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I threw together a group of Homeworld empires (Kushan Daiamid, Taiidan Empire, Bentusi Exchange, The Beast, Vaygr Crusaders, Turanic Raiders, Protectors of the Garden) and added them to my existing group of themed empires (Star Trek, Mass Effect, WH40k, Homeworld, Starcraft, SMACX, and a few misc). Everything is updated for 2.6.2, but I don't have Federations so sadly none of those Origins are implemented. You can check out the user_empire_designs Pastebin here: https://pastebin.com/BPfdm3GP
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# ? Apr 2, 2020 23:18 |
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# ? Jun 13, 2024 06:12 |
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Kaal posted:It might be possible to set up a game where you're lucky enough to have a pushover neighbor that you can swamp by 2205 or something, but in the current build by 2215 most empires will have at least 4k in fleet assets. By 2220 they'll have refitted the entirety of their fleet to T2 tech, which will put it up to at least 5-6k in fleet. If they have combat civics, that might be more like 8k in total fleet - not to mention a booming economy and a starbase over every world. Perhaps you're able to come up with those sorts of numbers in 2.6.2, but I certainly haven't been able to, and I don't think that it's nearly as consistently strong as the econ/tech civics. Yeah, this. I have tried 5 fanatic purifier games and not yet once been able to rush a neighbor. They're always blasting past me in fleet power even if I sacrifice everything else for alloys to try and boost my own. I guess I'll have to turn the difficulty down from Admiral to something much lower to actually make it work.
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# ? Apr 2, 2020 23:30 |
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Doesn't the difficulty setting flat out give empires monthly resource injections regardless of their production setup?
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# ? Apr 2, 2020 23:45 |
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And Tyler Too! posted:Doesn't the difficulty setting flat out give empires monthly resource injections regardless of their production setup? Not as far as I'm aware.
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# ? Apr 2, 2020 23:48 |
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I'm still getting massive slowdown in the lategame even after the update, and every time the game autosaves for Ironman mode it freezes for 2-5 minutes I played in a huge galaxy to see how big the performance improvement was and honestly it seems worse than ever
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# ? Apr 2, 2020 23:50 |
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AnEdgelord posted:I'm still getting massive slowdown in the lategame even after the update, and every time the game autosaves for Ironman mode it freezes for 2-5 minutes Playing on Large with five other players, one of whom is on a potato, the game is running at a playable speed for the first time in a long time. You playing modded?
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# ? Apr 2, 2020 23:52 |
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And Tyler Too! posted:Doesn't the difficulty setting flat out give empires monthly resource injections regardless of their production setup? It isn't supposed to, but I do suspect that the latest update has had some sort of interaction with the AI research speed that is causing it to get super-charged. They're just blowing through the tech trees right now on Grand Admiral.
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# ? Apr 2, 2020 23:55 |
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Gort posted:Playing on Large with five other players, one of whom is on a potato, the game is running at a playable speed for the first time in a long time. no mods, I really don't get it
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# ? Apr 2, 2020 23:57 |
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Hm. You playing at like x2000 habitable planets or something Send me a save
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# ? Apr 3, 2020 00:04 |
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Gort posted:Hm. You playing at like x2000 habitable planets or something Let me see what I can do
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# ? Apr 3, 2020 00:07 |
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Kaal posted:It might be possible to set up a game where you're lucky enough to have a pushover neighbor that you can swamp by 2205 or something, but in the current build by 2215 most empires will have at least 4k in fleet assets. By 2220 they'll have refitted the entirety of their fleet to T2 tech, which will put it up to at least 5-6k in fleet. If they have combat civics, that might be more like 8k in total fleet - not to mention a booming economy and a starbase over every world. Perhaps you're able to come up with those sorts of numbers in 2.6.2, but I certainly haven't been able to, and I don't think that it's nearly as consistently strong as the econ/tech civics. How are u posted:Yeah, this. I have tried 5 fanatic purifier games and not yet once been able to rush a neighbor. They're always blasting past me in fleet power even if I sacrifice everything else for alloys to try and boost my own. I guess I'll have to turn the difficulty down from Admiral to something much lower to actually make it work. The trick is the Doomsday origin, for determined exterminators at least. It ramps up your early alloy production like crazy. Build your fleet as soon as you finish your first weapon upgrade tech and invade a neighbor around 2210-2212. It's not guaranteed, and if you get really bad rng you can get screwed over hard, but it works more often than not for me and it's a really fun start. The hard part is refitting your production into an economic/tech snowball on new planets before you get ganged up on, after your first one or two conquests.
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# ? Apr 3, 2020 00:09 |
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AAAAA! Real Muenster posted:it doesnt matter what ascension you go - you get more Physics from orbital deposits than the other two science types, you get Society from Social Workers or whatever they are, but there is no secondary source of Engineering.
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# ? Apr 3, 2020 00:23 |
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Aethernet posted:I did, in fact, ask for this, and this looks brilliant. Am I reading it right that the amoebas will colonise other systems?
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# ? Apr 3, 2020 00:26 |
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Just finished my first game of Stellaris in years and had tons of fun. I got a Science Nexus going and the rest was over, good stuff. Now I'm going to go my first game as a slaver, do I *really* need slave guilds? I don't want my founder species to be slaves... thinking about going sync evolution and making them and everyone else I find slaves, not my founders. RPing in this game is pretty good, my inner dork really came up with some good stories in my last game =)
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# ? Apr 3, 2020 00:29 |
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The amount of physics you get from stations is a drop compared to the oceans you drown in from a culture building. I used to put one monument per planet, which turned out to be gross overkill. Nowadays I just get free unity from some random civic and pretend the building doesn't exist.
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# ? Apr 3, 2020 00:29 |
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karma_coma posted:Now I'm going to go my first game as a slaver, do I *really* need slave guilds? Splicer posted:There's also there's way more engineering techs than physics or social techs, compounding the issue. Whats your opinion on modding in a job to an existing building that adds Engineering research? e.g. an extra Specialist job that comes with the Ministry of Production and Mineral Purification Hub plus its energy and food counterparts?
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# ? Apr 3, 2020 02:21 |
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The AI cheats somehow on surveying/claiming systems. I opened the L-gate and it spawned grey tempest. I had my fleet on hand to invade. Two science ships of- through and begin surveying before the system is even secured. An AI science ship shows up for ten seconds, leaves, and a construction ship appears and claims a Terminal Egress before me. It’s an awakened empire, maybe they get free survey on everything?
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# ? Apr 3, 2020 02:24 |
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AAAAA! Real Muenster posted:Whats your opinion on modding in a job to an existing building that adds Engineering research? e.g. an extra Specialist job that comes with the Ministry of Production and Mineral Purification Hub plus its energy and food counterparts? This sounds like an extremely elegant solution to the problem imo.
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# ? Apr 3, 2020 02:25 |
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AAAAA! Real Muenster posted:gods no, just enslave people, set them to Domestic Servitude, no breeding, no migrating, and go to town. Really reduces planet micro because if one of your pops grows and needs a job, they just kick a slave out of a Worker job then the slaves starts producing Amenities until you cycle through and build another building or district. Excellent, doing this. Does anyone else play on a Macbook Pro? Stellaris runs great on mine (even very late game) but I can't quite figure out how to take a screenshot.. F11/F12 don't work.
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# ? Apr 3, 2020 02:27 |
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karma_coma posted:Excellent, doing this. The Shortest Path posted:This sounds like an extremely elegant solution to the problem imo.
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# ? Apr 3, 2020 02:41 |
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quote:It’s an awakened empire, maybe they get free survey on everything? Fallen empires start with the map fully explored and surveyed. They also start with all techs so their survey speed is faster, and then add that they start with level 5 scientists so it's even faster.
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# ? Apr 3, 2020 03:25 |
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Deuce posted:The AI cheats somehow on surveying/claiming systems. I opened the L-gate and it spawned grey tempest. I had my fleet on hand to invade. Two science ships of- through and begin surveying before the system is even secured. An AI science ship shows up for ten seconds, leaves, and a construction ship appears and claims a Terminal Egress before me. Yeah that's just a Fallen Empire thing, they start the game with all systems explored.
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# ? Apr 3, 2020 04:09 |
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karma_coma posted:Just finished my first game of Stellaris in years and had tons of fun. I got a Science Nexus going and the rest was over, good stuff. I played around with slave guilds a few times before Federations dropped and it's just kind of a bad civic except for playing as Space Romans or something. I would rather take something else and just kidnap pops from other empires to build my slave ranks. Definitely create intelligent robots and AI and enslave them, too
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# ? Apr 3, 2020 05:39 |
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twistedmentat posted:Have people just given up on updating mods? I've been waiting for a few like Gigastructural Engineering to be updated but the game says it needs 2.5 to work, even though the mod itself says 2.6. A bunch of other really popular mods are also saying their not compatible with Stellaris. gently caress all the added feature poo poo I just want UI 1080+ updated with dark UI and compatibility seriously wtf just gimme my cheev-friendly mod updates
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# ? Apr 3, 2020 05:53 |
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karma_coma posted:Excellent, doing this. Cmd+Shift+5
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# ? Apr 3, 2020 06:19 |
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Kaal posted:I threw together a group of Homeworld empires (Kushan Daiamid, Taiidan Empire, Bentusi Exchange, The Beast, Vaygr Crusaders, Turanic Raiders, Protectors of the Garden) and added them to my existing group of themed empires (Star Trek, Mass Effect, WH40k, