourages you to stay cohesive which doesn't ding your admin cap but will also punish you by dinging your admin cap if you don't stay cohesive, so you add garbage systems to avoid a penalty, which itself is a penalty. I can also attest to a lot of garbage start constellation systems. i had one were the 3 linked systems i had were - 2 energy, 2 energy, 2 science, and 2 energy, 2 minerals.

Sloober fucked around with this message at 17:53 on Dec 10, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Demiurge4 posted:

Yeah the tech costs feel really insane right now and the early game is very slow because of it. I prefer to play on .75x science and unity costs because of it.

This seems to be the crux of the problem for me. The costs of things like research, and ships as other have mentioned, don't seem to have been rebalance all that well. I had the resources to keep slowly expanding but everything else just got more expensive as a result and it created a viscous cycle. I think I'm just going to abandon the game and start over again to see what I can change whenever I get a chance to play again.

And as AAAAA! brought up earlier it also seems like the game loves to throw a bunch of useless poo poo systems your way with planets and resources dispersed wildly unevenly some times. I've noticed the guaranteed planets are not even showing up sometimes even when they are still set to 2. I think the revised galaxy generation algorithm also needs another pass when they get the chance.

Theswarms
Dec 20, 2005
Turns out crime branch offices can be closed within one month of opening them, so you don't get a change to build any of the crime upping buildings that will stop this from happening.

So don't queue up 3 buildings like I did and waste like 2k minerals.

FlyingCowOfDoom
Aug 1, 2003

let the beat drop
I think I found a bug with upgrading fleets, it seems it keeps adding the cost of the previous upgrade to the new one or the cost of upgrades was not re balanced fully or something because to upgrade 15 corvettes from red lasers to blue costs 700+ alloys.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

liveoctopus posted:

Test branch has been updated with some fixes. That was much quicker than I expected.

https://forum.paradoxplaza.com/foru...m-8b3a.1136212/
Some good stuff in here. I think this will make people happiest:

* Increased base alloy job production from 2 to 3

Also I'm sad I never got a crimebot while I could.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Mazz posted:

This isn’t entirely true, robots have okay growth on their starting planet but almost none without using resettling because you need a 5 pop building to boost it above the ~1.5 base / 100. Once you have a couple planets overproducing pops it gets much more workable simply on resettling and being able to explicitly control pop growth it the base rate is horrendous and machine empires are borderline unworkable with a lot of resettlement micro.

As mentioned it’s more beneficial to forcibly resettle 40 pops to each new planet strictly to upgrade the capital and get more replicator jobs than it is to develop more naturally, and that’s not a good long term mechanic at all. At least not with the clunky pop mangement interface.

The starting rate for biologicals is 1.5 until they get to size 10 (and upgrade the ship shelter), so they're really big on needing to resettle as well. Technically you could let them grow with the immigration bonus (usually boosts you to around 3), but you're also losing that growth from your capital so it is a wash at best.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Theswarms posted:

Turns out crime branch offices can be closed within one month of opening them, so you don't get a change to build any of the crime upping buildings that will stop this from happening.

So don't queue up 3 buildings like I did and waste like 2k minerals.

Already fixed in the beta patch.

Barent
Jun 15, 2007

Never die in vain.
Nothing in there about synthetics being able to work Leader jobs now :(

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

liveoctopus posted:

Test branch has been updated with some fixes. That was much quicker than I expected.

https://forum.paradoxplaza.com/foru...m-8b3a.1136212/

This is why PDX owns bones. Seriously, wiz, change the model so I can always play the dev/future branch and more readily contribute feedback.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

This sounds pretty significant: * AI no longer bounces a single scientist around multiple ships, choking their exploration and growth

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Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Is the AI's ability to close a crime syndicate's branch offices tied to difficulty? Because I'm playing a regular old megacorp on an easy difficulty while I get the new economy figured out and literally none of the AI are doing anything about the crime syndicate plopping branch offices on their planets. Every. Single. Planet has a syndicate branch office except for the goon I'm playing the game with who declared war to get ride of them (and then I opened my own branch offices as soon as the war ended). I also don't have any access to the syndicate so I can't do a hostile takeover.

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