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Oh my bad, I read that as them moving Admin Capacity out of the Unity Building, which is I think the thing Machine Empires have?
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# ? Mar 25, 2020 20:05 |
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# ? May 25, 2024 23:42 |
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I like hunting cheevos in this game (one day I'm gonna get most of 'em and I'll see how you modders play) and whipped up a post-apocalyptic fanatical purifiers nation to play to get a few of the most "kill them all" achievements. It's hard! All my neighbors federated up right away, and even going Supremacy first and trying to pump my fleet to max even sacrificing colonizing my first two planets I wasn't able to fight off 3 small neighbors. Anybody have some tips to get me through the first 50 years in a strong position?
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# ? Mar 25, 2020 20:08 |
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PittTheElder posted:Oh my bad, I read that as them moving Admin Capacity out of the Unity Building, which is I think the thing Machine Empires have? Hives got that. Machines have a new unity building that looks like the holo theatre, the old unity building is just admin cap for machines now.
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# ? Mar 25, 2020 20:38 |
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Ah ok. Also I noticed that Machine Empires have a -50% population growth modifier now, I assume that only applies to organic pops within their empire, rather than machine pop assembly?
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# ? Mar 25, 2020 21:05 |
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Does anyone know if I vassalize a Megacorp, will they still be able to build Branch Offices on my Habitats?
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# ? Mar 25, 2020 21:13 |
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Is it even possible to vassalize a megacorp? Last time I tried Demand Vassalization wasn't even an option in the diplo menu. Maybe you can protectorate and then catch them up in tech?
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# ? Mar 25, 2020 21:41 |
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PittTheElder posted:Ah ok. Yes, it's applied to organic pops only. It's to keep Assimilators from snowballing quite as hard.
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# ? Mar 25, 2020 21:47 |
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PittTheElder posted:Is it even possible to vassalize a megacorp? Last time I tried Demand Vassalization wasn't even an option in the diplo menu. Maybe you can protectorate and then catch them up in tech?
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# ? Mar 25, 2020 21:53 |
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third part of the baol chain didn't spawn. just says theres a new dig site and then nothing. i've tried 3 games now since this patch and all 3 i've hit big obvious bugs, great stuff
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# ? Mar 25, 2020 21:55 |
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Did it spawn a research project somewhere nearby? For some reason it does that rather than spawning the site directly.
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# ? Mar 25, 2020 22:05 |
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PittTheElder posted:Source? But yeah that's a change that needs to happen. It should be changed for robots too frankly. FALSE ALARM it turns out a mod did it
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# ? Mar 25, 2020 22:11 |
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no, i checked to see if it maybe spawned without popping in the logs, but theres no archeology sites, special projects or anomalies it could be
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# ? Mar 25, 2020 22:13 |
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How are u posted:I like hunting cheevos in this game (one day I'm gonna get most of 'em and I'll see how you modders play) and whipped up a post-apocalyptic fanatical purifiers nation to play to get a few of the most "kill them all" achievements. Take fan xen/mil and Admiralty in your other slot, and take the No Retreat policy when you've filled out Supremacy. This will max out fire rate. Build out starbases at bottlenecks and lure opponents by holding your fleet at the star behind it. Kill their fleets, take their land.
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# ? Mar 25, 2020 22:17 |
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Yami Fenrir posted:I kind of disagree, honestly. The whole Expertise system is dumb. Because things are gated, chances are you'll never use it for a good chunk of the scientists livespan. Plus, Spark of Genius exists - getting 10% on ALL tech is easily worth losing 5% on ONE type, imo. As for the other traits, only anomaly discovery chance and roamer only TRULY matter (and both only early on9 - the others just save you time. The specialist research traits give significantly increased probability for your tech options to be in those fields. It's a pretty powerful tool when you want specific important techs, e.g. Robots or Gateway Activation or various weapon or industry upgrades, etc. If you don't care about your research direction then spark of genius is obviously just better, but I like occasionally being able to prioritize so they should keep that part
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# ? Mar 25, 2020 22:41 |
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QuarkJets posted:The specialist research traits give significantly increased probability for your tech options to be in those fields. It's a pretty powerful tool when you want specific important techs, e.g. Robots or Gateway Activation or various weapon or industry upgrades, etc. If you don't care about your research direction then spark of genius is obviously just better, but I like occasionally being able to prioritize so they should keep that part The point is that you could keep this functionality without pegging it to individual leaders who will spend decades at least in the Leader registry drawing a salary, with zero deleterious effects to the research system as it stands, I think.
