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Xerxes17 posted:Zypher, thank you for consistently engaging with my posts and random ideas, but I am currently playing the game at grand admiral, so i know about all the current mechanics
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# ? Apr 12, 2019 06:42 |
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# ? May 25, 2024 12:11 |
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Best strategy for not losing generals is to pick one with the trait that improves withdrawal chances.
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# ? Apr 12, 2019 06:48 |
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Jabor posted:Best strategy for not losing generals is to pick one with the trait that improves withdrawal chances. ....but butcher is the best for xenophobe
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# ? Apr 12, 2019 07:14 |
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Best strategy for not losing generals is not buying any
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# ? Apr 12, 2019 07:17 |
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Imagine if the generals in EU4 were tied to a particular unit of 1000 infantry and instantly died when they reached 0 in a battle.Sextro posted:Are there any lists of suggested QoL mods or similar? I put in 100ish hours when this game had no DLC/expansions and had just gotten 1 big patch and now I remembered it exists and bought all the content so I am ready to dive back in. Personally I also like the Multiple Crisis mod but it's kinda the opposite of a QoL if things trigger too close in time.
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# ? Apr 12, 2019 08:18 |
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I really, really hope factions are rebalanced one day. The way they work they're just free Influence and most of the game you don't actually have to interact with them. The reason is mostly that there is a lot of positive feedback between faction dominance and the dominant ideology. 1. Factions don't appear until there is already a significant number of people with appropriate ethics. Meanwhile, people rarely convert to ethics with inactive factions. This means that for a large part of the game you'll be stuck with the two factions representing your Empire ethics unless an event converts a large part of your population. 2. The leader of a faction becoming a ruler gives another large bonus to conversion. Meanwhile, large faction support gives a leader an advantage in democratic elections. 3. Factions support ethics-related play style (for example, Militarist Faction likes when you have a rival). However, plenty of these play styles also give a bonus to conversion (having a rival makes your people more Militarist). This means the most influential factions are usually the happiest ones, and the best way to deal with a faction you don't want is ignoring them. 4. Unhappy pops may eventually trigger an event that pushes them from dominant ideology, but there must be enough of them to significantly tank Stability - and given that members of the most dominant factions are usually the happiest ones, this rarely happens. 5. The entire conversion system lacks any balancing mechanism - the more extreme you go, the weaker the opposing factions are. A long hellwar doesn't pull people towards Pacifism, as in V2. Heavily stratified society doesn't empower Egalitarians who want the injustice to end. The end result is that instead of managing factions and giving concessions here and there to appease them, you just pick the two you like and ignore the rest, or even suppress them. Sometimes it can bite you in the rear end, for example if you're a democratic paradise who conquered the Ur-Quan, but it's usually easy to deal with and most of the time factions are just free Influence.
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# ? Apr 12, 2019 10:24 |
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That is something I hope gets a major update in their next expansion. Dealing with internal politics on top of other politics could be really fun but, like you said, it’s heavily skewed to favour just one dominant faction.
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# ? Apr 12, 2019 11:17 |
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Jabor posted:Best strategy for not losing generals is to pick one with the trait that improves withdrawal chances. Also keeps your armies around because losing assault armies boosts war exhaustion and is sometimes my only major source aside from the ticking upwards.
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# ? Apr 12, 2019 11:21 |
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I figure major faction changes would be alongside a big diplomacy update, because factions are just begging to be involved in diplomatic shenanigans - alongside espionage.
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# ? Apr 12, 2019 11:34 |
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Gantolandon posted:I really, really hope factions are rebalanced one day. The way they work they're just free Influence and most of the game you don't actually have to interact with them.
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# ? Apr 12, 2019 11:51 |
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Imagine having generals on the front line Like, dude, that isn't your job; that's not why I hired you
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# ? Apr 12, 2019 12:51 |
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Potato Salad posted:Imagine having generals on the front line The guy's icon is a battleaxe -- you're not keeping him away from the fight.
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# ? Apr 12, 2019 12:53 |
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Potato Salad posted:Imagine having generals on the front line Fanatical Egalitarians give polite suggestions from the front.
