|
So I had a hankerin to start up a game of Stellaris, but from reading the past few pages it seems like there could be some pretty consequential changes coming up? Is it worth holding off or is the next update still far enough out that I should jump in?
|
# ? Apr 19, 2019 23:28 |
|
|
# ? May 25, 2024 13:10 |
|
I wouldn't hold off for the megastructure changes if that's what you're referring to, it's probably a solid time to jump in given that 2.2 is playable at a decent speed.
|
# ? Apr 19, 2019 23:30 |
|
There's been a recent Major Change and we're past the major bug fixing stage, we're in the tweaking and lower priority bugs stage. It's a good time to hop in.
|
# ? Apr 19, 2019 23:41 |
|
JerikTelorian posted:So I had a hankerin to start up a game of Stellaris, but from reading the past few pages it seems like there could be some pretty consequential changes coming up? Is it worth holding off or is the next update still far enough out that I should jump in? The changes that have been revealed/hinted at are at a much smaller scale than, say, the 2.2 changes or the 2.0 changes.
|
# ? Apr 19, 2019 23:43 |
|
Preston Waters posted:I hope they don't change the tech trees at all after reading a lot of these "they should do x" posts. b) You still seem very angry. Did you see my post about the arachnoid pack?
|
# ? Apr 19, 2019 23:47 |
Preston Waters posted:I hope they don't change the tech trees at all after reading a lot of these "they should do x" posts. What I would personally like is to see more weird poo poo and more opportunities to do weird poo poo, even if it is 'broken.' I suppose one silent factor here might be that the relatively plain-jane tech tree makes it easier for the AI to operate it.
|
|
# ? Apr 20, 2019 00:01 |
|
I turtled up as a communist xenophile empire when I got the first league event and only built star forts for defense and went tall with four colonies. When I got the ecumenopolis I was quickly able to build a fleet big enough to smash my fallen empire neighbor effortlessly because of the massive alloy income and how far up the tech tree I got by being tall. It's absolutely overpowered and awesome. I went from the weakest navy in the galaxy to the strongest in no time.
|
# ? Apr 20, 2019 00:14 |
|
For all those people who are sick of having precursor worlds spawn on the border: the spawn location seems to be correlated with the last precursor anomaly you research. So to avoid it spawning somewhere inaccessible, just leave one of the anomalies in your core space to be the last one.
|
# ? Apr 20, 2019 00:22 |
|
Save scumming the last research project can also help with finagling the Precursor system spawn
|
# ? Apr 20, 2019 00:31 |
|
Bogarts posted:I turtled up as a communist xenophile empire when I got the first league event and only built star forts for defense and went tall with four colonies. When I got the ecumenopolis I was quickly able to build a fleet big enough to smash my fallen empire neighbor effortlessly because of the massive alloy income and how far up the tech tree I got by being tall. It's absolutely overpowered and awesome. I went from the weakest navy in the galaxy to the strongest in no time. The AI doesn't do a good job snowballing at all. Properly building enough fleet and having forts will often be able to discourage them from attacking you (especially on easier difficulties it is hard for the AI to get a big enough edge to decide to attack), which lets you hide out. Against a player (or if the AI ever gets set to properly expand or identify this strategy as a threat) your tall setup won't work even with a fen hab. A player is just going to outbuild you and take it before you can benefit, or just out-expanding will let them at worst keep pace, or gang up on you to strangle you in your crib. Then the fact that you have no space to lose turns everything into a must-win for you, while they can take multiple attempts to take you out.
|
# ? Apr 20, 2019 01:05 |
|
credit reddit
|
# ? Apr 20, 2019 01:13 |
Aethernet posted:I wonder what the massive buffs to output the dev diary presents will do to perceptions of megastructures. If you play a tall tech-focused game you could almost certainly be putting up both a sphere and an extractor by the late 2200s, and all of a sudden be able to practically poo poo minerals and energy. The 55 year base build time on both of those doesn't seem very sudden though. That's still over 36 years with master builders. And the 15k alloy price tag to get any energy production (15 years after beginning the sphere, 10 after paying the first 10k) wouldn't exactly be trivial for a tall tech-focused game. And the extractor is even more expensive.
|
|
# ? Apr 20, 2019 01:52 |
|
Another wonderful feature of federations: other members try to contribute to its fleet. By spamming loving corvettes. The first sign something's wrong was when it turned out that the newest member of my Federation covertly supplied me with corvettes. But the empire they sent the ships through got pissed at me, so they forbade access to my fleet. I ended up with 50 fleets, one corvette each, lost in the void. Disbanded them immediately and went to my business. This didn't deter my ally and begin sending me corvettes through the Great Khan's dominion, next to his 12K strong fleet. Every several days the game informed me that my ships are under attack. Fortunately, the Khan investigated the disturbance, conquered my ally and made them into a satrapy. This is not the end of my woes, unfortunately. My second federation member decided they want to help me and is sending corvettes. Now the federation fleet has 1 cruiser and 140 corvettes and there is no end in sight. Is there a way to stop them before they fill the entire universe with ships?
