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Horace Kinch
Aug 15, 2007

ConfusedUs posted:

Make a ship design (of each class) that has no weapons/shields/armor. Retrofit your entire fleet to these designs.

Your fleet power will drop to nothing.

Start insulting your neighbors.

When they declare, retrofit back to the good designs.

Make sure you have enough shipyards to retrofit quickly.

I love this idea. I also started taunting my neighbors and saw that I can wage an Ideology war which I didn't even realize was a thing. Time to teach them the ways of religious nonviolence, using violence! I'm space Civilization-Ghandi!

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Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



And Tyler Too! posted:

I love this idea. I also started taunting my neighbors and saw that I can wage an Ideology war which I didn't even realize was a thing. Time to teach them the ways of religious nonviolence, using violence! I'm space Civilization-Ghandi!
Grats on becoming the Pkunk.

Shumagorath
Jun 6, 2001
What scale of bonus does the AI get on Captain and up? I just had fanatical militarists get to destroyers and field double my fleet size with a similarly-sized economy. Meanwhile I had a megacorp jump through my borders and colonize - that's my move!

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





And Tyler Too! posted:

I love this idea. I also started taunting my neighbors and saw that I can wage an Ideology war which I didn't even realize was a thing. Time to teach them the ways of religious nonviolence, using violence! I'm space Civilization-Ghandi!

A key issue with ideology is that the strength of your vassal/allied states counts when the AI decides if they should declare on you. You can't make your allies mothball their stuff, so you can get to a point that your bloc is too strong/scary to be attacked, even if your fleets are weak as gently caress.

I much prefer to just get declared upon, claim a bunch of their systems, capture them, then status quo out. I always try to make sure that I'm bordering as many empires as possible so there's always at least one enemy AI able to fight me even if I'm in the 10 year truce with one or more empires.

FuzzySlippers
Feb 6, 2009

I didn't know I can wage ideological war. Can't wait to go force these religious empires to abandon their bullshit after they've been fussing at me for robot ascending. Shame I can't force them to robot ascend too without actually having to conquer and assimilate.

Horace Kinch
Aug 15, 2007

So are habitats supposed to be utterly worthless?




I get to choose between +8 housing, clerk jobs, and +3 housing. :psyduck:

Complications
Jun 19, 2014

And Tyler Too! posted:

So are habitats supposed to be utterly worthless?




I get to choose between +8 housing, clerk jobs, and +3 housing. :psyduck:

I'm guessing you built that over a worthless empty planet. Build it where a mining station is for a mineral deposit, energy deposit, or strategic resource deposit. You'll get to build districts that mine that resource.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



Complications posted:

I'm guessing you built that over a worthless empty planet. Build it where a mining station is for a mineral deposit, energy deposit, or strategic resource deposit. You'll get to build districts that mine that resource.
Is this just one district per +1, or do you get a bunch of relevant districts?

Splicer
Oct 16, 2006

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

And Tyler Too! posted:

So are habitats supposed to be utterly worthless?




I get to choose between +8 housing, clerk jobs, and +3 housing. :psyduck:
It's +8 housing, +3 housing and five clerk jobs, and +3 housing, two entertainers, and a culture worker. If you build it around a rare resource planet you can also build mines and resource extractors, build around an energy deposit planet to get energy districts, and around a science planet for science districts. You need to demolish the existing stations to build the habitat or you know not

Nessus posted:

Is this just one district per +1, or do you get a bunch of relevant districts?
It's always the full 6 (or 8 with voidborne)

e: als a boring habitat is 53 (69) pops in 80% (100%) habitability, more if you build a couple of housing buildings. That's a lot of formerly unemployed pops doing productive alloy work.

Splicer fucked around with this message at 09:01 on Aug 10, 2019

PittTheElder
Feb 13, 2012

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

And Tyler Too! posted:

So are habitats supposed to be utterly worthless?




I get to choose between +8 housing, clerk jobs, and +3 housing. :psyduck:

Habitats are pretty great if you're not doing Ecus. Stick with housing districts and fill those bad boys up with Foundries.

Staltran
Jan 3, 2013

Fallen Rib

Splicer posted:

e: als a boring habitat is 53 (69) pops in 80% (100%) habitability, more if you build a couple of housing buildings. That's a lot of formerly unemployed pops doing productive alloy work.

Regular empires can't build housing buildings on habitats.

Splicer
Oct 16, 2006

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

Staltran posted:

Regular empires can't build housing buildings on habitats.
Could have sworn I saw the AI building some but guess I have brain worms

e: I'm an idiot I was thinking of strongholds

Splicer fucked around with this message at 10:45 on Aug 10, 2019

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
set_planet_flag lets you set a flag, basically a keyword or tag you can check for like is_guaranteed_planet or something, on a planet
set_fleet_flag does the same for fleets
set_ship_flag does the same for ships
set_megastructure_flag does the same for megastructures

guess what set_empire_flag does

the empire/country version of the above is set_country_flag

Splicer fucked around with this message at 14:52 on Aug 10, 2019

OwlFancier
Aug 22, 2013

Changes your actual flag.

Fhqwhgads
Jul 18, 2003

I AM THE ONLY ONE IN THIS GAME WHO GETS LAID
No flag no empire it's in the rules.

Splicer
Oct 16, 2006

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

OwlFancier posted:

Changes your actual flag.
We have a winner!

Leal
Oct 2, 2009
Can servitors build trophy housing in habitats?

Nuclearmonkee
Jun 10, 2009


Leal posted:

Can servitors build trophy housing in habitats?

Yes. Stack them in there and max out specialist bots

Leal
Oct 2, 2009

Nuclearmonkee posted:

Yes. Stack them in there and max out specialist bots

Sounds like I can do a small empire challenge....




..Oh, um. Welp. Looks like I got space for those biotrophies this run.

FuzzySlippers
Feb 6, 2009

Any word if the devs will integrate something like auto-migration into the game? It feels kinda necessary to make the late game less terrible but the mod has been hitting my latest game pretty badly performance wise.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


FuzzySlippers posted:

Any word if the devs will integrate something like auto-migration into the game? It feels kinda necessary to make the late game less terrible but the mod has been hitting my latest game pretty badly performance wise.

I don't know why they won't because IT USED TO BE A THING argh :smith:

FuzzySlippers
Feb 6, 2009

It would also be nice if I had a space communism leisure paradise government option where no one cares about being unemployed. I always get to a point where I don't care about the resources they could generate I just want them to shut up about being unemployed. Housing everyone is enough of a bother.

Similarly, why does the luxury housing building vanish sometimes? It's annoying when I have maxed districts and I still need housing and I have open building slots but can't build more housing since the option just isn't there. When I conquered an FE they had tons of luxury housing and that made it a lot easier to manage the pops.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.
It's interesting because frankly I thought that auto-migration was going to be half the point of switching from the tile system. It's so weird that it ended up basically not a thing.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

FuzzySlippers posted:

It would also be nice if I had a space communism leisure paradise government option where no one cares about being unemployed. I always get to a point where I don't care about the resources they could generate I just want them to shut up about being unemployed. Housing everyone is enough of a bother.

Utopian abundance, shared burden, and social welfare all have no penalties for unemployed pops. The game will still notify you about it, but they won't be any less happy than employed pops.

Dreissi
Feb 14, 2007

:dukedog:
College Slice

Kaal posted:

It's interesting because frankly I thought that auto-migration was going to be half the point of switching from the tile system. It's so weird that it ended up basically not a thing.

That’s what I had assumed as well. Have the developers ever indicated why they chose to simulate immigration as a growth modifier instead of just having pops immigrate to a planet with work?

Splicer
Oct 16, 2006

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

Dreissi posted:

That’s what I had assumed as well. Have the developers ever indicated why they chose to simulate immigration as a growth modifier instead of just having pops immigrate to a planet with work?
I don't think so, I'm assuming it was to cut down on overhead. Less processing involved in having a generic immigration pool than tracking each pop's movement desires manually. But the implementation feels half-finished to say the least; leaving in manual pop migration, the incredible rarity of decline, no immigration equivalent for robots etc. Some of that is understandable given the limitations of the one pop per planet growth, since e.g. frequent declining could risk wiping out a race by accident if all their emigrants get turned into blorg. But understandable != good.

Personally I'd prefer something like the current growth modifier system over moving individual pops, but with manual pop movement removed entirely, more growth manipulation options, and one pop per planet replaced with per-species growth and per-species emigration (I don't think per-template is required). I'd implement it by having a "currently in space" pool per empire per species (again, not per template) so massive blorg emigration from one planet increases the floating blorg population which increases blorg growth pressure everywhere else.

Shumagorath
Jun 6, 2001
Either I finally got my economy right this time or the difference in AI fleet bonuses between Ensign and Captain is ~50%.

Edit: And yet the AI can somehow still poo poo out ships despite me wiping them out like it's Thermopylae by Frank Miller.

Shumagorath fucked around with this message at 07:36 on Aug 11, 2019

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I forget - am I going to die if I colonize a size 25 Gaia world that is pre-named "Prophet's Retreat"? I have not found a nearby Spiritualist FE....yet. But I have a bad feeling about colonizing The Perfect Planet.

Leal
Oct 2, 2009
Speaking of gaia worlds, I started a life seeded game and used droids to colonize other planets. A handful of them were >20 size, so hey not bad at all. Then one of them had an abandoned terraforming project on them. I researched it and it turned the planet into a gaia world. I now have a size 25 and a size 24 gaia planet :tviv:

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


AAAAA! Real Muenster posted:

I forget - am I going to die if I colonize a size 25 Gaia world that is pre-named "Prophet's Retreat"? I have not found a nearby Spiritualist FE....yet. But I have a bad feeling about colonizing The Perfect Planet.

You won't die, they'll just kick you off. They'll announce themselves and give you a chance to peacefully bail IIRC.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Shugojin posted:

You won't die, they'll just kick you off. They'll announce themselves and give you a chance to peacefully bail IIRC.
Cool thank you.

In other news, I think the AI shouldnt get so many free alloys that they have 2.5k fleet strength in 2220. I've been trying to play on Admiral and I build a Temple then nothing but Alloy Foundries. I'm barely skimping by on CGs, food, and energy so I can be full alloy producing and I just cannot keep up. I only research military techs, I build deathstars on chokepoints as alloys allow. Its 222 and I have the Expansion and Supremacy Tradition trees filled out but it just isnt enough.
This just is not fun when I am forced to go full militaristic and still lose every time. Is there something else I should be doing? Or do I just need to bump the difficulty down? The problem with that is then I am running away with the game by 2275 and the AI poses no threat. And a bunch of people said doing AI difficulty scaling is stupid because then the AI is too weak in the beginning?

edit: This is on vanilla.

AAAAA! Real Muenster fucked around with this message at 14:30 on Aug 11, 2019

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

AAAAA! Real Muenster posted:

I forget - am I going to die if I colonize a size 25 Gaia world that is pre-named "Prophet's Retreat"? I have not found a nearby Spiritualist FE....yet. But I have a bad feeling about colonizing The Perfect Planet.

That's one of the Spiritualist FE protected worlds, yeah. Emerald Mausoleum (size 10 IIRC) is another, I forget the third name.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

AAAAA! Real Muenster posted:

Cool thank you.

In other news, I think the AI shouldnt get so many free alloys that they have 2.5k fleet strength in 2220. I've been trying to play on Admiral and I build a Temple then nothing but Alloy Foundries. I'm barely skimping by on CGs, food, and energy so I can be full alloy producing and I just cannot keep up. I only research military techs, I build deathstars on chokepoints as alloys allow. Its 222 and I have the Expansion and Supremacy Tradition trees filled out but it just isnt enough.
This just is not fun when I am forced to go full militaristic and still lose every time. Is there something else I should be doing? Or do I just need to bump the difficulty down? The problem with that is then I am running away with the game by 2275 and the AI poses no threat. And a bunch of people said doing AI difficulty scaling is stupid because then the AI is too weak in the beginning?

Try Dynamic Difficulty. It completely replaces the vanilla settings and allows complete customization of all of the buffs the AI gets. Also includes a significantly better AI scaling setting that doesn't start the AI with no buffs and is also completely configurable.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Rynoto posted:

Try Dynamic Difficulty. It completely replaces the vanilla settings and allows complete customization of all of the buffs the AI gets. Also includes a significantly better AI scaling setting that doesn't start the AI with no buffs and is also completely configurable.
The thing is I'm trying to get better at Vanilla to make sure I dont suck when I try MP with some friends and generally we do not like to run mods because mods tend to be unstable and people disagree on which mods to run and/or which details of configurable mods like this one, so running vanilla is the best way to go for us. I'll definitely check out the mod for SP and I appreciate that you replied with it because it looks nice, but I'm getting pretty sick of the answer to basic, fixable, problems with Stellaris being "get a mod". The game should have fewer problems in vanilla and yes it does work (dont get me wrong I'm not saying its unplayable) but despite the fact that every building slot I have is filled with Alloy Foundries and Strongholds (except for a Temple and one CG factory) and I am still losing by 2230 every game is a bit much for just Admiral. The game is over three years old, you would think that they could have it balanced by now, but instead they just keep pushing more DLC out the door!

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky
On admiral, if you start next to an exterminator-like duder, you'll have a real bad time. It is doable to fight them off, but it involves baiting them onto starbases for every single battle and not pushing out until you have two full 20s of corvettes. Anyone not of the exterminator-bent is best bribed till they like you. Matching the amount of alloys the AI puts into fleets is literally impossible.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Cynic Jester posted:

On admiral, if you start next to an exterminator-like duder, you'll have a real bad time. It is doable to fight them off, but it involves baiting them onto starbases for every single battle and not pushing out until you have two full 20s of corvettes. Anyone not of the exterminator-bent is best bribed till they like you. Matching the amount of alloys the AI puts into fleets is literally impossible.
Yeah I've learned this the hard way. I cant even beat a normal AI without baiting onto starbases and stuff without some luck on tech draws, admiral draw, and a few other minor factors.

I really like the game but I'm getting fed up with the lack of hotkeys, how lovely leaders are, the pirating mechanic that I've gone on at length about upthread, tech draw RNG, the fact that you can get an event 2 years int othe game that forces you into combat and litters your nearby space with hostile fleets, events that are absurdly balanced like "+50 Physics research one time" OR "+5% Energy Credit gain EMPIRE WIDE for the rest of the game" or "This whole colony is destroyed by a 42 year timeclock" or "abandoned terraforming equipment terraforms your world to a gas giant, destroying your colony OR if you disable the equipment the colony suffers a permanent -20% happiness and habitability penalty!" and a bunch of other minor things. I just find it incredibly obtuse that you start the game with 100 energy and a random set of scientists, a random governor, and a random ruler. One game you can start with four Spark of Genius scientists but another you can start with four Carefree scientists. Or you can start with a ruler that gives a discount on Defense Platform build cost and Starbase Upgrade Cost and an Agenda that gives +10% trade value, OR you can get a leader that gives you a food and growth rate bonus, Unity output bonus, and influence gain bonus. HRRRMM which one will set you up for success the rest of the game? In CK and EU you can do something about it but nope, not in Stellaris. Makes playing an Authoritarian type extremely punishing unless you have a FE nearby to antagonize.

edit:
Example A:


I look at that as I have three leaders each 25% more likely to get "Arrested Development", which is another thing that slays me about leaders.

edit2: and another minor annoyance is the fact that if I have 100 minerals but two Mining or Science stations to build I cannot right click on a system and build 1.... instead I have to go into the system view, scroll around till I find one of the deposits, then right click directly on the planetary body (not the deposit itself) that I want to build it on.

AAAAA! Real Muenster fucked around with this message at 15:29 on Aug 11, 2019

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

AAAAA! Real Muenster posted:

Yeah I've learned this the hard way. I cant even beat a normal AI without baiting onto starbases and stuff without some luck on tech draws, admiral draw, and a few other minor factors.

If you can't beat a normal AI without good luck, you might be doing some non-optimal things. It would be good if you could share your early plays to give us a sense of what you're doing.

AAAAA! Real Muenster posted:

Cool thank you.

In other news, I think the AI shouldnt get so many free alloys that they have 2.5k fleet strength in 2220. I've been trying to play on Admiral and I build a Temple then nothing but Alloy Foundries. I'm barely skimping by on CGs, food, and energy so I can be full alloy producing and I just cannot keep up. I only research military techs, I build deathstars on chokepoints as alloys allow. Its 222 and I have the Expansion and Supremacy Tradition trees filled out but it just isnt enough.
This just is not fun when I am forced to go full militaristic and still lose every time. Is there something else I should be doing? Or do I just need to bump the difficulty down? The problem with that is then I am running away with the game by 2275 and the AI poses no threat. And a bunch of people said doing AI difficulty scaling is stupid because then the AI is too weak in the beginning?

edit: This is on vanilla.

There is something else you should be doing, which is not going full militaristic. On Grand Admiral, and to a lesser extent Admiral, your early fleet will never be enough to properly counter the enemy. If you know this, then the logical solution is to not attempt something impossible. Instead, you need to be working diplomacy to ensure your security; in one of my GA games I guaranteed a Fanatic Militarist empire right out of the gate with my measly 3 corvettes, failed to build any more, but confused them enough to NAP and guarantee me back. You only need to build your fleet up enough to affect the "Relative Power" score when it's preventing you from getting treaties. Of course, if you start next to a badboi, then your chances of survival are low, but you shouldn't expect to consistently win the highest difficulty in the game.

On alloys: part of the problem with your approach above is that actually making alloys yourself in the early game is a bit of a luxury. You should have a race specialised at doing *something* that gets you comparative advantage that you can translate into credits and hence alloys at the marketplace. And you should be taking research options that further maximise that particular advantage. If you like authoritarian empires, try maxing out mineral production with traits and civics and see how far you get.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Has anyone done the math on efficiency of selling stuff to buy other resources v just manufacturing it yourself, and hence, how much of a bonus you need to one particular thing to make it better to sell than to manufacture the other?

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

AAAAA! Real Muenster posted:

In CK and EU you can do something about it but nope, not in Stellaris.

Ehh, there's not really much you can do about it at the start in EU, either. You can't assassinate your ruler and hiring new advisors is very expensive before you get a strong economy rolling. You can assign your ruler as a general to an army and hope they die early, and you can potentially disinherit your heir if they suck too, but both of those things are very RNG. Most players who are going after difficult achievements restart the game a bunch of times until their advisers, ruler (for nations with random starting rulers), and diplomatic status are all reasonably favorable.

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Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Serephina posted:

Has anyone done the math on efficiency of selling stuff to buy other resources v just manufacturing it yourself, and hence, how much of a bonus you need to one particular thing to make it better to sell than to manufacture the other?

It's not a static problem, as the variables are availability of pops, building slots and tech level. Certainly early in the game it's much easier to have lots of low pop resource producing worlds than high pop planets, so even if it's less efficient in pure output terms it's more efficient from a timing perspective.

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