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# ? Mar 25, 2020 22:52 |
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I don't really like the leader system but I like some of the things that it tries to do, like trying to give a sense for individual expertise or capability. The interface could use a ton of improvement, it's clunky as hell. Even just a button that rerolls a leader choice, basically auto-hire-firing a person, would be huge. Or the ability to upgrade leader pool quality would be good, have a button on the Leader screen that lets you permanently upgrade the pool of available leaders by spending influence and energy, with upgrades gated by technology, representing effort to actually train the next generation of leaders and letting you prioritize certain traits. At max upgrade level you can basically design a leader
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# ? Mar 25, 2020 22:55 |
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Aethernet posted:Take fan xen/mil and Admiralty in your other slot, and take the No Retreat policy when you've filled out Supremacy. This will max out fire rate. Build out starbases at bottlenecks and lure opponents by holding your fleet at the star behind it. Kill their fleets, take their land. Thanks! I'll try again this evening. I'll say this: it was a much more intense game of Stellaris than usual!
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# ? Mar 25, 2020 22:57 |
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I really like the diplomacy rework, its nothing fancy but I find myself caring a lot more about the ethics of other empires in case I can add them to a federation or whether I want to rival them. Sure it does ultimately come down to "suck up to them or have an eternal hellwar" but its servicable and its a decent foundation to start building things like a theoretical espionage or religion system out of which would give us new options to interact with other empires.
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# ? Mar 25, 2020 23:01 |
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QuarkJets posted:The specialist research traits give significantly increased probability for your tech options to be in those fields. It's a pretty powerful tool when you want specific important techs, e.g. Robots or Gateway Activation or various weapon or industry upgrades, etc. If you don't care about your research direction then spark of genius is obviously just better, but I like occasionally being able to prioritize so they should keep that part
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# ? Mar 25, 2020 23:17 |
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Poil posted:Spending tons of energy rerolling scientists hoping to luck into the right specialist, after consulting the wiki, to increase the chance to luck into drawing the tech option you want. It's actually kinda awful. No it sucks I was just telling someone about the prioritization feature who didn't seem aware of it, and pointing out that being able to set research priorities is the one good aspect that should be kept. As like a pay-to-use pull-down
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# ? Mar 25, 2020 23:20 |
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QuarkJets posted:No it sucks I was just telling someone about the prioritization feature who didn't seem aware of it, and pointing out that being able to set research priorities is the one good aspect that should be kept. As like a pay-to-use pull-down
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# ? Mar 25, 2020 23:37 |
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I've reached 2300 in my purifiers run and only now realized that I had land appropriation enabled. I was wondering why all these backwaters I've purged kept leeching pops from my other worlds. I have wasted a century's worth of creds resettling them and repairing buildings. Don't be like me, turn off land appropriation. Also in some bizarre twist of events I have more Gaia worlds than Tomb Worlds, I'm playing post-apocalyptic.
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# ? Mar 25, 2020 23:44 |
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I had zero idea that tech specialists had that effect. Is that communicated anywhere?
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# ? Mar 25, 2020 23:46 |
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Poil posted:Spending tons of energy rerolling scientists hoping to luck into the right specialist, after consulting the wiki, to increase the chance to luck into drawing the tech option you want. It's actually kinda awful.
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# ? Mar 26, 2020 00:05 |
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Davincie posted:
If it's the bug I'm thinking of, it's one that affects the new Precursor stuff that sometimes tries to spawn the dig site in an invalid location. There's no sanity checking there to ensure that the dig site is spawned. On release, they couldn't spawn in claimed space, which meant unless you started on them as soon as they popped, you regularly ended up with the chain ending early. I believe they fixed that, but sounds like there's still something fucky there.