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# ? Apr 12, 2019 13:08 |
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Potato Salad posted:Imagine having generals on the front line Imagine needing armies when all you want to do is glass the planet.
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# ? Apr 12, 2019 14:06 |
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prefect posted:I finally found a reptilian civilization that was atomic age and therefore qualified for the "Payback" achievement, and as I was crusing over to build an observation station, they nuked themselves. I had an awesome "Oh my god what I have I done!?" moment like this. I found some atomic age folks and starting to influence them to be more like me. I'm militerist, so they became more warlike, and then nuked themselves too. Edit to add: Factions are also kinda overwhelming and unmanageable at large populations, and a domestic politics overhaul should spruce them up more as to be a little more hands on. Raenir Salazar fucked around with this message at 14:25 on Apr 12, 2019 |
# ? Apr 12, 2019 14:18 |
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Jabor posted:Best strategy for not losing generals is to pick one with the trait that improves withdrawal chances. I choose the ones with reduced collateral damage because dead pops can't be put to work afterwards.
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# ? Apr 12, 2019 15:13 |
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What's the point of building robots? Early game pop growth is slow, but once the 50% new colony growth reduction is gone on my planets and by the time I've researched the robot-building tech I'm at a point (assisted by use of the "encourage planetary growth" decision, healthcare campaign edict and growth buildings) where I'm constantly having to rectify unemployment on my planets. Why would I want to build robots at this point? Also, slightly related, Earth has 1 unemployment, maxed out districts (with blockers removed), and no building slots. Is my only recourse the "discourage growth" decision?
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# ? Apr 12, 2019 19:13 |
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OneSizeFitsAll posted:What's the point of building robots? Early game pop growth is slow, but once the 50% new colony growth reduction is gone on my planets and by the time I've researched the robot-building tech I'm at a point (assisted by use of the "encourage planetary growth" decision, healthcare campaign edict and growth buildings) where I'm constantly having to rectify unemployment on my planets. Why would I want to build robots at this point? You could replace one building with another one that provides more jobs. (Not a great solution, I know.)
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# ? Apr 12, 2019 19:16 |
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OneSizeFitsAll posted:What's the point of building robots? Early game pop growth is slow, but once the 50% new colony growth reduction is gone on my planets and by the time I've researched the robot-building tech I'm at a point (assisted by use of the "encourage planetary growth" decision, healthcare campaign edict and growth buildings) where I'm constantly having to rectify unemployment on my planets. Why would I want to build robots at this point? Also forced relocation, but if you're playing as the UN your civics might not allow that. (I think egalitarian might disable it? Or maybe just discourage it? Check your Policy window and see if you can Allow Forced Relocation.) But yeah, once a planet is "done," discourage growth and then moving any new pops/taking the unemployment hit and letting growth weights sort it out are your options. Maybe turn all the districts into city districts and start an arcology project?
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# ? Apr 12, 2019 19:22 |
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OneSizeFitsAll posted:What's the point of building robots? Early game pop growth is slow, but once the 50% new colony growth reduction is gone on my planets and by the time I've researched the robot-building tech I'm at a point (assisted by use of the "encourage planetary growth" decision, healthcare campaign edict and growth buildings) where I'm constantly having to rectify unemployment on my planets. Why would I want to build robots at this point? Because you get more pops faster, and pop is king. You can afford to let a few pops pile up unemployed before it's a real problem, only checking in every year or so.
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# ? Apr 12, 2019 19:52 |
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I never really have any unemployment-problems. Like, 1-2 unemployed pops per empire max. I'm guessing if I waited to build robots deep into the endgame it would be different, but instead I kind of have the opposite problem, so quite often the robot factory is the very first building for new colonies to get them up faster.
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# ? Apr 12, 2019 20:15 |
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OneSizeFitsAll posted:What's the point of building robots? Early game pop growth is slow, but once the 50% new colony growth reduction is gone on my planets and by the time I've researched the robot-building tech I'm at a point (assisted by use of the "encourage planetary growth" decision, healthcare campaign edict and growth buildings) where I'm constantly having to rectify unemployment on my planets. Why would I want to build robots at this point?
