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They have to get their crime to 0. So if they can't do that for some reason (like lacking the resources to change their buildings to make enforcers) then they won't be able to close the branch. edit for top of page: Beta branch is out, pdx has basically compiled fixes from the weekend into it. Until it gets to live, you might want to opt in for bug fixes and such: right click stellaris, go to properities, the beta tab up top, and select "Stellaris_test - testing and crossplay branch". ZypherIM fucked around with this message at 18:08 on Dec 10, 2018 |
# ? Dec 10, 2018 18:06 |
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# ? May 25, 2024 20:37 |
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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. It was actually just 1 day. Now you have a year.
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# ? Dec 10, 2018 18:07 |
quote:* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age Oh good, that bug was in the game for way too long. It's honestly bizarre it made through all of both 2.0.x and 2.1.x. Plus I ran into it in multiplayer so it was extra annoying to me. Though it was funny when the host loaded up the game in SP to fix it and I dictated what he should type in the console. On the first try I didn't realize you needed to add the Khan's empire id at the end so the host's own empire fell apart.
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# ? Dec 10, 2018 18:09 |
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Mazz posted: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. I came to this conclusion as well, and what I would like is for colony ships to have the ability, when built or launched, to take pops from the source world with them to the colonised world, allowing you to start worlds with more than 1/2 pops on a planet. Heck, you could start out with them only allowing a max of 3 pops on board (for a starting 4 pops, 5 with the tradition that gives +1) and increase that cap with technologies or ship parts.
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# ? Dec 10, 2018 18:10 |
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quote:* Reduced mineral cost of roboticist and fabricator jobs From the look of things this also applies to machine empire pop production jobs.
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# ? Dec 10, 2018 18:22 |
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Machine empires have some important population breakpoints to hit for growth, which are 5 for the assembly building and 10, 20, 40, and 80 for the capitol building (which also gives assembler jobs.) This means that Optimal Play involves aggressively redirecting pops in a rotating fashion to bring each planet up to those breakpoints in turn to maximize growth as quickly as possible. It's tedious as hell.
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# ? Dec 10, 2018 18:25 |
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What is the purpose of the colony shelter -> real colony stage? If the intent is to delay how long it takes for a colony to hit full speed then pop size is a terrible way to do it given the obvious-but-irritating workaround. If they don't want a colony coming properly online for X years just add an X year "New colony" mallus.Staltran posted:Oh good, that bug was in the game for way too long. It's honestly bizarre it made through all of both 2.0.x and 2.1.x. Plus I ran into it in multiplayer so it was extra annoying to me.
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# ? Dec 10, 2018 18:28 |
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Splicer posted:What is the purpose of the colony shelter -> real colony stage? If the intent is to delay how long it takes for a colony to hit full speed then pop size is a terrible way to do it given the obvious-but-irritating workaround. If they don't want a colony coming properly online for X years just add an X year "New colony" mallus. It slows down colony growth, but also allows some empire types to get them off the ground faster if they have the spare population to resettle. Robots follow a similar pattern but don't get immigration crutches if they want to let the place grow by itself. The finnicky thing for them is they get more growth rate with the higher capital buildings (eventually reaching what, a base growth of +6?), while organics get enforcers with higher capital levels. I honestly expect them to just code the capital buildings to lose the bonus job slots if your population dips below the required number. Resettling to rush a new colony to 10 pops to get your upgraded base and improved growth rate building is fine. What is silly is machine empires resettling another 30-70 dudes to ramp up their pop growth and then ship those clanking masses off to the next place.
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# ? Dec 10, 2018 18:36 |
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Expanding on that, completely ditch the ship shelter as a building. Have the 10 20 40 80 pop boosts come online just by having that many pops on a planet and go offline if you drop below. Add techs and modifiers to make these breakpoints fluctuate depending on the planet.
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# ? Dec 10, 2018 18:39 |
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This is probably too broad of a question.. what's the "should I do it" check on integrating a vassal? I integrated one earlier in the game and my money when south for a few months until i 'fixed' it. Now humans are a mere 48% of empire but there are tree people we can have sex with once i figure out how to make that happen.
