Taear posted:I know that mods sort of provide it but it'd be nice to get an official massive blast of new colours. I do wonder why right now the variety is quite small. pick starting species with better sensory organs or get into genemods
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# ? Jul 23, 2019 12:00 |
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# ? May 25, 2024 03:50 |
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Relevant Tangent posted:Only if it can get stolen/be built by everyone. Psychic Gestalt Consciousnesses selling themselves to the Entity that randomly mutates species. Determined Exterminators slamming the EoC button so hard it breaks. AI making incredibly terrible deals as the xenophilic unionists sell their species to the Eater of Worlds.
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# ? Jul 23, 2019 12:25 |
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Serephina posted:
Taear posted:I know that mods sort of provide it but it'd be nice to get an official massive blast of new colours. I do wonder why right now the variety is quite small.
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# ? Jul 23, 2019 13:59 |
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scaterry posted:God, that sounds hilarious. Picture please? I swapped out for a dude with 25% faster excavation and it didn't change the days remaining but I think they count down faster?
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# ? Jul 23, 2019 15:56 |
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So what are the current power strategies for this game? I'm curious as to how broken you can get.
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# ? Jul 23, 2019 15:57 |
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Gort posted:So what are the current power strategies for this game? I'm curious as to how broken you can get. Just watched a video where a dude does a One Planet Strategy. Picks that pop-stealing ascension perk, steals everyone's pops and works them to death on his homeworld. Pretty hilarious. Relies on forever war.
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# ? Jul 23, 2019 15:58 |
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Gort posted:So what are the current power strategies for this game? I'm curious as to how broken you can get. Assimilators and their near vertical early game growth curve is incredibly hard to compete with over time. Exterminator/Purifier/Swarm rushes can mulch them early but can't compete into the mid and late game as they kill pops. Regular Empires are so-so and have a few builds that can sort-of compete with robots. Megacorps rely on other Empires having lots of pops to be effective. That's never a good position to be in.
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# ? Jul 23, 2019 16:20 |
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What’s the best tiny outliner mod? I searched and there’s like 600 of them all called some variation of “tiny outliner”
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# ? Jul 23, 2019 16:54 |
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AAAAA! Real Muenster posted:Devs have higher priorities would be my guess. I guess. I always just think they could shove some money at a mod maker and implement it in the game that way. Guess that's not as easy as it sounds though.
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# ? Jul 23, 2019 18:09 |
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PittTheElder posted:The UI list really needs Tiny Outliner v2, it's the most important one. This is the best one.
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# ? Jul 23, 2019 19:45 |
Is there a way to view the production of every planet in one list? I want to see which of my planets has the highest research output but the planet and sectors view in the navigation bar doesn't show any planets in the frontier sector, which makes it basically useless
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# ? Jul 23, 2019 20:07 |
I say this without a hint of irony this game needs way more spreadsheets
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# ? Jul 23, 2019 20:24 |
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Cynic Jester posted:Megacorps rely on other Empires having lots of pops to be effective. That's never a good position to be in. I do regret getting megacorp, maybe its better in multiplayer but my megacorp runs go 1 of 2 ways: 1: I start as a normal megacorp, end up in universes full of robots, hive minds, other megacorps, purifiers and the remaining aliens just don't want to enter commercial pacts cause of the drat distance modifiers. I end up reforming my government. Then I realize I used an ascension slot on universal trade and I have to decide to stick with large empire sprawl penalties and not do the main gimmick of my authority, or squander the slot and go to something else. 2: I go criminal cause gently caress these people and their distance penalties and wanting an arm and a leg for 1 or 2 buildings on their capital. Then the AI imposes a police state and build 4 precincts on every planet, ensuring my stuff gets shut down in time. I decide to reform my government, and realize I cannot remove criminal syndicate and I have permanently wasted a civic slot. Its a shame, it sounded interesting on paper.
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# ? Jul 23, 2019 20:44 |
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Totally agree with everything said above. Megacorp also has the dubious distinction of being the only dlc to disable content. It removes corporate dominion as a possible civic and prevents nomads from spawning.
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# ? Jul 23, 2019 20:58 |
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Here's something I found worked. Wait until they've built out.
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# ? Jul 23, 2019 21:44 |
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scaterry posted:Totally agree with everything said above.
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# ? Jul 23, 2019 21:45 |
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Oh my god. The default habitat district build logic does not take population into account. At all.
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# ? Jul 23, 2019 21:53 |
Megacorps work best if you're like me and make a bunch of empires with a decent rear end in a top hat/good guy ratio. I really don't like how a totally random galaxy spawns empires 90% of the time so I've developed a few different mixes of different empires, particularly since the random empire generator doesn't seem to take advantage of all the different mods I have very well.
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# ? Jul 23, 2019 22:24 |
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I find megacorps work really well if you lean hard into trade value: fan xen, relevant civics etc. It makes it easier to get commercial pacts as the value you offer is a modifier, and you can get just tonnes of cash. One thing I want to be able to do is to specialise really hard as a megacorp: the fast food building you can build in foreign empires should give +1% to the value of the food you sell on the galactic market, enabling you to ultimately focus hard on food and just buy everything else. Ditto for minerals, consumer goods and alloys: megacorps should really be about specialising production. Let me be Space MaccyDs, plz Paradox.
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# ? Jul 23, 2019 22:36 |
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Splicer posted:Oh my god.
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# ? Jul 23, 2019 22:46 |
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Aethernet posted:One thing I want to be able to do is to specialise really hard as a megacorp: the fast food building you can build in foreign empires should give +1% to the value of the food you sell on the galactic market, enabling you to ultimately focus hard on food and just buy everything else. Ditto for minerals, consumer goods and alloys: megacorps should really be about specialising production. Let me be Space MaccyDs, plz Paradox. I really like this idea.
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# ? Jul 23, 2019 22:47 |
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AAAAA! Real Muenster posted:They felt a little wonky to me the first two times I tried to use them. Most games even if I try I dont get the tech early enough for it to matter though so Splicer fucked around with this message at 23:24 on Jul 23, 2019 |
# ? Jul 23, 2019 23:12 |
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Splicer posted:No I mean the AI weighting doesn't check if you've any workers for them before it starts slamming down districts. And it will only build housing if you have negative housing districts built. Not negative housing, negative housing districts Is there a good reason Paradox doesn't license GlaviusAI for redistribution with the base game?
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# ? Jul 23, 2019 23:16 |
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Splicer posted:Wait what? The caravaneers replace the basic nomads.
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# ? Jul 23, 2019 23:19 |
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Potato Salad posted:Is there a good reason Paradox doesn't license GlaviusAI for redistribution with the base game? I am refusing to look at regular districts.
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# ? Jul 23, 2019 23:42 |
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The only AI I have encountered that actually used its habitats was an Inward Perfectionist And then I assimilated them. Which is how a lot of my Stellaris stories end.
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# ? Jul 24, 2019 00:00 |
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Shugojin posted:The only AI I have encountered that actually used its habitats was an Inward Perfectionist e: OK it looks like all districts get some sneaky free resources if you're an AI even if there's nobody working the district. Splicer fucked around with this message at 00:59 on Jul 24, 2019 |
# ? Jul 24, 2019 00:12 |
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Splicer posted:Yeah this is all because I made a mod to make habitat and megastructure placement less awkward. I made it so you don't need to demolish any stations first by making the megastructure do it for you and setting ringworlds and habitats to kick off the colonisation process as soon as they complete. Then while digging I found something silly about how the AI decides to build habitats so I fixed that too. Now the AI is building habitats like gangbusters and actually putting pops on them but that's now exposed even more problems with vanilla which were non obvious before because the AI wasn't even getting that far. I was just sort of wondering aloud what it was about the Inward Perfectionist that made them actually colonize their habitats.
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# ? Jul 24, 2019 01:10 |
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Leal posted:I do regret getting megacorp, maybe its better in multiplayer but my megacorp runs go 1 of 2 ways: I'm really disappointed with trade strategies in general. Trade income never amounts to more than a rounding error in the early game, and unless you're a megacorp or very specific brand of authoritarian, it never will.
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# ? Jul 24, 2019 02:42 |
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Jabarto posted:I'm really disappointed with trade strategies in general. Trade income never amounts to more than a rounding error in the early game, and unless you're a megacorp or very specific brand of authoritarian, it never will. By endgame I find a large proportion of my income, and especially consumer goods production, is down to trade. What approach are you using to it?