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# ? Mar 26, 2020 00:13 |
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Wicked Them Beats posted:I had zero idea that tech specialists had that effect. Is that communicated anywhere? I think just on the wiki
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# ? Mar 26, 2020 00:15 |
Is there some kind of bug with federation fleets right now? I'm trying to fix it so that my federation fleet uses the tier 3 hyperlane engine and not the tier 1 one, but if I try making any changes in the federation ship designer it removes the auto-best option and refuses to turn it back on
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# ? Mar 26, 2020 00:16 |
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QuarkJets posted:No it sucks I was just telling someone about the prioritization feature who didn't seem aware of it, and pointing out that being able to set research priorities is the one good aspect that should be kept. As like a pay-to-use pull-down All of this is stupid and dumb don't do it, but it's how the mechanics play out. Splicer fucked around with this message at 00:57 on Mar 26, 2020 |
# ? Mar 26, 2020 00:51 |
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How are u posted:I like hunting cheevos in this game (one day I'm gonna get most of 'em and I'll see how you modders play) and whipped up a post-apocalyptic fanatical purifiers nation to play to get a few of the most "kill them all" achievements. Identify your strong points immediately - sending out survey ships to get an idea of where enemies are and the general layout is key. Prioritize military research - particularly Hangars and FTL Inhibitors - and build Bastions where you want to make your stand. This gives you time to build up a meaningful economy and fleet - ideally while teching up at the same time. Starbases with high attack ratings will deter attacks, but are less potent than they appear - they need ships to take the hits or they'll fold. In general, be very willing to trade space for time. You really don't need that many planets to do well. Sometimes your start will still just be nonviable, but for the most part it's doable at all but the highest difficulties. Kaal fucked around with this message at 01:07 on Mar 26, 2020 |
# ? Mar 26, 2020 01:03 |
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How are u posted:I like hunting cheevos in this game (one day I'm gonna get most of 'em and I'll see how you modders play) and whipped up a post-apocalyptic fanatical purifiers nation to play to get a few of the most "kill them all" achievements. I've had to deal with this on my current run. Anyone who is equivalent in power will declare war when you least need them to. For policies go with militarized economy, you will live and die by alloy production. In addition, build a shitload of alloy factories! Look for hyperlanes with only 2 methods of ingress and hunker down there, let the enemy fleets come to you. Communications Jammers are a must, Gun Batteries and Hangar Bays are great additions. Once you've driven back their main force press the attack asap prioritizing shipyards. Cripple their empire as much as you can, and if admin cap doesn't bug you, start purging planets. If you need breathing room, go for a status quo. You'll bounce back harder than ever with 10 years of breathing room against an empire that will never come close to your strength ever again. Repeat until you are uncontested. If you're feeling ballsy go with the No Retreat War Doctrine, 33% fire rate is a big deal. Horace Kinch fucked around with this message at 02:33 on Mar 26, 2020 |
# ? Mar 26, 2020 02:31 |
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How are u posted:I like hunting cheevos in this game (one day I'm gonna get most of 'em and I'll see how you modders play) and whipped up a post-apocalyptic fanatical purifiers nation to play to get a few of the most "kill them all" achievements. What difficulty are you playing at? I do scaling difficulty (grand admiral) and I find that no matter what the game plan is, just colonize normally for the first few years, with the exception that your first building is an alloy foundry. Remember to tiddle with all your policies asap and frequently (nutritional plenitude for example), and I personally hold off on going for Supremacy until I know I have a super-nearby neighbor. As in, I'll float the traditions until I'm sure I don't want expansion or w/e. Don't pick the fight until you've finished Supremacy and have No Retreat, make sure your starting civics are full of murder (Distinguished Admirality, Warrior Culture, etc), and your research should have been all combat-orientated. By the time you pull the trigger, you'll have slightly more corvettes (due to expanded Fleet+Naval caps from civics w/o having to buy anchorages or techs), but each vette will be worth double from the firing speed and slight tech advantages. From there I usually eat their pops with Nhilistic Aquisition but you'll do your own thing. One big change is that you'll have no snowball effect from pops/planets, only systems taken via total war, so going Purifiers has that disadvantage compared to other warmongers (not to mention not being a fanatic militarist, rip). Consider playing 'normally' with fanatic xeno sprawl (remember to change diplo policies in 2.6) in order to get big before murdering your neighbors for little profit.
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# ? Mar 26, 2020 05:13 |
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I finally got the Khan to spawn! He also spawned while I was purging on 2 fronts, so I had to immediately status quo and now I'm scrambling to match his hellzerg with my own. Fun!