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# ? Apr 12, 2019 20:27 |
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OneSizeFitsAll posted:Also, slightly related, Earth has 1 unemployment, maxed out districts (with blockers removed), and no building slots. Is my only recourse the "discourage growth" decision? If you want to keep the population down being under housed increases emigration pressure. Make sure you only have about as much housing as you want people and throw on reduced growth (which both reduces growth and increases emigration pressure) and people should start fleeing to the colonies in droves.
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# ? Apr 12, 2019 20:28 |
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Aethernet posted:Because you get more pops faster, and pop is king. You can afford to let a few pops pile up unemployed before it's a real problem, only checking in every year or so. AAAAA! Real Muenster posted:Because whether you are building robots or not does not affect your population growth - thus you have two channels of 'pop' growth instead of one. If you had to sacrifice pop growth to have robot growth then yeah, nevermind, but your pops will grow at the same rate regardless. If you dont have a robot factory robots wont grow, thus in the long run you have fewer pops working jobs. Sure, but if I'm getting new human pops almost as fast as I can build districts and buildings, how does the extra pops from robots help? Do unused robots count towards the unemployment stat then?
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# ? Apr 12, 2019 20:45 |
so I haven't played or read the thread since December, any new poo poo come out that will blow my mind?
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# ? Apr 12, 2019 20:52 |
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OneSizeFitsAll posted:Sure, but if I'm getting new human pops almost as fast as I can build districts and buildings, how does the extra pops from robots help? You shouldn't be building new pops nearly as fast as you can create jobs for them. The time it takes to make 1 pop is going to be at most the same as it takes you to build 1 district/building, which provides multiple jobs. You might need to look into advanced buildings if you haven't messed with those before. You'll need to refine some rare mats most likely (or buy off the market), but upgrading those usually opens around 3 jobs. In general, if you're running out of places to build jobs, you should take some from your neighbors or leverage perks to open new ones (habs/ring world/arcology project).
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# ? Apr 12, 2019 20:58 |
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SniperWoreConverse posted:so I haven't played or read the thread since December, any new poo poo come out that will blow my mind? OneSizeFitsAll posted:Sure, but if I'm getting new human pops almost as fast as I can build districts and buildings, how does the extra pops from robots help?
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# ? Apr 12, 2019 20:59 |
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OneSizeFitsAll posted:Sure, but if I'm getting new human pops almost as fast as I can build districts and buildings, how does the extra pops from robots help? You really aren't growing that fast, unless you're playing on fast-fastest and building responsively. If it's a mineral problem, get those robots into the mines to build more robots!
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# ? Apr 12, 2019 21:00 |
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Is there a way to coax psionics out as a tech? i am not finding it any more, even with fanatic spiritualists 100 years in with a maniacal scientist then a curator leading society research. before that, in another game where i eventually went cyborg, it was 50 years with a psionics expert from year 2205 to 2250's. I went cyborg, and didnt see psionics till the 2300s. My high inquisition empire of fanatic warrior priests this game could have gone cyborg or genetics at this point and i havent seen Psi.
