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This is the only game I play where I can legally spread freedom so I actually like having a slave market..it gives me targets.
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# ? Nov 26, 2019 20:24 |
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# ? May 26, 2024 03:52 |
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The “founder species is on the slave market!” message has always struck me as a little odd. Shouldn’t it be a notification for all citizen species if you’re xenophile?
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# ? Nov 26, 2019 20:55 |
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3 DONG HORSE posted:This is the only game I play where I can legally spread freedom so I actually like having a slave market..it gives me targets. If pop growth, empire immigration/emigration, internal resettlement, and genetic engineering all got mooshed into one mechanic then the slave market could probably be turned into an immigration/emigration modifier. Splicer fucked around with this message at 21:21 on Nov 26, 2019 |
# ? Nov 26, 2019 21:17 |
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hobbesmaster posted:The “founder species is on the slave market!” message has always struck me as a little odd. Shouldn’t it be a notification for all citizen species if you’re xenophile?
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# ? Nov 26, 2019 22:00 |
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I love playing slaver empires but never have successfully used the slave market to buy slaves. They tend to get bought up the moment they appear for sale.
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# ? Nov 26, 2019 22:53 |
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Black Pants posted:I love playing slaver empires but never have successfully used the slave market to buy slaves. They tend to get bought up the moment they appear for sale. Watch this be the cause of late game slowdowns because every AI empire is checking the slave market every tick.
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# ? Nov 26, 2019 23:41 |
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Demiurge4 posted:Watch this be the cause of late game slowdowns because every AI empire is checking the slave market every tick. Surely this would be happening throughout the entirety of the game though, rather than exclusively during the late-game? (But yeah, aside from that I definitely agree that it's just another thing on the pile contributing to the game's poor performance...hopefully it improves, but we'll see)
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# ? Nov 27, 2019 00:17 |
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Major Isoor posted:Surely this would be happening throughout the entirety of the game though, rather than exclusively during the late-game? Wouldn't happen in early-game, because there's no slave market yet. Middle-game, it could be blocked by the AI having a check "Do we have enough resources to buy a slave / open job slots that slaves can work?" that keeps it from happening as frequently. Late-game, if they're rich and built-up, they could be figuratively looking at the slave market constantly. In non-monospecies empires, I'd be looking at the slave market frequently, if it didn't tank my performance to have it open and if I actually had a chance of buying every slave. (I've bought plenty, but only, I'm guessing, when the AI didn't want them and so didn't instantly buy them for itself.)
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# ? Nov 27, 2019 00:48 |
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Black Pants posted:I love playing slaver empires but never have successfully used the slave market to buy slaves. They tend to get bought up the moment they appear for sale.
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# ? Nov 27, 2019 01:08 |
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Racked with guilt trying to remember if I've thrown some ore at an inferior decadent empire to smooth over frosty relations and keep them off my back
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# ? Nov 27, 2019 01:26 |
Ice Fist posted:This entire conversation is loving weird in the context of a game where I have exterminated entire species and obliterated planets. It would be really funny if slavery was in fact the source of the slowdown. Would it be possible to disable it and test?
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# ? Nov 27, 2019 01:38 |
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Vavrek posted:Wouldn't happen in early-game, because there's no slave market yet. Middle-game, it could be blocked by the AI having a check "Do we have enough resources to buy a slave / open job slots that slaves can work?" that keeps it from happening as frequently. Late-game, if they're rich and built-up, they could be figuratively looking at the slave market constantly. True, I forgot about the early-game 'no slave market' thing. Although I would've thought those mid-game checks you mentioned would produce the same effect (performance-wise, that is) as it's still something the game is trying to process in addition to everything else - it's just theoretically replacing the 'look for slaves on the market' step Demiurge mentioned. I definitely agree that there should be a grace-period before the AI buys up on slaves though, as someone else mentioned. I haven't played a slaver empire yet, but it was good to be able to buy+free slave pops in my last game, when I became rich and simply wanted more people on my planets.
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# ? Nov 27, 2019 01:44 |
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This is on sale, worth buying if I was a huge fan of MOO2 and all Civ games? Also enjoyed HOI4, though it was a little micro-management heavy for me, and am considering Europa Universalis IV but it looks like it just has a ton of DLC Paradox style. If I got this one would it be good with just the Utopia and Annihilation DLC as mentioned in the OP? $27 isn't bad
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# ? Nov 27, 2019 02:22 |
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Tom Tucker posted:This is on sale, worth buying if I was a huge fan of MOO2 and all Civ games? Also enjoyed HOI4, though it was a little micro-management heavy for me, and am considering Europa Universalis IV but it looks like it just has a ton of DLC Paradox style. If I got this one would it be good with just the Utopia and Annihilation DLC as mentioned in the OP? $27 isn't bad As someone coming up on 1,000 hours in Stellaris I'd say no. Go play Moo1 and realize what a vastly superior game it is to moo2.
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# ? Nov 27, 2019 02:31 |
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Tom Tucker posted:This is on sale, worth buying if I was a huge fan of MOO2 and all Civ games? Also enjoyed HOI4, though it was a little micro-management heavy for me, and am considering Europa Universalis IV but it looks like it just has a ton of DLC Paradox style. If I got this one would it be good with just the Utopia and Annihilation DLC as mentioned in the OP? $27 isn't bad
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# ? Nov 27, 2019 03:12 |
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The first year I recommended Stellaris to a bunch of people based on what I expected it to develop into and now I spend a lot of time apologizing.
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# ? Nov 27, 2019 05:20 |
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Best Friends posted:The first year I recommended Stellaris to a bunch of people based on what I expected it to develop into and now I spend a lot of time apologizing. That hits a little to close to home
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# ? Nov 27, 2019 05:23 |
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I don't regret spending money on this game, but I don't think I'll be spending any more.
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# ? Nov 27, 2019 05:26 |
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wiegieman posted:I don't regret spending money on this game, but I don't think I'll be spending any more. Yeah, I feel the same way. Although that being said, I'll probably still get Federations when it gets a discount, since it includes features I've been wanting this whole time. After that though, unless they take some big steps toward improving the game and its performance, that'll probably be it for me, regarding Stellaris.
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# ? Nov 27, 2019 06:05 |
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So I haven't played Stellaris in like 4 years, dusted it off and started an empire, was doing pretty well (playing on an easy difficulty) get to like mid-game, get into a war, win the war easily but I don't really micromanage my planets. I hadn't really dealt with the new resources, and you have to gear your economy around them. I was sort of upgrading haphazardly, anyway during the war, despite winning I got into a deficit with consumer goods, and long story short my whole economy ended up in a death spiral when I couldn't get consumer goods positive. Once I got that debuff that lowered my production there was no way I could fix it as far as I could tell. That's like a really cool mechanic for players I would say, between the crawling speed of play and the fact you have to know ahead of time what all upgraded buildings will do, and understand about habitats. Nice to see Paradox turned another game into a scenario where you have to spend hours researching and build some spreadsheets so you can plan your poo poo out to tediously micromanage it.
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# ? Nov 27, 2019 06:25 |
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The consumer goods thing tripped me up when I started again recently. You don't have to worry about spreadsheets with them though. If you colonize a planet without any modifiers and you're not doing great on consumer goods then just devote most of that planet to making consumer goods. When you get the buildings which increase consumer goods output (but not input) it takes that planet and boosts it significantly. Of course the AI never pursues specialized planets like that to begin with and there's nothing to hint that a player should pursue that.
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# ? Nov 27, 2019 06:31 |
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Eh, you find out fast enough when you see a +12% energy building or whatnot. Its not like you can afford to specialize your homeworld when you have 3 systems, so it doesn't come too late.
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# ? Nov 27, 2019 06:38 |
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TTBF posted:Of course the AI never pursues specialized planets like that to begin with and there's nothing to hint that a player should pursue that. Yeah this doesn't help. Once I taught my MP friends to specialize properly they got a lot better.
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# ? Nov 27, 2019 07:10 |
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If you're stuck in a deficit buy a couple of months of consumer goods on the market and that should be enough time to stabilise the situation. Turn off research buildings and other buildings that consume them if you have to.
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# ? Nov 27, 2019 13:55 |
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AAAAA! Real Muenster posted:Planetary management is quite a bit more involved than MoO2. I do find it interesting, but it is micro-intense. Stellaris planetary management is essentially identical to MoO2's. You wait until the game tells you it's time to build another building, then you look at your options, pick a building and then you wait until the game tells you it's time to build another building. There's no "micro", unless you're toggling jobs or relocating pops, and both of those are things you 100% shouldn't do because you don't have to and it's boring.
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# ? Nov 27, 2019 14:06 |
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DatonKallandor posted:Stellaris planetary management is essentially identical to MoO2's. You wait until the game tells you it's time to build another building, then you look at your options, pick a building and then you wait until the game tells you it's time to build another building. There's no "micro", unless you're toggling jobs or relocating pops, and both of those are things you 100% shouldn't do because you don't have to and it's boring. pseudanonymous posted:So I haven't played Stellaris in like 4 years, dusted it off and started an empire, was doing pretty well (playing on an easy difficulty) get to like mid-game, get into a war, win the war easily but I don't really micromanage my planets.
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# ? Nov 27, 2019 14:29 |
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DatonKallandor posted:Stellaris planetary management is essentially identical to MoO2's. You wait until the game tells you it's time to build another building, then you look at your options, pick a building
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# ? Nov 27, 2019 14:38 |
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wiegieman posted:I don't regret spending money on this game, but I don't think I'll be spending any more. I'm at the point where I'll wait for Stellaris 2
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# ? Nov 27, 2019 15:10 |
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https://twitter.com/StellarisGame/status/1199697141691760648?s=19 This looks genuinely great - a proper gameplay-changing trait with potentially fascinating impacts. Suspect it'll either be OP or the opposite of OP in practice though; but that's largely fine in my view.
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# ? Nov 27, 2019 15:46 |
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Aethernet posted:https://twitter.com/StellarisGame/status/1199697141691760648?s=19 I wonder if they will fix how broken the AI is with habitats. It can't even use them most of the time.
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# ? Nov 27, 2019 15:58 |
Aethernet posted:https://twitter.com/StellarisGame/status/1199697141691760648?s=19 More of this, please Paradox!
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# ? Nov 27, 2019 16:10 |
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I'm a little concerned honestly. I've gushed about the Starborn mod in the past but it's got heavily modified habs to make living in space alone viable. For one thing its starting habitat has a combined mineral and alloy 'planetary scavenger' district which helps offset the fact that you're living in habs (and is much bigger than a regular habitat). More importantly though, you can build mini-habs around any planetary body that are cheap enough to let you start expanding from the beginning and enlarge them over time as you gain more resources and technology. Also while the thing mentions a bonus for hydroponic farms, it doesn't actually mention giving you the tech for it? Maybe that's just an oversight. I know you start out with three habitats, but that still feels a little cramped when expanding further costs 3000 alloys and 5 years each.
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# ? Nov 27, 2019 16:45 |
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A bonus to mining station production wouldn't go amiss
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# ? Nov 27, 2019 17:09 |
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I haven't played in a long time but I downloaded it anew this morning. I remember my chief complaints from before being how difficult it was for me to understand the mechanics of space combat, and how every federation/alliance seemed to have one member demanding I do stupid poo poo and growing hostile when I refused. It looks like an awful lot has changed so perhaps those things have been remedied.
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# ? Nov 27, 2019 17:55 |
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Dick Trauma posted:It looks like an awful lot has changed so perhaps those things have been remedied. Nope!
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# ? Nov 27, 2019 18:09 |
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i don't believe you get the "rejected war" debuff if you let it time out I also don't see it popping back up with anywhere near the same frequency so that's better
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# ? Nov 27, 2019 18:24 |
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Dick Trauma posted:I haven't played in a long time but I downloaded it anew this morning. I remember my chief complaints from before being how difficult it was for me to understand the mechanics of space combat, and how every federation/alliance seemed to have one member demanding I do stupid poo poo and growing hostile when I refused.
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# ? Nov 27, 2019 18:25 |
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i mean alliances falling apart because members want different things is WAD
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# ? Nov 27, 2019 19:29 |
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I'm going to try to resist installing any mods until I do at least one refresher playthrough.
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# ? Nov 27, 2019 19:56 |
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# ? May 26, 2024 03:52 |
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Aethernet posted:https://twitter.com/StellarisGame/status/1199697141691760648?s=19 This is the good stuff right here.
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# ? Nov 27, 2019 20:40 |