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# ? Mar 26, 2020 05:50 |
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And Tyler Too! posted:I finally got the Khan to spawn! He also spawned while I was purging on 2 fronts, so I had to immediately status quo and now I'm scrambling to match his hellzerg with my own. Fun! What do you mean, you got the Khan to spawn? He spawns every. Single. Game. For me. Also i did forget about the tech card drawing bonus for the sale category. I guess another thing is if you WANT stuff in the same category with how much different stuff you want early. Pretty much the only thing i chainresearch are the %modifiers for your economy and perk requirements like the ship types, starbases upgrades and housing district bonuses. Speaking of which, is it just me or does the +housing affect housing arcologies now too? I dont remember those giving 24 housing, thats such an odd number.
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# ? Mar 26, 2020 06:02 |
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quote:Anyone know if I vassalize a megachurch corporation, will they open offices on my Habitats? No. Source: was vassalized as a Megacorp(Captain difficulty, met an honourbound warrior as a nearby empire, was very early on, didn't want a war), Vassalization doesn't count as a Commercial Pact, and you can't make a Commercial Pact with them....or anyone else(Actor must be independant). Bloodly fucked around with this message at 06:45 on Mar 26, 2020 |
# ? Mar 26, 2020 06:42 |
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Bloodly posted:No. Source: was vassalized as a Megacorp, Vassalization doesn't count as a Commercial Pact, and you can't make a Commercial Pact with them....or anyone else(Actor must be independant). However! You can actually put Branch Offices on your Subsidiaries if YOU are a Megacorp. Which lead to me to make a Megacorp build where you just put an escalating number of Mercenary Liason Offices on your Subsidiaries, pick up Shared Destiny as well as the civic that makes Vassals dislike you less, and just have a ridiculously huge fleet as well as a giant vassalswarm of doom. It was before 2.6, though. I really do need to recreate it in 2.6, it'd probably be hilarious if you can pass the military line of resolutions.
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# ? Mar 26, 2020 06:46 |
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Zurai posted:Amen. I think moving Stellaris a little -- not all the way, but a little -- closer to CK2 would make the game way better. Make traits on leaders actual personality traits, and make the leaders' personalities matter. Sector governors are in a very powerful political position (especially ones with multiple planets in their sector, or major shipyards/fortresses/etc), and if you appoint an Ambitious governor because they're the most competent, you should have to keep your eye on him. Or maybe you settle for the Loyal Bumbling Idiot instead, giving up some competency to secure your political bloc. Work it into factions, too, and have the faction leaders actually matter. The peace-time gameplay would be so much more engaging. That's what I was hoping for. It seemed obvious that leaders should be a double-edged sword. Okay, this governor boosts trade income, but it also increases crime. This governor boosts research but... etc. etc. It's weird because there's some leaders that do it! There's the Admiral trait that prevents them from withdrawing and gives bonuses, and there's a General trait that boosts army damage but also boosts collateral damage.
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# ? Mar 26, 2020 06:59 |
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Serephina posted:What difficulty are you playing at? I do scaling difficulty (grand admiral) This raises a good question, now that the AI supposedly does better, does enabling scaling difficulty actually make for a challenging game at all? I remain convinced that Scaling Difficulty Off is the only way to play, but maybe that's changed? I do feel like that Scaling Difficulty badly needs a rework so that the early game power of the AIs isn't so completely insane.
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# ? Mar 26, 2020 07:16 |
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I play with it on since lategame the AI can't find its arse with both hands, but anything more than a notch or two above default makes early game miserable. Imo I've not noticed any difference at all in 2.6 compared to before. If anything, I'd prefer that there be a min and max setting for AI scaling. (Or, you know, write a good one)
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# ? Mar 26, 2020 07:26 |
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Planetary Unification (the technology) isn't giving +2 Monthly Influence.
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# ? Mar 26, 2020 07:51 |
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# ? May 25, 2024 23:42 |
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Horizon Burning posted:Planetary Unification (the technology) isn't giving +2 Monthly Influence. It gives +2 unity, which is largely pointless, but at least that's what's on the tech card.
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# ? Mar 26, 2020 07:51 |