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# ? Dec 10, 2018 18:44 |
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Another option, for robots at least, is to remove the replicator jobs form the capital and replace them wit more admin or deviancy bots, and instead add replicator jobs to the production building with techs. Same rough progression but late addition planets can ramp up much faster without that mandatory pop reshuffling (or at least greatly reducing amounts). Probably going to mod this in and see myself, along with balancing the way overbudgeted society research into a lower but balanced amount across all 3. Mazz fucked around with this message at 18:54 on Dec 10, 2018 |
# ? Dec 10, 2018 18:45 |
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Splicer posted:Expanding on that, completely ditch the ship shelter as a building. Have the 10 20 40 80 pop boosts come online just by having that many pops on a planet and go offline if you drop below. Add techs and modifiers to make these breakpoints fluctuate depending on the planet. This is probably the best idea, the tech to create a job per x pops is already in the game. I'm not sure if you can cap it to prevent outrageous growth on a particularly large world but that seems like a solvable problem.
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# ? Dec 10, 2018 18:46 |
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So machine empires don't seem as hosed out of the gate in the beta patch. My basic ME is now starting the game at +16 energy +29 minerals. Robot assemblers now use 3 / month (from 5) and alloy workers now make 1 alloy / 2 minerals.
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# ? Dec 10, 2018 18:48 |
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Started a new game with patch, I've got a ruined science nexus and sentry array within 2 jumps of my homeworld. Guess I'm rushing megastructures this game!
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# ? Dec 10, 2018 18:51 |
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karma_coma posted:but there are tree people we can have sex with once i figure out how to make that happen. Stellaris 2.2: There are tree people we can have sex with
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# ? Dec 10, 2018 18:53 |
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From the patch notesquote:"Made tweaks to Galactic Market that should prevent an infinite profits exploit from flooding the market, then rebuying, you shameless tophat-wearing capitalist exploiters, you" Ice Fist posted:Stellaris 2.2: There are tree people we can have sex with A xenophile ecumenopolis completely breaks the UI its great.
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# ? Dec 10, 2018 18:54 |
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is the galactic market, in terms of prices, shared across all empires? i'm imagining buying up all the alloys or something before a war and driving up the price for your enemy man, i can't wait for an expac that adds espionage
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# ? Dec 10, 2018 18:56 |
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I definitely thing gestalt empires should be using the trade system for some sort of cohesion mechanic. Maybe they don't get trade value from space but it feels even more like gestalts are just normal empires that don't get most of the interesting mechanics.
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# ? Dec 10, 2018 18:58 |
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Discovered a fantastic bug. OK, so when I select my fleet/science ship/etc I get all the ships of that type selected. This patch, it's started selected the ones belonging to other empires too. This doesn't have much of an effect most of the time because you can't control them, except if you've got an AI science ship with no scientist it complains if you try to make it do something that requires a scientist like survey a specific system. This doesn't have an effect most of the time. As far as I can tell, one interaction still works: pressing B to return home. See you in a couple of years, AI fleet! [edit] Two other bugs: the outliner has started saying that a planet has blockers I can clear when it doesn't, and similarly another is complaining that there are unemployed pops when there aren't (I don't even have unemployment, I'm playing a hive mind!) (This one was fixed with a reload) MrL_JaKiri fucked around with this message at 19:06 on Dec 10, 2018 |
# ? Dec 10, 2018 19:00 |
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Demiurge4 posted:150 minerals is way too much, shut down a mine and build a foundry, you've now turned 2 workers into specialists. That's astonishingly easy to solve; don't do that. Don't remove mineral districts. If you want to make an alloy production world, either do it on a completely new world, or build forges on an existing world when you've filled in all the available jobs.
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# ? Dec 10, 2018 19:00 |
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MrL_JaKiri posted:
Do you have scavanger drones active? Also wishlist item: have unemployed icons pop (and planetary unemployment list) scavanger drones.
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# ? Dec 10, 2018 19:07 |
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Kenlon posted:That's astonishingly easy to solve; don't do that. Also they said turn off, not remove.
