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Bold Robot
Jan 6, 2009

Be brave.



Which precursor chain gives the ruined ecumenopolis? Seems like that would be easily the best one.

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deathbagel
Jun 10, 2008

Bold Robot posted:

Which precursor chain gives the ruined ecumenopolis? Seems like that would be easily the best one.

The First League I believe.

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

deathbagel posted:

The First League I believe.

Can confirm; got it last night.

TGLT
Aug 14, 2009

deathbagel posted:

The First League I believe.

Yeah, First League is an ecumenopolis and Cybrex is the ruined ring world. I don't think Yuht or Vultaum really given anything good other than a decent system.

Bold Robot
Jan 6, 2009

Be brave.



Do you need a tech or perk to repair the Cybrex ring world?

GunnerJ
Aug 1, 2005

Do you think this is funny?

hobbesmaster posted:

+1 housing in all resource districts, +2 in farm districts eventually. Also + farming so spam farms and sell all your excess on the market. 0.7 EC/food is apparently the minimum.

Agrarian idyll have a replacement tech that adds +1 housing to farms (+2 total) instead of the 2nd city housing tech so they can't take the arcology perk. But if you get the first league...

If you obtain an eucomonopolis as Agrarian Idyll and don't turn it into a prison planet you are betraying your country values imho.

(I don't actually know if this is possible, but it should be for this one edge case.)

Magil Zeal
Nov 24, 2008

Bold Robot posted:

Do you need a tech or perk to repair the Cybrex ring world?

You need Mega-Engineering.

Splicer
Oct 16, 2006

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

ZypherIM posted:

I think it is only bad if you're taking it over other techs that increase economy. Most of the ship upgrades honestly aren't worth it for a while, and if you can tangle with someone in an early war where having some more corvettes is worth a lot more than the upgraded systems you can salvage a bunch of points worth of physics tech anyways.

Worth noting that 3 research in each field is what 1 researcher gives you, and if the entire prosperity tree only lets you get 1 researcher extra you're still ahead (since you get +5% researcher output).
In order for the prosperity tree to get you the equivalent of one scientist it'd need to get you the equivalent of one free pop and a free job slot. Probably the easiest is to look at the +specialist perk in isolation. You have about 14 starting jobs, *5% that's 70% of a guy straight off, and I'm going to stop there because you're right.

Darkrenown please come back and buff the science station bonus to +20% minimum, thanks and god bless.

Splicer fucked around with this message at 19:18 on Dec 18, 2018

Demiurge4
Aug 10, 2011

Does anyone know exactly how the despoilation CB works for barbaric despoilers? I think they get a mineral and energy bonus from blowing up mining stations in enemy empires, but I can't find any info on that from the wiki.

ZypherIM
Nov 8, 2010

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

Splicer posted:

In order for the prosperity tree to get you the equivalent of one scientist it'd need to get you the equivalent of one free pop and a free job slot. Probably the easiest is to look at the +specialist perk in isolation. You have about 14 starting jobs, *5% that's 70% of a guy straight off, and I'm going to stop there because you're right.

Darkrenown get back here and buff the science station to +25% minimum please.

I mean, I was sick of discovery being hands-down the best tree because of anomaly chance increase, but outside of that it has always been a bit weak of a tree. The thing is they *really* buffed exploration making it the 80%+ right choice (the other 20% would be for hyper-aggressive builds that are opening supremacy for alloy reductions) while at the same time replacing anomaly chance with the completely anemic anomaly research speed and moving assist research to a general ability and slapping a +10% research stations in there.

The discovery changes definitely needed to happen, but they didn't rework the tree and its really showing. The other tree that didn't really receive much work is harmony, and it is looking a bit blah as well. Still useful bonuses, but nothing interesting or "I want to do X" or "I want to improve this aspect of my empire".


Instead of anomaly/survey speed, having discovery increase the movement speed of civilian ships and say, sensor range, would feel more useful. Or maybe some sort of bonus to weighting for techs required for ascension perks. Or for an early bonus how about "influence gained when completing an anomaly based on anomaly level". Basically there are a lot of ways to juice up discovery, and man it needs a make-over.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Early game: fun exploration and really thinking about what my first districts and buildings will be.

Mid game: getting into some wars that make or break my empire and set the course for the game, building that first-city planet, juggling resources, still making interesting choices on my planets.

Late mid-game: dang my economy is doing really well yet there's still so much I'd like to build and accomplish! I'm excited to get more planets because I really want more of those sweet minerals!

Late game: gently caress 20 unemployed robots on Sirius? Better distribute them back to worker-hungry earth. gently caress, 12 unemployed robots on Chiron? Oh there's building slots, uhg spam some labs and commercial hubs I guess. Wait poo poo this newly colonized planet has like 20 pops, I forgot all about it because my planet list is too big, I don't know, just loving make the red icons go away! No I don't want any more planets, that's just more red icons to make go away. Why the hell can't these robots move around at all? Why won't these bio-idiots stop growing even with growth discouraged?? RED ICONS argggg!

Would kill for some sort of "subsidize relocation" edict that hugely beefed up emigration numbers to better passively move pops around. Like that -7 housing -20 jobs planet would actually see some pops decline . The immigration bonus system works just fine, but emmigration needs to be way more powerful to the point that pops actually decline down to stable non-red numbers. Also just include robots in immigration too based strictly on unemployed robots giving a huge emmigration pressure and open robot-friendly jobs giving a big pull.

I get housing and crime and unemployment being interesting problems to solve, but with the right policies and edicts the system should easily self-balance. Over-population and unemployment should only be a problem when there's nowhere left to move.

Baronjutter fucked around with this message at 19:50 on Dec 18, 2018

Sloober
Apr 1, 2011

ZypherIM posted:

I mean, I was sick of discovery being hands-down the best tree because of anomaly chance increase, but outside of that it has always been a bit weak of a tree. The thing is they *really* buffed exploration making it the 80%+ right choice (the other 20% would be for hyper-aggressive builds that are opening supremacy for alloy reductions) while at the same time replacing anomaly chance with the completely anemic anomaly research speed and moving assist research to a general ability and slapping a +10% research stations in there.

The discovery changes definitely needed to happen, but they didn't rework the tree and its really showing. The other tree that didn't really receive much work is harmony, and it is looking a bit blah as well. Still useful bonuses, but nothing interesting or "I want to do X" or "I want to improve this aspect of my empire".


Instead of anomaly/survey speed, having discovery increase the movement speed of civilian ships and say, sensor range, would feel more useful. Or maybe some sort of bonus to weighting for techs required for ascension perks. Or for an early bonus how about "influence gained when completing an anomaly based on anomaly level". Basically there are a lot of ways to juice up discovery, and man it needs a make-over.

i'd argue the power of the 2.1 discovery tree was faith in science's 3 months of unity per tech researched, it definitely takes a lot longer to fill out unity without it, losing that *and* the anomaly discovery chance dealt it a losing hand as a tree. it's not even my top 3 anymore, the only attracting point is really just the finisher bonus

Rumda
Nov 4, 2009

Moth Lesbian Comrade

Baronjutter posted:

Early game: fun exploration and really thinking about what my first districts and buildings will be.

Mid game: getting into some wars that make or break my empire and set the course for the game, building that first-city planet, juggling resources, still making interesting choices on my planets.

Late mid-game: dang my economy is doing really well yet there's still so much I'd like to build and accomplish! I'm excited to get more planets because I really want more of those sweet minerals!

Late game: gently caress 20 unemployed robots on Sirius? Better distribute them back to worker-hungry earth. gently caress, 12 unemployed robots on Chiron? Oh there's building slots, uhg spam some labs and commercial hubs I guess. Wait poo poo this newly colonized planet has like 20 pops, I forgot all about it because my planet list is too big, I don't know, just loving make the red icons go away! No I don't want any more planets, that's just more red icons to make go away. Why the hell can't these robots move around at all? Why won't these bio-idiots stop growing even with growth discouraged?? RED ICONS argggg!

Would kill for some sort of "subsidize relocation" edict that hugely beefed up emigration numbers to better passively move pops around. Like that -7 housing -20 jobs planet would actually see some pops decline . The immigration bonus system works just fine, but emmigration needs to be way more powerful to the point that pops actually decline down to stable non-red numbers. Also just include robots in immigration too based strictly on unemployed robots giving a huge emmigration pressure and open robot-friendly jobs giving a big pull.

I get housing and crime and unemployment being interesting problems to solve, but with the right policies and edicts the system should easily self-balance. Over-population and unemployment should only be a problem when there's nowhere left to move.

Turn off and replace your robot factories on full worlds it not hard

Staltran
Jan 3, 2013

Fallen Rib

ZypherIM posted:

I mean, I was sick of discovery being hands-down the best tree because of anomaly chance increase, but outside of that it has always been a bit weak of a tree.
Well, aside from Utopia release, when Planetary Survey Corps was insanely overpowered, doubling your research with little effort. Or 1.6, when Planetary Survey Corps was insanely overpowered, doubling your research with moderate to significant effort. Or when assist research was your main source of unity early game/always for tall empires. Or when a big chunk of your unity came from getting unity for every tech. Honestly I'd say Discovery was overpowered in every patch before 2.2.

ZypherIM
Nov 8, 2010

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

Sloober posted:

i'd argue the power of the 2.1 discovery tree was faith in science's 3 months of unity per tech researched, it definitely takes a lot longer to fill out unity without it, losing that *and* the anomaly discovery chance dealt it a losing hand as a tree. it's not even my top 3 anymore, the only attracting point is really just the finisher bonus

Well every tree lost the unity bonus, so I wasn't really thinking about it. It was definitely a strong unity option though, because you didn't need to invest in buildings (the other good unity option).

Splicer
Oct 16, 2006

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

ZypherIM posted:

I mean, I was sick of discovery being hands-down the best tree because of anomaly chance increase, but outside of that it has always been a bit weak of a tree. The thing is they *really* buffed exploration making it the 80%+ right choice (the other 20% would be for hyper-aggressive builds that are opening supremacy for alloy reductions) while at the same time replacing anomaly chance with the completely anemic anomaly research speed and moving assist research to a general ability and slapping a +10% research stations in there.

The discovery changes definitely needed to happen, but they didn't rework the tree and its really showing. The other tree that didn't really receive much work is harmony, and it is looking a bit blah as well. Still useful bonuses, but nothing interesting or "I want to do X" or "I want to improve this aspect of my empire".


Instead of anomaly/survey speed, having discovery increase the movement speed of civilian ships and say, sensor range, would feel more useful. Or maybe some sort of bonus to weighting for techs required for ascension perks. Or for an early bonus how about "influence gained when completing an anomaly based on anomaly level". Basically there are a lot of ways to juice up discovery, and man it needs a make-over.
I think the scope of discovery is still fine. I think people are underestimating how good getting a bunch of anomalies researched quick can be. Getting a few hundred resources and research credits and influence dumped on the regular can be a a big boost to your early game. Faster leveling to higher caps is also good, your ruler gives +3% unity and +5% edict duration per level, and your governors give +2% resources (also the ruler gives unrest reduction and the governor crime reduction), never mind faster trait gain, and if you're playing an election empire I wasn't kidding about dumping high level scientists into office.

I like the current layout and flow of Expansion, it's "just" that the game is too pop growth dependent and colonies are the best way to gain pop growth even before the expansion bufgs.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Rumda posted:

Turn off and replace your robot factories on full worlds it not hard

I need that robot production for worlds that lack robots. Since robot production is so artificially limited to one factory per planet you still need those robot factories up and running on your "full" worlds to help populate the new ones. Bio-pops do this automatically with immigration, robots need manual micro. If you're going for about a 50/50 human/robot demographic by the end of the game that 2.0 + 33% robot production on a single planet can't compete with the +12 growth or so for bio-pops, you need to pool the assembly of robots between planets.

Rumda
Nov 4, 2009

Moth Lesbian Comrade

Baronjutter posted:

. If you're going for about a 50/50 human/robot demographic by the end of the game

Yeah but why would you

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Sloober posted:

i'd argue the power of the 2.1 discovery tree was faith in science's 3 months of unity per tech researched, it definitely takes a lot longer to fill out unity without it, losing that *and* the anomaly discovery chance dealt it a losing hand as a tree. it's not even my top 3 anymore, the only attracting point is really just the finisher bonus
I've taken Discovery second when focusing hard on Science (which is essentially "playing a Technocracy (free Ruler-level scientist in place of an admin job)") until I get the techs that let me churn out a lot more Consumer Goods so I can then build more Science buildings. I think next time I am going to take something different... either Prosperity, Harmony, or Supremacy because I think the total bonuses from any of those will offset not getting the research speed boost. I really like XP gain and max level but otherwise the tree just stinks.


Rumda posted:

Turn off and replace your robot factories on full worlds it not hard
I started doing this late earlygame/early midgame the last time I got that far and it really seemed to help, because there are only so many jobs basic robots can take. Now, maybe I needed to expand faster so I had more districts to put them in, but eventually when I had like 5 planets maxed on on their use and still churning them out, any new colony immediately got up to 10 pops and built enough Farming or Mining districts to put them to work, but even then, eventually I had too many.



In other, but related, news... I've literally never, in any version of this game, gone above the basic robots to Droids. In the nu economy the Droids can do Clerk and Technician jobs. Is there any negative to going droids? What does it do to my existing simple robots? Can I still build them if I want to use both? Do the droids have higher upkeep or take significantly longer to build? Can droids have an AI Rebellion?

AAAAA! Real Muenster fucked around with this message at 20:05 on Dec 18, 2018

Baronjutter
Dec 31, 2007

"Tiny Trains"

Rumda posted:

Yeah but why would you

Because 75/25 is too ambitious?
Robots work just as good or better than bio-pops at half the housing and way lower upkeep in general. Why wouldn't you want everyone other than researchers and culture workers as robots?

Raenir Salazar
Nov 5, 2010

College Slice
I feel like Stellaris desperately needs an automatic pop migration mechanic that isn't -1 on one world and +2 another above but unemployed pops should just nearly instantly hike it on the next freighter trip to the colonies as soon as there's open slots. Mid-Late game it is just not an aspect of the game I have time for, in multiplayer there's an expectation to never pause except for in real life emergencies, or important events, and to slow to normal during wars at most.

Much of the game needs automation sanity features for when the game gets there; like sectors that can do planet management automatically according to certain pre-defined priorities like "this is a farm world" or "that is a allow world" so I can focus on fleet combat, diplomacy, events, and macro-empire management stuff and not fiddling with unemployed pops or managing building construction when my empire is over 20 worlds large.

Baronjutter
Dec 31, 2007

"Tiny Trains"

AAAAA! Real Muenster posted:

In other, but related, news... I've literally never, in any version of this game, gone above the basic robots to Droids. In the nu economy the Droids can do Clerk and Technician jobs. Is there any negative to going droids? What does it do to my existing simple robots? Can I still build them if I want to use both? Do the droids have higher upkeep or take significantly longer to build? Can droids have an AI Rebellion?

Droids is just a tech that lets your robots work in way many jobs and will pretty much eliminate your robot unemployment problem. The tech is just a free upgrade to your robots that comes with no downsides. Never research synths though, that's the trap tech. It's just asking the question "would you like to double the housing and upkeep costs of all your robots?" for a very meager bonus.

Preston Waters
May 21, 2010

by VideoGames
lmbo holy poo poo this dipshit AI empire just opened the L-gates right after the Khan spawned like a fuckin noob

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Preston Waters posted:

lmbo holy poo poo this dipshit AI empire just opened the L-gates right after the Khan spawned like a fuckin noob

Maybe the Khan will get smashed by nanite monsters?

Magil Zeal
Nov 24, 2008

prefect posted:

Maybe the Khan will get smashed by nanite monsters?

I tried this once, it didn't quite work out. On the plus side my planets saw a huge influx of refugees from the Gray Tempest as they tore up the rest of the galaxy.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Raenir Salazar posted:

I feel like Stellaris desperately needs an automatic pop migration mechanic that isn't -1 on one world and +2 another above but unemployed pops should just nearly instantly hike it on the next freighter trip to the colonies as soon as there's open slots. Mid-Late game it is just not an aspect of the game I have time for, in multiplayer there's an expectation to never pause except for in real life emergencies, or important events, and to slow to normal during wars at most.

Much of the game needs automation sanity features for when the game gets there; like sectors that can do planet management automatically according to certain pre-defined priorities like "this is a farm world" or "that is a allow world" so I can focus on fleet combat, diplomacy, events, and macro-empire management stuff and not fiddling with unemployed pops or managing building construction when my empire is over 20 worlds large.

Yeah, migration is such a simple mechanic they already have set up, it just needs to be a big beefier or come a a cost to grease the movement of pops.
Planet templates would be really nice. I just know when I let the AI run my farm planet I'll come back to it covered in alloy plants I don't need. A few pre-sets and the ability for modders to script their own presets would be a godsend. "Max out resource districts, next build resource bonus buildings if districts of the matching type are greater than 4" and so on as a simple AI script.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Preston Waters posted:

lmbo holy poo poo this dipshit AI empire just opened the L-gates right after the Khan spawned like a fuckin noob
WaD


Baronjutter posted:

Droids is just a tech that lets your robots work in way many jobs and will pretty much eliminate your robot unemployment problem. The tech is just a free upgrade to your robots that comes with no downsides. Never research synths though, that's the trap tech. It's just asking the question "would you like to double the housing and upkeep costs of all your robots?" for a very meager bonus.
Oh awesome, thank you! I was always playing crazy bible beaters that hate robots in 2.0 but I've tried to expand my horizons with 2.2 so I knew nothing and I wasnt sure if the wiki was up to date.

Preston Waters
May 21, 2010

by VideoGames

prefect posted:

Maybe the Khan will get smashed by nanite monsters?

They're right next door -- this is basically Mothra vs Gamera vs Godzilla (me), so I'll try and keep y'all updated

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Baronjutter posted:

I need that robot production for worlds that lack robots. Since robot production is so artificially limited to one factory per planet you still need those robot factories up and running on your "full" worlds to help populate the new ones. Bio-pops do this automatically with immigration, robots need manual micro. If you're going for about a 50/50 human/robot demographic by the end of the game that 2.0 + 33% robot production on a single planet can't compete with the +12 growth or so for bio-pops, you need to pool the assembly of robots between planets.

If there was a way to easily move pop growth around according to player desire it would solve a lot of problems with robots, but as is we end up doing a lot of resettling.

Theswarms
Dec 20, 2005
What's the most effective ways to earn/farm unity now anyway? I need more ascension perks!

Sloober
Apr 1, 2011

AAAAA! Real Muenster posted:

I've taken Discovery second when focusing hard on Science (which is essentially "playing a Technocracy (free Ruler-level scientist in place of an admin job)") until I get the techs that let me churn out a lot more Consumer Goods so I can then build more Science buildings. I think next time I am going to take something different... either Prosperity, Harmony, or Supremacy because I think the total bonuses from any of those will offset not getting the research speed boost. I really like XP gain and max level but otherwise the tree just stinks.

I started doing this late earlygame/early midgame the last time I got that far and it really seemed to help, because there are only so many jobs basic robots can take. Now, maybe I needed to expand faster so I had more districts to put them in, but eventually when I had like 5 planets maxed on on their use and still churning them out, any new colony immediately got up to 10 pops and built enough Farming or Mining districts to put them to work, but even then, eventually I had too many.



In other, but related, news... I've literally never, in any version of this game, gone above the basic robots to Droids. In the nu economy the Droids can do Clerk and Technician jobs. Is there any negative to going droids? What does it do to my existing simple robots? Can I still build them if I want to use both? Do the droids have higher upkeep or take significantly longer to build? Can droids have an AI Rebellion?

droids are fine and are just Robot+ with no other changes to requirements, and can work almost everything, there was exactly one point i shut off robot production and it was just so i didn't have to manage anymore on capped out planets (as i am too lazy to resettle)

Theswarms posted:

What's the most effective ways to earn/farm unity now anyway? I need more ascension perks!

holotheater planets really, and they're not very good at it tbh, in part because the amenities they make would be nearly worthless after a point. i haven't quite figured out a good way to balance all the other reqs with unity, since unity is nebulous until you pick a tradition

Baronjutter
Dec 31, 2007

"Tiny Trains"

The Art wonder is actually legit powerful. I found an abandoned one and fixed it up and it TRIPLED my unity output.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Theswarms posted:

What's the most effective ways to earn/farm unity now anyway? I need more ascension perks!
I've been trying to figure this out myself. I've started by having a Holotheatre on every planet and add an Autochton Monument thingy when I have the unemployed pops + Building Slot + surplus Consumer Goods.
Consumer Goods have often been my biggest bottleneck, though, because a basic building only provides two jobs and just doesnt produce enough on its own to let me afford to build more Labs, Theatres, and Monuments while also providing CGs for all of my masses of pops.
edit: and i really *really* like being a Technocracy, which has your Specialist-level researchers generate some Unity, and I often take the Traditional species perk.