|
# ? Apr 20, 2019 22:37 |
|
Oh, I know that one! The answer is don’t join federations.
|
# ? Apr 20, 2019 22:48 |
|
Gantolandon posted:Is there a way to stop them before they fill the entire universe with ships? They will stop at the federation fleet cap (500) so the only way I could find was to build a federation fleet out of my own ships exclusively on my own. On the other hand, this is Stellaris, so you are probably equal to the resources output of 5/6 other empires so you should be able to fill it on your own anyway. Just treat it as a personal fleet and if they send any ships while you're filling it, junk them or just ignore it and let them fill up some of the fleet capacity you can't be bothered to. Realistically by the time you've filled up half the Fed fleet you can probably delete anyone you want to so building it up further is more of a vanity project anyway.
|
# ? Apr 20, 2019 23:12 |
|
Do we have a timeframe on the patch? There's something I want to do but not if the track tree is going to reshuffle in like a month. Also have a good old post: Omnicarus posted:Blood burst from the eyes of all citizens in the United Nations of Earth. The sentry array is now gone.
|
# ? Apr 21, 2019 10:54 |
|
Bloodly posted:If anything there need to be more actual events that deal with crime. Kickbacks give you money but increase crime through corruption. That's basic. Splicer fucked around with this message at 11:15 on Apr 21, 2019 |
# ? Apr 21, 2019 10:59 |
|
Feudalism still broken?
|
# ? Apr 21, 2019 11:14 |
|
Considering broken things, some of the events happening on colonies are oddly unbalanced. -Mole-people events: You have several stages to research, the best outcome gives you additional population. (Well, obviously not best for xenophobes. ) -Dragon egg: The entire loving world explodes and you have to fight a space dragon (the event texts always mention your cities being demolished, even if the planet in question wasn't colonized, something I only know because I was lucky enough to trigger this event chain two times on planets I hadn't colonized yet) -Alien drones: All events go automatically after you researched the project, resulting in a tiny (less than 100) pirate force attacking. Also you get a useless space elevator. Said space elevator gets torn down automatically after a while. No real options here, nor any real good or bad. This one is purely for flavor, it seems. -Leftover xenoforming equipment: Always a laugh if you xenoform your colony into an ammonia planet and kill everyone on it. (If you're not a fan of mass death, at least you can save scum until you get a less nasty outcome) -Portal-events: Works well, and no option ends with planet death There are probably more I haven't gotten yet, but I think someone should take a good look at colonial event chains. The terraforming, portal and mole people events work reasonably well but the alien drones and dragon egg events are kind of in need of a rework: With the drones, you can basically not do anything but sit there and take it until everything is over, the same with the dragon egg: In the last case you'll inevitably lose your colony, so the only options for the player are 1) Resettling everyone or 2) Hoping the event triggers on an empty planet. Also sure, the events shouldn't be completely equal in outcomes, but the range being "toy pirates" to "planet death" is a bit wide. Either the dragon egg event needs some sort of option for the player to avoid losing an entire planet, or the alien drones should get some more nasty outcomes to bring them up in line. On the other hand, the "technologically advanced pirates" being weaker than my starting fleet was hilarious Alternatively, what is intended and what not is kind of hard to tell here. I imagine the drone pirates being too strong could gently caress over a player if it triggers on their very first colony and far too early, but on the other hand, at least two other event chains destroy the entire colony with their bad outcomes. What are the triggering rules for them? Is it just luck if your first colonies are spared and could a particularly unlucky player trigger them in succession, losing multiple planets at once? Or are there failsafes in the coding to prevent this?
|
# ? Apr 21, 2019 11:44 |
|
Libluini posted:Considering broken things, some of the events happening on colonies are oddly unbalanced. The voidspawn egg is not a colony event. It can’t happen just anywhere. It is always a very specific planet in a specific star system. Eventually you begin to recognize it.
|
# ? Apr 21, 2019 12:35 |
|
Captain Oblivious posted:The voidspawn egg is not a colony event. It can’t happen just anywhere. It is always a very specific planet in a specific star system. Also, it happens pretty quickly after you survey the system -- I've never been close to getting a colony ship scheduled for it before hatching.
|
# ? Apr 21, 2019 12:57 |
|
Trying to get a feel for how much i should be expanding and how quickly. Is the typical practice to expand quickly and colonize pretty much every world including 20% habitability ones? About how many systems is a good number to have around 2250?
