Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
ZypherIM
Nov 8, 2010

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

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

Adbot
ADBOT LOVES YOU

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

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.

It was actually just 1 day. Now you have a year.

Staltran
Jan 3, 2013

Fallen Rib

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.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

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.

turn off the TV
Aug 4, 2010

moderately annoying

quote:

* Reduced mineral cost of roboticist and fabricator jobs

From the look of things this also applies to machine empire pop production jobs.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


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.

Splicer
Oct 16, 2006

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

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.
Hey a win's a win right?

ZypherIM
Nov 8, 2010

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

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.

Hey a win's a win right?

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.

Splicer
Oct 16, 2006

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

mst4k
Apr 18, 2003

budlitemolaram

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.

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
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

Gadzuko
Feb 14, 2005

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.

Bedurndurn
Dec 4, 2008
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.

ZypherIM
Nov 8, 2010

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

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!

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. ^^

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

hobbesmaster
Jan 28, 2008

From the patch notes

quote:

"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"

:mad:

Ice Fist posted:

Stellaris 2.2: There are tree people we can have sex with

A xenophile ecumenopolis completely breaks the UI its great.

Serf
May 5, 2011


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

OwlFancier
Aug 22, 2013

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.

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!
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

Kenlon
Jun 27, 2003

Digitus Impudicus

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.

ZypherIM
Nov 8, 2010

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

MrL_JaKiri posted:


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!)


Do you have scavanger drones active?

Also wishlist item: have unemployed icons pop (and planetary unemployment list) scavanger drones.

Splicer
Oct 16, 2006

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

Kenlon posted:

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.
That's what you do if you've planned ahead and everything's gone textbook. If you're already in trouble or aren't handed the perfect start you're going to want to build things in suboptimal places. You can always replace them later.

Also they said turn off, not remove.

ConfusedUs
Feb 24, 2004

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





MrL_JaKiri posted:

Discovered a fantastic bug.

...

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!


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)

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

ZypherIM posted:

Do you have scavanger drones active?

Also wishlist item: have unemployed icons pop (and planetary unemployment list) scavanger drones.

No (50/52 jobs, although as I said it was fixed on a reload). Agreed on the wishlist.

Wicaeed
Feb 8, 2005
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.

hobbesmaster
Jan 28, 2008

Wicaeed posted:

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.

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.

ConfusedUs
Feb 24, 2004

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





Wicaeed posted:

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.

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.

Splicer
Oct 16, 2006

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

Wicaeed posted:

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.
Surrender, then when they fall (they will fall) immediately go HAM taking over the remnants.

escalator dropdown
Jan 24, 2007

Like all good stories, the second act begins with a call to action and the building of a robot.

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.

I also really like how as my homeworld gets more and more crowded, I start demolishing farmland and mines to build more cities and funnel more workers into specialized positions while colonies take up the burden of primary industry. That really strikes me as the story of a planet as its single-planet civilization becoming an empire, as opposed to 'all the tiles are filled up, now it will never change ever except for iterative upgrades on what is already there'.

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.

GunnerJ
Aug 1, 2005

Do you think this is funny?
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...

Sloober
Apr 1, 2011

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

Electro-Boogie Jack
Nov 22, 2006
bagger mcguirk sent me.

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.

hobbesmaster
Jan 28, 2008

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:

If the Horde owns no planets it will turn back into a Marauder Empire.
If the Horde owns between 1 and 5 planets it will turn into a strong regular empire.
If the Horde owns between 6 and 9 planets it will split into two regular empires that will constantly war with each other.
If the Horde owns at least 10 planets it will fracture into four regular empires that will constantly war with each other
Regular empires created from the Horde are Fanatic Militarist.png Fanatic Militarist and Xenophobe.png Xenophobe Hegemonic Imperialists.
If the Horde had at least two Satrapies there is a 10% chance it will instead turn into a Federation Builders regular empire. Every former Satrapy will be offered the chance to join a Federation with the former Horde, which will also be its first president.

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.

hobbesmaster
Jan 28, 2008

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.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Is Nihilistic Acquisition with a Devouring Swarm as much fun as it sounds?

TheDeadlyShoe
Feb 14, 2014

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.

Ham Sandwiches
Jul 7, 2000

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

  • Reduced effectiveness of Bio-Reactor

  • Increased cost of Unity buildings

  • Drone Campaign and Robot Campaign effects reduced from +20% to +10%

sullat
Jan 9, 2012

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Has anyone done the math on the value of some of the Civics, like the resources saved for things like:
  • Environmentalist
  • Byzantine Bureaucracy
  • Functional Architecture
  • Mining Guilds
?

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.
I'm glad I am not alone.

Adbot
ADBOT LOVES YOU

ASAPI
Apr 20, 2007
I invented the line.

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?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply