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Great Beer posted:Maybe I'm doing it wrong but is Fanatic Pacifist useless? The diplomacy options are pretty scarce so it feels like there's nothing to do but watch numbers go up until one of your neighbors hates you enough to attack you. Pacifist can be played as "passive aggressive". Sure you can't declare war, but you sure can finish wars that the AI starts because you look weak on paper...
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# ? Aug 2, 2019 16:42 |
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# ? May 25, 2024 13:41 |
AAAAA! Real Muenster posted:I was talking about this a page or two ago but I seem to like Clerks more than most because they require no inputs to produce what they produce. And they produce Trade Value, which is very flexible because it can be pure energy, CG without mineral cost, or more unity; plus they produce the amenities with no input and the amenities make everything else on the planet slightly more productive. I like them less on any not-Stratified economy though because then the pops working the Clerk jobs consume so much Amenities and CGs that it is way less efficient. Not needing minerals is a useful niche lategame I suppose. But while producing trade and amenities is indeed nice, clerks suffer from, well, low numbers. Tbh I think buffing clerks to 3 trade, 3 amenities, or even both would be easily justifiable. If you have decent living standards and nutritional plenitude, without trade value boosts the 2 trade is about as valuable as the 0.25 cgs and 1.5 food, and net +1 amenities probably isn't worth the 1 housing and the crime boost. Clerks are really marginal value until you get -amenity/housing usage and/or +trade value. Also, stratified economy doesn't affect amenity usage, does it? And what do priests and culture workers have to do with anything? (Also, possibly controversial opinion: culture workers kinda suck too) Splicer posted:Yeah, clerks are makework jobsfor empires that can't or won't use social welfare or Utopian abundance. I said this last time this came up but I wish the prosperity clerks perk worked a bit different, cities providing the same un-unemployment potential as other districts feels wrong to me gameplaywise. OTOH like you said they're makework McJobs you might want to disable unless you need them for building slots.
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# ? Aug 2, 2019 16:42 |
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You can pull some shenanigans like downgrading your fleet and insulting people until they attack you but basically yeah FP is bare bones at the moment to say the least. Speed up the tech tree and start poking beehives or join a less pacifist federation.
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# ? Aug 2, 2019 16:43 |
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AAAAA! Real Muenster posted:edit: and you can have slaves work them, which you cannot do for Priests/Culture workers, CG manufacturing, or most any other Specialist job. I usually have servitude robots working my specialist-tier jobs like those, but that requires droids (for artisans) or synths (for priests/culture workers), and so is a relatively late game strategy.
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# ? Aug 2, 2019 16:51 |
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hobbesmaster posted:Pacifist can be played as "passive aggressive". Sure you can't declare war, but you sure can finish wars that the AI starts because you look weak on paper... Is this the same for Inward Perfection?
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# ? Aug 2, 2019 16:58 |
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My current favourite empire uses syncretic evolution so I always have a lot of pops that can only be tasked doing the lowest tier jobs (for the most part) so having clerks is quite handy for when I just need to stick someone into a corner and worry about something else. Some planets can be quite stingy on districts and for an encumenopolis there are only so many enforcer and duelist jobs to go around so they can be invaluable there. Putting living standards to something like stratified and choosing the consumer goods economy option will result in them paying for themselves almost immediately as well.
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# ? Aug 2, 2019 17:00 |
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Gort posted:Is this the same for Inward Perfection? Not only that, its the best strategy for Inward Perfection.
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# ? Aug 2, 2019 17:02 |
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Staltran posted:Also, stratified economy doesn't affect amenity usage, does it? Staltran posted:And what do priests and culture workers have to do with anything? Because of all of that (the Clerk supply chain being so short) I am saying that I dislike them a lot less than some of the other posters here who say they hate them and find them useless. I like that they do not require any inputs (outside of the Worker class pop consumption) to produce Energy / Energy+CGs / Energy+Unity while also providing Amenities.
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# ? Aug 2, 2019 17:02 |
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I like commercial zones on refinery worlds, to unlock more slots for the one-pop buildings. One upgraded commercial zone has jobs enough for pops to unlock two slots. Especially good on low resource worlds.
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# ? Aug 2, 2019 17:23 |
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Aethernet posted:I like commercial zones on refinery worlds, to unlock more slots for the one-pop buildings. One upgraded commercial zone has jobs enough for pops to unlock two slots. Especially good on low resource worlds.
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# ? Aug 2, 2019 17:28 |
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Aethernet posted:I like commercial zones on refinery worlds, to unlock more slots for the one-pop buildings. One upgraded commercial zone has jobs enough for pops to unlock two slots. Especially good on low resource worlds. Yeah this is the only thing I ever use them for.
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# ? Aug 2, 2019 17:35 |
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Gort posted:Is this the same for Inward Perfection?
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# ? Aug 2, 2019 18:08 |
Great Beer posted:Maybe I'm doing it wrong but is Fanatic Pacifist useless? The diplomacy options are pretty scarce so it feels like there's nothing to do but watch numbers go up until one of your neighbors hates you enough to attack you. If you are too strong for your neighbors who hate you to gently caress with you, refit your ships empty and let them chill around planets with shipyards. Once someone is dumb enough to declare, put the weapons back on and go gently caress em up. I still don't enjoy fanatic pacifist in general though
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# ? Aug 2, 2019 18:13 |
After god knows how many games and at least a hundred hours of gametime since it got patched in I've finally managed to pop the horizon signal event Took long enough
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# ? Aug 2, 2019 18:47 |
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I mentioned it before but my problem is less with clerks per se and more with the fact there are so few other jobs that produce trade value so clerks end up assuming that role when they really shouldn't. I'm more or less fine with them being busywork for excess pops (with the caveat that by the time excess pops are even a thing you're probably past the point of caring what they do).
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# ? Aug 3, 2019 05:09 |
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Mr Snips posted:After god knows how many games and at least a hundred hours of gametime since it got patched in I've finally managed to pop the horizon signal event worm
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# ? Aug 3, 2019 05:53 |
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Jabarto posted:I mentioned it before but my problem is less with clerks per se and more with the fact there are so few other jobs that produce trade value so clerks end up assuming that role when they really shouldn't. I'm more or less fine with them being busywork for excess pops (with the caveat that by the time excess pops are even a thing you're probably past the point of caring what they do). This is a good point - it would be neat if there was a Specialist job that added trade value.
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# ? Aug 3, 2019 14:15 |
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Jabarto posted:I mentioned it before but my problem is less with clerks per se and more with the fact there are so few other jobs that produce trade value so clerks end up assuming that role when they really shouldn't. I'm more or less fine with them being busywork for excess pops (with the caveat that by the time excess pops are even a thing you're probably past the point of caring what they do). I mean it's alright that they just make amenities so your random city districts that you build for housing on your research worlds also help out a bit on stability
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# ? Aug 3, 2019 14:22 |
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I've been looking to vary up how I fit my ships and I tried using a carrier cruiser and have been blown away by the results. They tear through stations and smaller fleets and come out untouched. I decided to conquer a fallen empire just before they were ready to awaken and this was the result: The fit: The fight: On another note, I'm playing a vanilla game with just UI mods. I avoided machine empires because they were insanely powerful in my last play-through. I went with a theocratic republic with beacon of liberty and meritocracy and I've grown insanely powerful. My empire is the one in blue. Everyone is pathetic to me, except for two inferior ones. I've generally held less space than everyone else too, only starting to conquer other empires around 2350: Does the Glavius AI increase the difficulty of the game enough where grand admiral can be a challenge? Also, how do I make empires my subjects as a theocratic republic? It seems the only viable way is for a pathetic empire to ask to be my protectorate. I was hoping there was a way where I could initiate the request. walruscat fucked around with this message at 17:24 on Aug 3, 2019 |
# ? Aug 3, 2019 17:21 |
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I'm still baffled by trade. I just had pirates spawn in a system with an armed station
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# ? Aug 3, 2019 18:04 |
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walruscat posted:
Glavius stopped updating the mod and I hear things are breaking now. For a challenge try starnet AI. It makes the early game... interesting. walruscat posted:
Demand vassalization from the diplomacy screen and declare war if they don't agree. A protectorate is only valid if your tech level is overwhelming to theirs.
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# ? Aug 3, 2019 18:38 |
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Malick23 posted:Glavius stopped updating the mod and I hear things are breaking now. For a challenge try starnet AI. It makes the early game... interesting. Thanks, will do. Seems I'm not overwhelming to anyone in tech despite generating 16k of it. I'll keep pushing. I don't wanna have to claim all these systems.
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# ? Aug 3, 2019 18:55 |
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walruscat posted:Thanks, will do. Seems I'm not overwhelming to anyone in tech despite generating 16k of it. I'll keep pushing. I don't wanna have to claim all these systems. Vavrek posted:Slightly related, something I noticed when building a ringworld: I think there's an event for when you first complete a section of the ringworld, and I didn't get that. I only got the events for building the frame and for completing the whole ring. Oh and ships have a trigger option to allow you to vary their construction costs based on your empire. That's why you can have different cost colony ships. Throwing the same code into megastructures does absolutely nothing
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# ? Aug 3, 2019 19:27 |
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Awesome. I love your mod. I assume it's not compatible with real space since they both overwrite megastructures. If you don't want to make it internally compatible please post when your done working on the mod and I'll look at making a compatibility patch.
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# ? Aug 3, 2019 20:07 |
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Why does a subject of mine having claims on a system stop me from claiming a system?!?
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# ? Aug 3, 2019 20:07 |
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Because you're already in the war. Pretty sure I'll let you do it during peace time.
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# ? Aug 3, 2019 20:15 |
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Is it usually worth it to colonize a 60% habitable planet if it's size 22? I'm a Continental species and this is an Ocean world. I only have 3 systems, and this is my next best option. I haven't met any other species yet, would it be better to try to get a migration treaty with an oceanic species before trying to settle this, or should it be done ASAP?
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# ? Aug 3, 2019 20:16 |
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AAAAA! Real Muenster posted:Why does a subject of mine having claims on a system stop me from claiming a system?!? The bagsy rule applies in space.
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# ? Aug 3, 2019 20:20 |
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Fhqwhgads posted:Is it usually worth it to colonize a 60% habitable planet if it's size 22? I'm a Continental species and this is an Ocean world. I only have 3 systems, and this is my next best option. I haven't met any other species yet, would it be better to try to get a migration treaty with an oceanic species before trying to settle this, or should it be done ASAP? You should absolutely settle a 60%. Really anything above 50% is totally worth it.
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# ? Aug 3, 2019 20:42 |
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I know it's probably an engine limitation but what's the justification for never being able to rebuild a destroyed habitat? Space debris? As a non-gestalt and non-totalitarian civ is there a way to cope with population increase? Manually reassigning things as Driven Assimilators was a major downside. Shumagorath fucked around with this message at 21:05 on Aug 3, 2019 |
# ? Aug 3, 2019 21:00 |
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Shumagorath posted:I know it's probably an engine limitation but what's the justification for never being able to rebuild a destroyed habitat? Space debris? Then you start building a million retirement habitats and/or a ringworld.
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# ? Aug 3, 2019 21:36 |
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Fhqwhgads posted:Is it usually worth it to colonize a 60% habitable planet if it's size 22? I'm a Continental species and this is an Ocean world. I only have 3 systems, and this is my next best option. I haven't met any other species yet, would it be better to try to get a migration treaty with an oceanic species before trying to settle this, or should it be done ASAP? 60% and above isn't bad. There are special projects and tech research options that will increase your species habitability. That said if you intend to make friends you can establish a migration treaty with a neighbor. A world that's 60% to you might be 80% to someone else. That applies to 'red' worlds you survey too, you can save a fortune on terraforming that desert world if you let those neighboring reptile guys move in. An important thing to remember is that when pops migrate to your worlds, they may be a different species, but they're your citizens. And as always, if you have the tech, creds, and time, you can just terraform everything.
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# ? Aug 3, 2019 22:09 |
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And Tyler Too! posted:60% and above isn't bad. There are special projects and tech research options that will increase your species habitability. That said if you intend to make friends you can establish a migration treaty with a neighbor. A world that's 60% to you might be 80% to someone else. That applies to 'red' worlds you survey too, you can save a fortune on terraforming that desert world if you let those neighboring reptile guys move in. An important thing to remember is that when pops migrate to your worlds, they may be a different species, but they're your citizens. By endgame all your worlds should be gaia / machine / hive as appropriate for species and/or roleplaying
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# ? Aug 3, 2019 22:20 |
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Fair point. I forgot to accommodate for non-diplomatic playstyles. If diplomacy isn't your bag then conquer/exterminate/eat your neighbors and take their planets instead.
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# ? Aug 3, 2019 22:24 |
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Make all your worlds a Ecumonopolis
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# ? Aug 3, 2019 22:25 |
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Oh, I was just saying that there's no compelling reason to not take whichever terraforming perk it is that fits your species and playstyle because it makes the worlds flat out better. Also yes ecumenopoli are good as well.
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# ? Aug 3, 2019 22:27 |
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Holy poo poo are habs good with rogue servitors.
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# ? Aug 3, 2019 22:42 |
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BrandorKP posted:Holy poo poo are habs good with rogue servitors. Do you have any tips on how to play Servitors well in 2.2? I last played them when the game had tiles and loved everything about them, but I tried again when the game switched over to its current state and didn’t do that well.
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# ? Aug 4, 2019 01:04 |
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Splicer posted:I'm going to say kessler syndrome. And you can turn on a planetary decision that either stops growth entirely or, if your ethics don't allow that, slows it considerably and increases emigration pressure.
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# ? Aug 4, 2019 02:51 |
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# ? May 25, 2024 13:41 |
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Hot Dog Day #82 posted:Do you have any tips on how to play Servitors well in 2.2? I last played them when the game had tiles and loved everything about them, but I tried again when the game switched over to its current state and didn’t do that well. Manage the growth of your bio trophies carefully until you get Nihilistic Aquistion. Then don't let them reproduce. I've been going supremacy first. Somebody eventually picks a fight. Raid the crap out of them, generally you snowball after that. Biotrophies count towards pop count to unlock building slots. You can start a new colony dump 9 trophies on it, immediately build a sanctuary, then immediately upgrade the capital. Biotrophies make small planets and habs a lot better. Some of the special buildings you can buy like waste reprocessing center are really great, because you can get building slots really fast. You're going to be able to unlock every slot on every planet. Amenities can be hard to get enough of. Stability and crime can get worse than you'd expect too.
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# ? Aug 4, 2019 03:50 |