|
# ? Apr 21, 2019 15:45 |
|
Captain Oblivious posted:The voidspawn egg is not a colony event. It can’t happen just anywhere. It is always a very specific planet in a specific star system. And it's only a 60% chance of actually hatching the egg, the rest of the time it just has egg-quakes which stop when you finish clearing all the egg blockers.
|
# ? Apr 21, 2019 16:10 |
|
binge crotching posted:And it's only a 60% chance of actually hatching the egg, the rest of the time it just has egg-quakes which stop when you finish clearing all the egg blockers. Hah, I never got even close to colonizing Planet Egg, so clearing blockers is probably not something I would get done in time. Captain Oblivious posted:The voidspawn egg is not a colony event. It can’t happen just anywhere. It is always a very specific planet in a specific star system. prefect posted:Also, it happens pretty quickly after you survey the system -- I've never been close to getting a colony ship scheduled for it before hatching. Thanks, that's actually a relief, after my second Egg-Event I've lived in perpetual fear of one of my colonies suddenly exploding.
|
# ? Apr 21, 2019 16:18 |
|
Gantolandon posted:Another wonderful feature of federations: other members try to contribute to its fleet. By spamming loving corvettes. The entire time I've owned this game, patch 2.0 onwards, federations have been irredeemable garbage. It's so disappointing because I WANT to lead one. But they suck. Don't join one.
|
# ? Apr 21, 2019 17:17 |
|
Well, the star trek mod makes them pretty decent. So you could try that if you're interested.
|
# ? Apr 21, 2019 17:20 |
|
walruscat posted:Trying to get a feel for how much i should be expanding and how quickly. Is the typical practice to expand quickly and colonize pretty much every world including 20% habitability ones? About how many systems is a good number to have around 2250?
|
# ? Apr 21, 2019 17:23 |
|
pmchem posted:The entire time I've owned this game, patch 2.0 onwards, federations have been irredeemable garbage. It's so disappointing because I WANT to lead one. But they suck. I've been playing on and off since Utopia and I can confidently say federations have always been poo poo no matter the patch
|
# ? Apr 21, 2019 17:28 |
|
Splicer posted:Early game colonise everything 60% or higher ASAP and get them to 10 pop even faster. Unless you're heavily in the red on consumer goods or minerals you want to slam down colonies as soon as they enter your territory. When you want to start looking at 50% and 20% planets is extremely dependent on build, galaxy size, number of available 60% planets etc. The general rule for low hab stuff is having a large enough economy to produce a surplus of consumer goods without needing to lower your production of other stuff. It basically means midgame or later you should colonize everything, all the time, whereas your first few colonies need more thought. It also means robots(200% hab everywhere, no consumer goods) and hive minds(no consumer goods) should colonize absolutely everything as soon as possible.
|
# ? Apr 21, 2019 17:58 |
Jesus christ what is the trick to getting Droid tech to spawn at a reasonable time. It's 2330 and I still don't have more than the basic robots. I'm researching poo poo like living metal and jump drives and have battleships/citadels and L5 weapons...but still basic robots. This is the third game in a row where I"ve wanted to go synthetic and ended up doing one of the other paths because I was sitting on 2-3 perks.
|
|
# ? Apr 21, 2019 18:00 |
|
Ha ha, looks like I feared overwhelming enemy power for no reason: Current run has me fighting fanatical purifiers who have "overwhelming" fleet strength, but the AI insists on sending in its fleets piece meal, allowing me to take them apart, repair and and then rinse, repeat. Looks from now on I can upgrade my favorite difficulty level from Commodore to Admiral (this is my first game on Admiral)
|
# ? Apr 21, 2019 18:17 |
|
Splicer posted:
Cynic Jester posted:The general rule for low hab stuff is having a large enough economy to produce a surplus of consumer goods without needing to lower your production of other stuff. It basically means midgame or later you should colonize everything, all the time, whereas your first few colonies need more thought. It also means robots(200% hab everywhere, no consumer goods) and hive minds(no consumer goods) should colonize absolutely everything as soon as possible. Thank you both. Very helpful stuff.