Also I've been taking One Vision as my first Ascension perk recently because of Faction Fuckery.

I've been debating taking Repugnant so I can take another 2 pointer like Thrifty or the Science Boosting one, but I'm not sure if the benefits will outweigh the need for more Amenity-providing jobs since more Amenities means more happiness and thus more productivity and higher stability.
edit: because Amenity producing jobs often produce other things and in non-repugnant games I feel like I always have a ton of amenities from having the Trade building, Gene Clinics, Holo-Theaters, and Clerks from City districts.

AAAAA! Real Muenster fucked around with this message at 20:51 on Dec 18, 2018

MadJackal
Apr 30, 2004

I just started a new game and thought I was doing amazing until I realized that no one in the galaxy was colonizing anything :sigh:

I'm assuming either Glavius's coke-binge patching hosed up on its own, or it stopped playing nice with the 2.2.2 beta build. I know he recommended playing on 2.2.1, but I don't see an option of rolling back to that build. Anyone know how?

Baronjutter
Dec 31, 2007

"Tiny Trains"

MadJackal posted:

I just started a new game and thought I was doing amazing until I realized that no one in the galaxy was colonizing anything :sigh:

I'm assuming either Glavius's coke-binge patching hosed up on its own, or it stopped playing nice with the 2.2.2 beta build. I know he recommended playing on 2.2.1, but I don't see an option of rolling back to that build. Anyone know how?

Glavius is maintaining a beta branch and non-beta branch, make sure you're matched on the right one.

turn off the TV
Aug 4, 2010

moderately annoying

E: Every day I continue to increasingly believe that a "syndicalism" civic for egalitarian megacorporations would own.

AAAAA! Real Muenster posted:

Consumer Goods have often been my biggest bottleneck, though, because a basic building only provides two jobs and just doesnt produce enough on its own to let me afford to build more Labs, Theatres, and Monuments while also provided CGs for all of my masses of pops.

Man, let me tell you the good news about communism and its .25 consumer good living standard.

turn off the TV fucked around with this message at 21:10 on Dec 18, 2018

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I have found it annoying that in the base game on the Beta branch the AI on Commodore is totally insane in that by the time I ever meet an AI it has Overwhelming fleet status compared to me. If I want to try to tone that down a little should I try maybe doing one difficulty higher, but put on Scaling Difficulty?

turn off the TV posted:

Man, let me tell you the good news about communism and its .25 consumer good living standard.
But I just have such a hardon for being a Technocracy that starts with robots!

StealthArcher
Jan 10, 2010




AAAAA! Real Muenster posted:

I have found it annoying that in the base game on the Beta branch the AI on Commodore is totally insane in that by the time I ever meet an AI it has Overwhelming fleet status compared to me. If I want to try to tone that down a little should I try maybe doing one difficulty higher, but put on Scaling Difficulty?

But I just have such a hardon for being a Technocracy that starts with robots!

Why is Technocratic Communism not allowed anyway?

Also isn't it .4

Baronjutter
Dec 31, 2007

"Tiny Trains"

I wish the amount of goods we gave pops was on a slider or something. My shared burden society is pretty much post-scarcity so I'd love to give people more treats, but the next bump up at Utopian Abundance is rather extreme.

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PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Bold Robot posted:

Which precursor chain gives the ruined ecumenopolis? Seems like that would be easily the best one.

It is easily the best one, by a comical margin. I really, really hope Paradox does something about that, or lets us turn it off in Multiplayer or something because god drat is that imbalanced as hell.

Fun fact, precursors seem to have a fixed geographic area they can be found in, so the new meta is just restarting until you're in between the 5 and 6 o'clock positions.


https://www.reddit.com/r/Stellaris/comments/a5ovdg/after_learning_that_precursors_spawn_in/

Sloober posted:

i'd argue the power of the 2.1 discovery tree was faith in science's 3 months of unity per tech researched, it definitely takes a lot longer to fill out unity without it, losing that *and* the anomaly discovery chance dealt it a losing hand as a tree. it's not even my top 3 anymore, the only attracting point is really just the finisher bonus

Precisely, the Anomaly Discovery Chance and Unity per Tech were insanely strong bonuses that couldn't be matched anywhere else. Now that it has neither, Discovery is pretty close to a last pick, always. But don't worry Discovery, at least Diplomacy still exists!

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