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# ? Jul 24, 2019 09:59 |
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Splicer posted:Oh my god. Speaking of, an update on my Megastructures QoL mod testing game: Went spiritualist inward perfectionist, because I hadn't done that in a while and it wasn't in my set of plans for my next game with friends. Got the Baol precursor chain, whose relic bonus goes well with my founder species being non-adaptive. After using it, I stared at the nu-Baol for a bit, thinking about how I didn't really want to purge them ... and they did look very tasty. Grunur Prime is currently a (Gaia) Thrall World holding 146 nerve-stapled delicious Nu-Baol. Along the way, I figured out that if you take Arcology Project first, then add Agrarian Idyll, it works and you can have ecumenopoleis and bonus housing for your resource districts. (Of course, I replaced all my farming districts with livestock, so I'm kind of missing the point of the civic.) Somewhere in the mid-2300s I finally remembered the point of the campaign and began building habitats. The player-facing side of it, of having habitats instantly begin colonization, is a godsend. Giving the habitats names based on the empire namelist is a very nice touch. Haven't built a ringworld yet. Since I'm not going out on wars of conquest, I realized I wouldn't see how well or poorly the AI was dealing with habitats, so I built a Sentry Array. Looking at my neighbors, they seem to be spamming habitats (not unlike myself), and since they're autocolonized, they don't end up with a bunch of empty habs. This is good! However, uh. Well, you're seeing now what AI building logic is like. So: An improvement! This mod is definitely going into my regular rotation for as long as it's up to date and compatible with the game. If you somehow end up fixing AI building logic one insanity at a time, you will be a god among goons. I wish you all the luck in the world.
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# ? Jul 24, 2019 11:07 |
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I consider the Consumer Good trade policy the best now because if you stack Clerks and Merchants, they do triple duty creating Consumer Goods, Energy, and Amenities, and you basically free up building slots for more alloys, research, or what have you.
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# ? Jul 24, 2019 11:43 |
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Yeah, I always hate needing to build consumer good factories when I have the consumer trade benefit. Feels like I've done something wrong - which to be fair is probably true, I probably should have just built more trade buildings.
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# ? Jul 24, 2019 15:22 |
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Jabarto posted:I'm really disappointed with trade strategies in general. Trade income never amounts to more than a rounding error in the early game, and unless you're a megacorp or very specific brand of authoritarian, it never will. Digital Osmosis posted:Yeah, I always hate needing to build consumer good factories when I have the consumer trade benefit. Feels like I've done something wrong - which to be fair is probably true, I probably should have just built more trade buildings. AAAAA! Real Muenster fucked around with this message at 15:37 on Jul 24, 2019 |
# ? Jul 24, 2019 15:25 |
Digital Osmosis posted:Yeah, I always hate needing to build consumer good factories when I have the consumer trade benefit. Feels like I've done something wrong - which to be fair is probably true, I probably should have just built more trade buildings. Works best with slaves and/or stratification to minimize your own consumer goods needs. Run militarized economy and you shouldn't need too many consumer goods factories, if any. Make up the shortfall that trade doesn't cover for w/ a monthly buy order on the market.
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# ? Jul 24, 2019 16:19 |
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Vavrek posted:Speaking of, an update on my Megastructures QoL mod testing game: code:
Shugojin posted:I was just sort of wondering aloud what it was about the Inward Perfectionist that made them actually colonize their habitats. Splicer fucked around with this message at 19:20 on Jul 24, 2019 |
# ? Jul 24, 2019 18:04 |
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... huh. Maybe I should build leisure districts, ever. I'm not really sure what I want to be doing with all these habitats I have. Maybe leisure districts is it.
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# ? Jul 24, 2019 18:12 |
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toasterwarrior posted:I consider the Consumer Good trade policy the best now because if you stack Clerks and Merchants, they do triple duty creating Consumer Goods, Energy, and Amenities, and you basically free up building slots for more alloys, research, or what have you. My last Despoilers run was four city-worlds packed full with commercial zones and armies of slave clerks, crunching numbers in their tiny cubicles
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# ? Jul 24, 2019 18:39 |
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My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route. I mean yeah I could just patrol but giving patrol orders is awkward since you can't queue up a route manually so you need multiple fleets to hit all the trouble spots usually, plus it clutters up my already very crowded outliner with a bunch of fleets that are otherwise pretty useless. I tend to end up with a lot of trade just because after a while I can't really figure out what to build outside of commercial zones. They employ the most pops of any individual building and I don't really NEED anything except for people to stop bitching about being unemployed. The Cheshire Cat fucked around with this message at 19:24 on Jul 24, 2019 |
# ? Jul 24, 2019 19:21 |
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# ? May 25, 2024 03:50 |
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The Cheshire Cat posted:My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route. This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system.
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# ? Jul 24, 2019 19:24 |