|
# ? Apr 21, 2019 18:35 |
|
For a solid tech reference leverage https://turanar.github.io/stellaris-tech-tree/vanilla/#top Droids tech requires robots like you'd think but also Colonial Centralization (t2 green tech that gives the main building upgrade), and has these weights: Base: 70 Robotic Workers Outlawed: 0.0x Spiritualist: 0.5x Materialist: 2.0x Civic[Mechanist]: 2.0x Scientist is level 2+ and Industry (factory icon) expert: 1.25x For a reference, the +hull destroyer tech is t2 with 70 base and a 1.25x weight for research leader and having finished supremacy tree. What is probably happening is that you take a while to research the pre-req green tech (because you're not needing to upgrade your main building yet). Most of the industry stuff is better weighted at tier 2 (assuming no materialist/mechanist), but the tier 3 stuff should be lower weighted. I'd hazard a guess that if you're grabbing battleships and stuff (t4 techs) that you actually rotated through a lot of tech options while you didn't have the green pre-req done, and now that you've qualified you've pushed through t3 techs and are taking long research times on t4 techs resulting in not very many rolls that could give you droid tech at all.
|
# ? Apr 21, 2019 18:36 |
|
When are you supposed to start fighting leviathans? I tend to wait until I've got like 100k fleet power and it's always over real fast (on Ensign, anyway). Nosfereefer posted:Feudalism still broken? I gave some feudal vassals a couple systems in my backyard when I didn't feel like manually expanding anymore. It took them a while to get started, and lots of gifts of resources, but they eventually filled the whole area and colonized a few planets and kept a raider faction hemmed in for the entire game. The raiders tried to extort me, but their raiding fleet never even left their system. I forgot all about it until I was mopping them up and got a pop up for killing it.
|
# ? Apr 21, 2019 18:39 |
|
Splicer posted:Early game colonise everything 60% or higher ASAP and get them to 10 pop even faster. Unless you're heavily in the red on consumer goods or minerals you want to slam down colonies as soon as they enter your territory. When you want to start looking at 50% and 20% planets is extremely dependent on build, galaxy size, number of available 60% planets etc. Elaborating on this, colonize your guaranteed habitability planets ASAP, and use leapfrogging to secure important hyperlane chokepoints before backfiling, unless your intention is to rush the nearest neighbor.
|
# ? Apr 21, 2019 18:40 |
|
BlondRobin posted:They will stop at the federation fleet cap (500) so the only way I could find was to build a federation fleet out of my own ships exclusively on my own. On the other hand, this is Stellaris, so you are probably equal to the resources output of 5/6 other empires so you should be able to fill it on your own anyway. Just treat it as a personal fleet and if they send any ships while you're filling it, junk them or just ignore it and let them fill up some of the fleet capacity you can't be bothered to. Realistically by the time you've filled up half the Fed fleet you can probably delete anyone you want to so building it up further is more of a vanity project anyway. Is there a mod out there that takes any steps to unfuck fed fleet composition planning? A mod that only lets members press the "reinforce" button, building only ships called for in the fleet planner?
|
# ? Apr 21, 2019 18:50 |
|
Considering diving back in to this. Haven't played since Megacorp first came out; any major changes since then?
|
# ? Apr 21, 2019 20:50 |
|
aegof posted:When are you supposed to start fighting leviathans? I tend to wait until I've got like 100k fleet power and it's always over real fast (on Ensign, anyway). I've been going around beating up leviathans in my current game with around 50-60k fleet power and coming out pretty okay. I took down the enigmatic fortress first using between 40k and 50k fleet power but my fleets were super beat up.
|
# ? Apr 21, 2019 21:43 |
|
Libluini posted:Ha ha, looks like I feared overwhelming enemy power for no reason: Current run has me fighting fanatical purifiers who have "overwhelming" fleet strength, but the AI insists on sending in its fleets piece meal, allowing me to take them apart, repair and and then rinse, repeat. I put off Ironman for a kong time (probably because of some X-Com 2 trauma). But once I began I realized how utterly poo poo the AI is even at Admiral. I regularly stop playing at some point because it becomes more tedium than challenge. Ironman is worse than savescumming as even the most stupid mistakes/misclicks and redwine befuddled decisions can't stop your blundering victory rampage.
|
# ? Apr 21, 2019 21:43 |
|
|
# ? May 25, 2024 13:10 |
|
Einbauschrank posted:I put off Ironman for a kong time (probably because of some X-Com 2 trauma). But once I began I realized how utterly poo poo the AI is even at Admiral. I regularly stop playing at some point because it becomes more tedium than challenge. Ironman is worse than savescumming as even the most stupid mistakes/misclicks and redwine befuddled decisions can't stop your blundering victory rampage. To be fair, as soon as I had posted, the enemy send in two more fleets, each more powerful than all my fleets combined. It's just that I had prepared one chokepoint in a pulsar system with special armor-only defense platforms, so one of the fleets got messed up. The other one was something of a problem, but it looks like I can still hold on by my teeth until white peace triggers, then fortify my borders and upgrade my fleets properly for the re-fight. So, not as easy as I assumed and still a challenge. (All told, I think Admiral is about the highest I can go to still have fun.)
|
# ? Apr 21, 2019 21:50 |