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# ? Dec 10, 2018 19:08 |
MrL_JaKiri posted:Discovered a fantastic bug. Variations of this have popped up at least twice before that I can remember. There was one patch that gave you total control so you could queue up a million waypoints and send it anywhere (including through stuff like Leviathan systems)
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# ? Dec 10, 2018 19:09 |
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ZypherIM posted:Do you have scavanger drones active? No (50/52 jobs, although as I said it was fixed on a reload). Agreed on the wishlist.
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# ? Dec 10, 2018 19:11 |
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Current like, 9 hours into my first playthrogh (have about 200 hours in Crusadar Kings). I'm in the late-2200's and had my first encounter with the mauraders about 75 years ago when they brought a doomstack of 10k strength when the largest fleet I had at the time was about 1.8k in strength. Now apparently they've formed a Golden Horde and have setup shop on my doorstop, and I'm regularly seeing stacks of 10k+ (even 18k in some instances) taking my systems. Seeing as this is my first play through, what's my best option here? I've been researching a little bit about how people approach this issue, but it seems like the most common approach is to just knuckle under until the Golden Douchebag leader dies, then start taking my poo poo back. Is this really the best approach? Honestly I really detest the swarming mechanic because there's literally nothing I can do against them right now.
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# ? Dec 10, 2018 19:13 |
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Wicaeed posted:Current like, 9 hours into my first playthrogh (have about 200 hours in Crusadar Kings). Surrender. Seriously its a really good idea to surrender to a nearby horde or awakened fallen empires unless you're absolutely certain you can stand toe to toe.
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# ? Dec 10, 2018 19:16 |
Wicaeed posted:Current like, 9 hours into my first playthrogh (have about 200 hours in Crusadar Kings). Becoming a Satrapy is not as bad as it sounds. You take a hit to your production, but with the Horde protecting you, you can spend all your cash on research and internal improvements instead of ships and guns, so it balances out.
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# ? Dec 10, 2018 19:17 |
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Wicaeed posted:Current like, 9 hours into my first playthrogh (have about 200 hours in Crusadar Kings).
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# ? Dec 10, 2018 19:18 |
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Tehan posted:I like how the new planet system feels a lot more like decisions that an interstellar empire would be making. In the tiles system, the time planets called for your attention was 'this subcontinent is now full of people, decide the single task it will concentrate on to the exclusion of all others' which always seemed game-y as gently caress to me. Now the calls for your attention feel much more realer - growing unemployment, a housing shortage, overstretched infrastructure, and so on. In tiles, I'd have decided from my first glance at the layout what the planet would look like all through its history. Now the district availability tells me what my options are, but instead I'm steering the planets more towards what my empire currently needs because I don't have that 'I can't make this an energy planet, look at all the mineral bonus tiles' thought rattling around in my mind. This is why despite various legit issues with 2.2, I’m still happy with the shift from tiles -> districts+buildings. Pre-2.2, I knew exactly what the layout of a finished planet would look like the instant I colonized it. Now, while I certainly can make plans based on the available total and resource districts and any unique features, they’re not in stone. Build decisions have to balance current planetary needs like housing/amenities vs. current empire resource needs vs. the long-term plans for that colony. Sometimes I’m building resource districts that I know I’ll replace down the road to shore up resources, or sometimes a planet I’d planned to be a research hub ends up being an industrial world because once it got up to speed, it turned out that I needed consumer goods or alloys more urgently. And generally speaking, the development path of colonies feels much better from a flavor perspective. AAAAA! Real Muenster posted: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. I don’t know what’s optimal, but I’ve been rushing to pump out 2-3 extra science ships ASAP, then using my alloys to claim the nearest, best 2 planets for early colonization, and then pumping out a couple more science ships to get 6.
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# ? Dec 10, 2018 19:19 |
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On the dev clash stream, Wiz kept going on about the danger of a horde getting too big, not dissolving when the khan dies, and then integrating satrapies. Is that a possibility worth worrying about? I guess risking it beats getting killed off right away...