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# ? Apr 12, 2019 21:15 |
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AAAAA! Real Muenster posted:Boy howdy do you need to launch the game and check out the new economy. Hey, good advice suits me great, which is why I sought it on a thread on here, friend. Nothing about the answers doesn't suit me - I just had a sense of all-over empire growth accumulate over my playing today where it felt like I was constantly building on all my planets because enemployed people were popping up, but it's probably just me being slightly discombobulated by the increasing number of colonised planets I am managing, being generally fatigued and playing the game too much today. I need to start looking into the sector management tool a bit. Robots sound cool and I appreciate you and others explaining the benefits; I just felt worried there wouldn't be enough jobs for the pops and robots combined. I'll have a play with them I think. OneSizeFitsAll fucked around with this message at 22:09 on Apr 12, 2019 |
# ? Apr 12, 2019 21:57 |
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winterwerefox posted:Is there a way to coax psionics out as a tech? i am not finding it any more, even with fanatic spiritualists 100 years in with a maniacal scientist then a curator leading society research. before that, in another game where i eventually went cyborg, it was 50 years with a psionics expert from year 2205 to 2250's. I went cyborg, and didnt see psionics till the 2300s. My high inquisition empire of fanatic warrior priests this game could have gone cyborg or genetics at this point and i havent seen Psi. You're still at the mercy of the RNG for what techs you actually draw. The techs that give more options per draw are helpful here, and don't forget about the +50% chance to rare techs ascension perk. (Psi is a rare tech, unlike Cyborg or Genetics)
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# ? Apr 12, 2019 22:37 |
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winterwerefox posted:Is there a way to coax psionics out as a tech? i am not finding it any more, even with fanatic spiritualists 100 years in with a maniacal scientist then a curator leading society research. before that, in another game where i eventually went cyborg, it was 50 years with a psionics expert from year 2205 to 2250's. I went cyborg, and didnt see psionics till the 2300s. My high inquisition empire of fanatic warrior priests this game could have gone cyborg or genetics at this point and i havent seen Psi. If you're lucky you get the Hell Dimension version of the Dimensional Portal colony event. Spiritualist empires can pray it closed, which gives them Psionic Theory, and 80% of the research needed to complete it.
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# ? Apr 12, 2019 22:38 |
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There is a pretty rare anomaly that can give it straight up as well. In terms of things you can pro-actively do, keep an eye out for racket pops (if you have megacorp), as they're psionic and having psionic pops/leaders improves weighting as well (psionic theory leader is 8x weight compared to manianical 2x).
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# ? Apr 12, 2019 22:41 |
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Got Rackets in my empire, they tried to settle in one of the nearby hive minds after a party and regretted it. My portal was mirror universe, not hell, so thats out, and i didnt get the Psionic Ocean in my territory. i guess its brute force with 5 tech picks and being patient.
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# ? Apr 12, 2019 23:10 |
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binge crotching posted:If you're lucky you get the Hell Dimension version of the Dimensional Portal colony event. Spiritualist empires can pray it closed, which gives them Psionic Theory, and 80% of the research needed to complete it. drat, I always end up with it as a Materialist empire and just leave it open. Apparently as godless empires if you send Doomguy or whatever in to close the portal, you get a tech that increases Technician output by 10%. I'm gonna start doing that, I usually end up terraforming the planet anyways
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# ? Apr 12, 2019 23:23 |
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binge crotching posted:If you're lucky you get the Hell Dimension version of the Dimensional Portal colony event. Spiritualist empires can pray it closed, which gives them Psionic Theory, and 80% of the research needed to complete it. Oh poo poo, that's the other side of that event? I'm gonna start taking that then.
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# ? Apr 13, 2019 00:06 |
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ZypherIM posted:In general, if you're running out of places to build jobs, you should take some from your neighbors or leverage perks to open new ones (habs/ring world/arcology project).
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# ? Apr 13, 2019 00:11 |
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Splicer posted:I want more terraforming candidates (assigned sensibly), habitats to be fun, ringworlds not to be gated behind RNG, and things like bubble colonies and such so that as the game progresses you unlock more and more places people can live. Putting habs in the tech tree instead of behind an ascension perk () would go a long way to making habitats fun. Like, they are literally suboptimal places for me to stick excess population. Why would I chose a 6-8 district habitat for my ascension perk over a 50x4 district ringworld perk.
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# ? Apr 13, 2019 00:13 |
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Warmachine posted:Putting habs in the tech tree instead of behind an ascension perk () would go a long way to making habitats fun. Like, they are literally suboptimal places for me to stick excess population. Why would I chose a 6-8 district habitat for my ascension perk over a 50x4 district ringworld perk. The Habitat might actually be done by the time you win the game, while the Ringworld is a victory lap that doesn't matter anyway?
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# ? Apr 13, 2019 00:18 |
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# ? May 25, 2024 12:11 |
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Habitats should be able to mine surrounding planetoids like they used to
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# ? Apr 13, 2019 00:38 |