|
Baronjutter posted:When you initially form a commercial pact it will sort of tell you how much income you and your buddy will gain, but is there any explanation on how this is calculated or way to check how it's changing/growing over time or even see it as a line item on a budget somewhere? I signed on, I see my energy income went up about 3, but that number has been totally hidden away in I believe somewhere in trade income. not as far as i can tell, they really need a line item 'treaties' that also breaks it down per partner. why did they get rid of the budget tab is beyond me, or did it get hidden away obscurely? Splicer posted:So you're right that pop growth is king (alloys are queen and consumer goods are the prince and princess) and it would indeed be good to have alternatives. But the reason the game as is flat isn't working for you is because you're doing everything under your power to kill your pop growth hard. I am sorta a little bugged by pop growth being king - mostly because being Good At Tech doesn't make your factories better, just bigger - outside of the 5 techs per district (+e/m/f) there's very few areas tech actually makes a pop /better/. I've also discovered that you can have too many amenities and there's not much value in more than say, one +amenities trait or w/e. My homeworld in my current game has +220 or something ridiculous, imagine a scrooge mcduck vault of ipods that every individual citizen has to swim in. MarquiseMindfang posted:Tanked my entire economy by upgrading too many buildings at once. yeah i do wish there was a delay on pops upgrading from worker. Generally when i build an advanced plant, it's to let me reclaim a building slot, and the speed workers promote to specialists is nuts. I also can't help owlfancier as its apparent the problem is not liking 2.2 Guilliman posted:So I'm horribly annoyed with how the UI breaks up bonuses because of it's limited width. I decided to see if you can edit it easily. I set the max width for the tooltip gui to 600 (from 400). man do you think there is a way to mod the game to only show what specific good or upkeep or w/e you mouse over instead of everything? it's just more info than i care about when i mouse over stuff. i dont care about my food when i'm mousing over consumer goods ffs Sloober fucked around with this message at 15:05 on Dec 12, 2018 |
# ? Dec 12, 2018 15:01 |
|
|
# ? May 26, 2024 02:32 |
|
If I use robots to colonize a 20% habitability planet, will my pops migrate there anyway? So if I am Tropical preference and use robots to colonize an Arid world, will my trop pref pop start moving there en-masse, tanking my Consumer Goods economy?
|
# ? Dec 12, 2018 15:14 |
|
New update on the beta test branch but...quote:Hi all, quick update to the stellaris_test branch today: Not much. Though that MP thing affected somebody who posts in this thread, so he's probably happy about it.
|
# ? Dec 12, 2018 15:18 |
|
AAAAA! Real Muenster posted:If I use robots to colonize a 20% habitability planet, will my pops migrate there anyway? So if I am Tropical preference and use robots to colonize an Arid world, will my trop pref pop start moving there en-masse, tanking my Consumer Goods economy? Yep.
|
# ? Dec 12, 2018 15:18 |
|
CommissarMega posted:Are Criminal Empires worth it? I want to start a Brotherhood of Nod empire, but I've heard that criminals are hit hard, any tips? I also read upthread that if you let the AI close down a criminal outpost on a worthless planet, you'll have 20-odd years to place and build up a new one- is this still viable? I haven't played more than 50 years or so with one, but it's got it's pros and cons. Probably the best way to think about it is that you're a normal empire and the megacorp-specific branch offices are just a cool bonus. As a criminal, your major advantage is that you don't need a trade treaty to build an office, which is good because everyone will hate you anyway. A branch office on a capital planet with a smuggler port as your first building is going to earn you ~20 credits a month, which is pretty great in the early game. The problem is that the AI is good at shutting you down over time, and there's really nothing you can do about it. Your branch office will dry up, and you can't ever really go back because the AI has so many enforcer jobs there. Play a criminal enterprise like you would any "rear end in a top hat" species (despoilers, purifiers, ravenous hordes, etc), except your trading innate wartime bonuses for a slightly better diplomatic game. Bribe people into liking you enough for a NAP so you can focus on taking down another neighbor one at a time, rather than a constant forever war like the other 'rear end in a top hat' empires are consigned to. Since you don't need to ever worry about trade treaties, you can also afford to take the xenophobe ethic, which is incredibly powerful right now. Honestly they feel a little undertuned. Great flavor and roleplay potential, and the closest we have to an espionage/sabotage system right now, but it's not easy going. They're fun in multiplayer games where other people are playing megacorps, because no one can compete with the ease at which you claim planets with branch offices, and the diplomatic landscape is much different too.