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# ? Dec 10, 2018 19:20 |
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GunnerJ posted:On the dev clash stream, Wiz kept going on about the danger of a horde getting too big, not dissolving when the khan dies, and then integrating satrapies. Is that a possibility worth worrying about? I guess risking it beats getting killed off right away... I've never seen the khan survive to that extent. Usually they're 100% eradicated, or they're beaten back and dissolve into 2-3 khanates. I'd be more wary of it happening now with how much harder it is to muster a counter-fleet
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# ? Dec 10, 2018 19:26 |
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Whoa, everything was going well, just beat a neighbor in a minor border war, but then they hired a marauder fleet to hit me and it's a little more than 4x my total fleet strength. Never been so outclassed by a raiding party before, I assume this is a result of the alloy conversion issue? Also btw, my neighbor has the same tree-person appearance as me. Is that supposed to happen? Never ran into it in a pre-2.2 game.
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# ? Dec 10, 2018 19:26 |
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GunnerJ posted:On the dev clash stream, Wiz kept going on about the danger of a horde getting too big, not dissolving when the khan dies, and then integrating satrapies. Is that a possibility worth worrying about? I guess risking it beats getting killed off right away... From the wiki: quote:Once the Great Khan dies the Horde will become unreachable, leaving an automatic message if diplomatic contact is attempted. Within a year the Horde will change into the following: Seems like a pretty niche situation. The horde would need to have 5 planets to remain 1 empire with you as a vassal. Then if it did happen you'd start a war of independence and the successor state would probably have trouble maintaining its doom fleet.
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# ? Dec 10, 2018 19:27 |
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Electro-Boogie Jack posted:Whoa, everything was going well, just beat a neighbor in a minor border war, but then they hired a marauder fleet to hit me and it's a little more than 4x my total fleet strength. Never been so outclassed by a raiding party before, I assume this is a result of the alloy conversion issue? Just let them take the pops, its not worth losing more.
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# ? Dec 10, 2018 19:28 |
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Is Nihilistic Acquisition with a Devouring Swarm as much fun as it sounds?
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# ? Dec 10, 2018 19:31 |
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Splicer posted:Expanding on that, completely ditch the ship shelter as a building. Have the 10 20 40 80 pop boosts come online just by having that many pops on a planet and go offline if you drop below. Add techs and modifiers to make these breakpoints fluctuate depending on the planet. Disagree, since the building is something you can easily look at and see the base jobs/housing/amenities of the colony. Alternative: Since the current colony ship techs are lame as hell, they should make AI-controlled colony ships start colonies with a planetary admin.
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# ? Dec 10, 2018 19:33 |
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Bedurndurn posted:So machine empires don't seem as hosed out of the gate in the beta patch. My basic ME is now starting the game at +16 energy +29 minerals. Robot assemblers now use 3 / month (from 5) and alloy workers now make 1 alloy / 2 minerals. Yeah but this stuff is yuck
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# ? Dec 10, 2018 19:35 |
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quote:* Authoritarian faction is now also OK with Academic Privilege and Robotic Servitors Good, I get that ordering around a robot butler may not be as satisfying as a real one, but that 40% hit to faction opinion for using robot slaves as well as organic ones was a bit much. Although rear end in a top hat faction being assholes is in keeping, I suppose.
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# ? Dec 10, 2018 19:42 |
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Has anyone done the math on the value of some of the Civics, like the resources saved for things like:
escalator dropdown posted:I don’t know what’s optimal, but I’ve been rushing to pump out 2-3 extra science ships ASAP, then using my alloys to claim the nearest, best 2 planets for early colonization, and then pumping out a couple more science ships to get 6.
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# ? Dec 10, 2018 19:42 |
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# ? May 25, 2024 20:37 |
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Random population management question. In the previous version, I would let the tiles fill up with pops, then ignore the planet after everything was built. Now I have a much different problem. The population will not stop growing. They also will not move to a different planet. I'm maxed out of jobs, soon to be maxed out of housing. Is there a magic button/policy I need to toggle? Do I need to manually resettle the pops? (please no) On top of the entire empires population becoming refugees, I'm kind of out of room. Should I have been spamming colonies early on regardless of planet size?
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# ? Dec 10, 2018 19:43 |