|
# ? Dec 12, 2018 15:22 |
|
Bedurndurn posted:Yep. Though I guess I could use the Declare Population Controls
|
# ? Dec 12, 2018 15:24 |
|
Criminal Syndicates do feel undertuned, and Subversive Cults feel really undertuned because the Church of Prosperity is the same for normal and criminal corps and thus doesn't generate any crime, which means you're gonna lose the branch office on the planet you put it on. If someone doesn't beat me to it, I'll make a quick mod that provides an alternate Church of Prosperity (Cult Indoctrination Center?) for Subversive Cults which generates at least some crime so that you can keep up with the enforcers. That said, either type of Megacorp with the Church of the Masses civic generate complete buttloads of trade value, to the point where you can pretty much get by with zero consumer goods manufacturing without even focusing on trade beyond just getting what your planets naturally produce back to your capital.
|
# ? Dec 12, 2018 15:25 |
|
CommissarMega posted:Are Criminal Empires worth it? I want to start a Brotherhood of Nod empire, but I've heard that criminals are hit hard, any tips? I also read upthread that if you let the AI close down a criminal outpost on a worthless planet, you'll have 20-odd years to place and build up a new one- is this still viable? One of the biggest issues with megacorps to me right now is that they just don't have much flavor to them. The civics are mostly just knockoffs of the most boring civics, and the branch offices feature has a pile of hurdles and very little oomph once you get them going. Like the consumer goods building is 8 goods, I think? And not upgradable? It's nice, but...yeah. Then criminal empires are hurt by crime needing a hard pass, since you can swing from 100% crime to 0% crime with a single building and like 50 influence on any medium sized planet, and you also have to worry about war decs. Then in the beta patch, the penalties for getting booted off a planet are getting increased significantly, so criming an empire is probably best used as an offensive move to soften up their economy before you invade, rather than as a core part of your economy.
|
# ? Dec 12, 2018 15:35 |
|
Demiurge4 posted:It would actually be cool if the expansion push was the opposite. You *have* to expand because not doing so causes overpopulation and extreme crime on your planets. The only alleviation is emigration push to new worlds and technologies that improve your housing capacity. And even if you did start with 75 or 80 pops you'd just resettle them. Splicer fucked around with this message at 15:38 on Dec 12, 2018 |
# ? Dec 12, 2018 15:35 |
|
Autonomous Monster posted:I investigated this upthread. The deposits are added by generate_start_deposits_and_blockers in common\scripted_effects\01_start_of_game_effects.txt, and this (along with the effects that spawn the pops and the buildings) are called by the event game_start.12 in events\game_start.txt Food sounds like the worst resource, but it is actually really good for hives to run on wet worlds. Actually, it probably isn't the worst for normal empires either these days. The reason it is great for hives is that their "increased food consumption" is +50% consumed instead of +25%, and they have 3 food edicts instead of energy edicts. For normal empires if you're wanting to crank out 1k food dumps on your planets for that sweet +25% growth mod having a strong food world helps a ton. The other thing that makes wet a solid choice for hives is that you can get hive worlds to poo poo out resources, so starting with the thing that gives you the best growth is solid. I think I'm liking charismatic for a trait quite a bit. Getting a boost to amenities means either higher production values or less guys needed to make amenities.
|
# ? Dec 12, 2018 15:37 |
|
I just got an event where a portal on a colony world opened up and now I have a discreet trade treaty with my mirror universe self. Warp beasts sure sound dangerous though.
|
# ? Dec 12, 2018 15:41 |
|
Random thought: with the new jobs/pop system, I think it'd be neat if you could build habitats above your colonized worlds, and it would grant say a growth bonus to the colonized world and pops would commute to the habitat to work there. No idea how feasible it is, but it might help make habitats more interesting considering their new status. The Khan is still a little buggy. This time I was prepared for him, caught him attacking a crystal hub and took him out (got the best crystal plating as a cherry on top), and naturally he didn't die. But when I later, after I got the message that he returned, I found his honor guard, and the Khan wasn't leading it. The admiral slot was empty. Had to wait for him to die of natural causes. Question: does anybody else feel starbase capacity is a bit too tight right now? It doesn't seem to scale with pop anymore. I understand the old scaling wouldn't have worked at all with the new system, but surely some scaling would be reasonable? Maybe +1 starbase capacity for every 150~200 pops? I have what I feel is a rather expansive empire (around 25 worlds) but even with all the non-repeatable techs and Supremacy my starbase capacity is still only 16. Magil Zeal fucked around with this message at 15:46 on Dec 12, 2018 |
# ? Dec 12, 2018 15:43 |
|
Splicer posted:That would kind of happen if your homeworld started at 75 pops. Without any modifiers or tech and building 1 to 1 housing per pop you'd have ~20ish more people than jobs. With the current start setup though the "only" reasons to colonise are for unique deposits and pop growth, and by the time any planet actually hits 75 (or 80) you already have a bunch of new ways to generate new jobs or just pay your unemployed. Remove the relocation mechanic, replace it with an option for authoritarians to forcefully increase migration push to specific planets.
|
# ? Dec 12, 2018 15:44 |
|
mormonpartyboat posted:One of the biggest issues with megacorps to me right now is that they just don't have much flavor to them. The civics are mostly just knockoffs of the most boring civics, and the branch offices feature has a pile of hurdles and very little oomph once you get them going. Like the consumer goods building is 8 goods, I think? And not upgradable? It's nice, but...yeah. It feels to me like the real strength of megacorps is the way that their unity and capital buildings provide trade value so as you expand you get a lot of trade income whether you're trying to or not. Branch offices do feel pretty lame. The only time I even bother with them is when I can steal a bunch from another megacorp with the hostile takeover CB.
|
# ? Dec 12, 2018 15:53 |
|
Bedurndurn posted:New update on the beta test branch but... yeah that was me. I'm told performance in new patch is a bit better? We had to revert to old one and on fastest we weren't even getting 1 day/sec in
|
# ? Dec 12, 2018 15:54 |
|
Is it intentional that Hive Mind maintenance drones are massively prioritized by the job assignment system? Their weight is set to '@synapse_drone_job_weight = 1000' instead of the other basic workers '@simple_drone_job_weight = 1', which means the game will always try to fill all maintenance job slots before assigning anyone to anything else. I'd pretty much always rather have a limited number of pops working the resource production jobs, even if that temporarily leaves me with negative amenities, than vice versa.
|
# ? Dec 12, 2018 15:55 |
|
Resettling pops shouldn't instantly move the pops, it should lock them into a one-per-planet Emigrant job that eats energy and food while increasing immigration (or robot production) on the target world until it deletes itself. If you can't teleport populations across the galaxy it solves a whole lot of problems. e: Demiurge4 posted:Remove the relocation mechanic, replace it with an option for authoritarians to forcefully increase migration push to specific planets. Splicer fucked around with this message at 16:00 on Dec 12, 2018 |
# ? Dec 12, 2018 15:57 |
|
Well if you don't overbuild maintenance drone jobs, having high amenities is really goddamn good. You can pretty easily have a +10% to all your planetary production from high stability. That said, 1000:1 seems a bit large, might be some typo action.
|
# ? Dec 12, 2018 15:58 |
|
I think with branch offices you should always lead with the building that gives +25% Trade Value on the planet and adds some merchant jobs. Where you go from there depends, I like the Xeno Outreach Agency if you're playing a migration treaty-based Xenophile empire (and Xenophile/Diplomacy-based strategy synergizes very well with normal Megacorps), but if you don't have that yet, the Amusement Park adds +10 Energy. You can get some pretty decent energy output from your branch offices after a while, my current game has around 25 of them and they're producing between 20-50 each (I closed down the ones that weren't paying very well anymore, usually because the planet got wrecked in a war). They could certainly stand to be a little more interesting though, they're awfully non-interactive at the moment. They shouldn't be too much, obviously, because there's enough planet micro going on to add another layer, but it's starting to feel like I'm building the same things over and over. Edit: Megachurch should lead with Temple of Prosperity instead most likely. Magil Zeal fucked around with this message at 16:14 on Dec 12, 2018 |
# ? Dec 12, 2018 16:00 |
|
Guilliman posted:So I'm horribly annoyed with how the UI breaks up bonuses because of it's limited width. I decided to see if you can edit it easily. I set the max width for the tooltip gui to 600 (from 400).
|
# ? Dec 12, 2018 16:10 |
|
Sloober posted:yeah i do wish there was a delay on pops upgrading from worker. Generally when i build an advanced plant, it's to let me reclaim a building slot, and the speed workers promote to specialists is nuts. That or I'd like the option to have new buildings be built Inactive, until I manually open up their job slots.
|
# ? Dec 12, 2018 16:12 |
How does "give resources to sector" work? I notice it goes into a giant pile that combines energy and minerals; does it use either to build?
|
|
# ? Dec 12, 2018 16:13 |
|
Going to go ahead and say that building buildings without jobs is major feel bad as the slots are pretty limited and I'd like to generate jobs for the pops.
|
# ? Dec 12, 2018 16:15 |
|
AAAAA! Real Muenster posted:Thank you for the constructive response! I have my main species set as the normal full citizenship, another at Residence, and another being purged. I then enslaved some of the residents and it didnt fix it. I think Fister Roboto' post answers it. I think this should really be: code:
AAAAA! Real Muenster posted:Yeah we really shouldnt be seeing techs that give me buildings that require Strategic Resources at game start. This has been changed. Baronjutter posted:I found the effect reroll_deposits that still works from 2.1, it does exactly what it says and if you've added custom deposits or changed deposit weights it works and things show up! But, the old 2.1 effect add_deposit doesn't exist anymore. I can only find a list of effects on the wiki but it's out of date. It says it's a dump from effect_doc command in-game, but that command also doesn't seem to exist anymore. Is there a file in the game's folder that has a list of all effects? I imagine there's a new simple command for adding deposits to planets based on their deposit name? add_deposit is still there. "trigger_docs" in the console prints all triggers/effects to your game log if you want to see everything. Mazz posted:They aren't free like farms but they also shouldn't be, otherwise exactly what you just asked for. Well the first part at least. I think a bunch of free ones exist on the workshop now too if you'd prefer that. I agree, and I asked for them a couple of times, but am not in charge of things. Magil Zeal posted:Along these lines I think the Tomb World start is very powerful now, I'm understanding it actually gives you Tomb World habitability for 60% on every type of planet now which is different from how it used to be. This is bugged ZypherIM posted:Here is a bug report, off the beta patch: hive mind with inter-dimensional trade. You've accounted for not being able to use trade in this case, so the worker produces amenities. However, the random event that gives consumer goods which I can't sell on the market so I've got some just hanging out now. By Hive mind do you mean devouring swarm? Otherwise you should be able to sell them on the galactic market. Yup. Someone else brought subterranean liaison up the last time I was trawling for bugs here too. I will fix it soon! TalonDemonKing posted:Had an interesting... issue. The idea is there is still some remaining population "offmap" causing trouble, but I am not too keen on this either. WAD though. Splicer posted:Honestly I could deal with the rest as just unintentional and possibly unavoidable consequences of a well intentioned system, but the no skill roll on level up while researching is the most ugh thing ever. Just why? I'm not sure what you mean here. Explain? Autonomous Monster posted:It. Okay. What? AFAIK the idea is something like "A shipyard can do X work per day, so upgrade time = upgrade cost/X days" which makes some kind of sense. The real question is why the entire fleet needs to upgrade in one shipyard. AAAAA! Real Muenster posted:@Darkrenown is there any chance that finding the Strategic Resources via surveying or a planetary deposit could increase the likelyhood that the tech shows up, or, even better, make it so discovering it adds it as an additional tech option like techs that you gain from salvage or events? It can take forever to get both of the necessary techs to get a second tier building online. IMO the techs should just have a high base weight and factor 0 if you haven't found any, which should work well enough eithout forcing them into your tech options. SniperWoreConverse posted:Yeah throwing your crap tier scientists at scanning levels them up, but it sucks there's no equivalent for anyone else. Admirals should get something for keeping down pirates but I don't even know what generals or governors could do. At the same time there's a lot less going on that admirals or generals or governors actually can do anyway. binge crotching posted:They get 0.01 xp per day according to the defines. I have increased this. It's important to note they only get the XP for supressing piracy, which is not the same as being on patrol although it can help.
|
# ? Dec 12, 2018 16:20 |
|
TalonDemonKing posted:Going to go ahead and say that building buildings without jobs is major feel bad as the slots are pretty limited and I'd like to generate jobs for the pops. I find it highly depends on the kind of world you want to build. Are you building a mining world? You're gonna run out of housing/amenities if the planet has a lot of mining districts, and also the districts themselves are providing jobs, so you'll probably want to have at least one building just providing housing/amenities, at least early in the colony's life, or if they are machine/hive worlds that can just max out extraction districts.
|
# ? Dec 12, 2018 16:24 |
|
Darkrenown posted:I'm not sure what you mean here. Explain? It sounds like what they're saying is "if a scientist levels up while doing research, they will never gain an additional trait". But of course you can have scientists gain traits while surveying etc.
|
# ? Dec 12, 2018 16:24 |
|
Darkrenown posted:
I hadn't had the galactic market trigger yet, so the internal market for the hive mind couldn't handle it. Once the global market triggered I had access to consumer goods, yea. If I was a devouring swarm I don't think I'd be able to ever get rid of them. Also, xp for suppressed piracy is pretty much exactly what I think we were all wanting, cool. edit: any chance of getting xp for the ships suppressing the piracy as well? Or at least up to the first level increase, so ships that weren't made at a place with a military academy could recoup that?
|
# ? Dec 12, 2018 16:24 |
|
SoggyBobcat posted:What file did you alter to do this? stellaris/interface/core.gui This section of it: maxWidth code:
|
# ? Dec 12, 2018 16:25 |
|
Mygna posted:Is it intentional that Hive Mind maintenance drones are massively prioritized by the job assignment system? Their weight is set to '@synapse_drone_job_weight = 1000' instead of the other basic workers '@simple_drone_job_weight = 1', which means the game will always try to fill all maintenance job slots before assigning anyone to anything else. I'd pretty much always rather have a limited number of pops working the resource production jobs, even if that temporarily leaves me with negative amenities, than vice versa. Yes. But you know you can disable jobs on the population screen? Xarbala posted:I just got an event where a portal on a colony world opened up and now I have a discreet trade treaty with my mirror universe self. It's a good job we have only hyperlanes! canepazzo posted:How does "give resources to sector" work? I notice it goes into a giant pile that combines energy and minerals; does it use either to build? it sums them into "resources" and buys stuff with that.
|
# ? Dec 12, 2018 16:26 |
|
ZypherIM posted:edit: any chance of getting xp for the ships suppressing the piracy as well? yes
|
# ? Dec 12, 2018 16:27 |
|
I still wish there was a way for criminal megacorps to induce piracy into other empires, seems kinda weird for it to only be planet based crime.
|
# ? Dec 12, 2018 16:28 |
|
Thanks for keeping an eye on us darkrenown I love the mirror universe event. You guys need to add in some reference to another dimension that only has wormhole travel that's even worse off.
|
# ? Dec 12, 2018 16:28 |
|
Cool beans. Now once we're done overworking you guys it is just a matter of figuring out good suggestions for getting similar things for gestalts.
|
# ? Dec 12, 2018 16:29 |
|
Darkrenown posted:AFAIK the idea is something like "A shipyard can do X work per day, so upgrade time = upgrade cost/X days" which makes some kind of sense. The real question is why the entire fleet needs to upgrade in one shipyard. Would it be very hard for you guys to make it so each ship is being upgraded separately, when hitting upgrade on a fleet? That would make more sense, right now upgrading a fleet for 2 years, it's 50% done, then I get attacked/wraith spawns/whatever and if I cancel all the progress is just gone. Might make it easier to have 6 ships from the same fleet upgrading at a citadel shipyard too, maybe?
|
# ? Dec 12, 2018 16:29 |
|
Truga posted:Would it be very hard for you guys to make it so each ship is being upgraded separately, when hitting upgrade on a fleet? That would make more sense, right now upgrading a fleet for 2 years, it's 50% done, then I get attacked/wraith spawns/whatever and if I cancel all the progress is just gone. It's not really a difficulty thing so much as it is a priority thing. I think ideally, ships in a fleet should upgrade individually and they should use all shipyards in a starbase (or possibly just give a speed boost based on number of shipyards).
|
# ? Dec 12, 2018 16:33 |
|
Appreciate the answer dark, thanks
|
# ? Dec 12, 2018 16:33 |
|
Darkrenown posted:It's not really a difficulty thing so much as it is a priority thing. I think ideally, ships in a fleet should upgrade individually and they should use all shipyards in a starbase (or possibly just give a speed boost based on number of shipyards). Ok yeah, I get that. Next to other poo poo going on rn, that's low priority to me too
|
# ? Dec 12, 2018 16:40 |
|
Darkrenown posted:Yes. But you know you can disable jobs on the population screen? i dunno some form of 'mandatory workers' or something like that would be good, a number you can set to keep people in worker jobs from instantly moving to specialist, which tanks your economy as they don't demote nearly as fast. Even a 'lock worker jobs' button or something, the speed your pops move down is glacial
|
# ? Dec 12, 2018 16:41 |
|
Sloober posted:i dunno some form of 'mandatory workers' or something like that would be good, a number you can set to keep people in worker jobs from instantly moving to specialist, which tanks your economy as they don't demote nearly as fast. Even a 'lock worker jobs' button or something, the speed your pops move down is glacial I think non-sapient robots instantly demote. I find droids to be very useful in this version of the game, more than synthetics really.
|
# ? Dec 12, 2018 16:42 |
|
|
# ? May 26, 2024 02:32 |
|
Darkrenown posted:Yes. But you know you can disable jobs on the population screen? That's an annoying attention tax that could be entirely avoided if building a single maintenance depot while at full employment didn't instantly yank five drones out of resource production jobs to give you those 25 amenities right now, no matter the cost Especially because you'll almost certainly forget to turn those back on again because scavenger drones don't trigger the 'unemployed pops' notification in the outliner.
|
# ? Dec 12, 2018 16:43 |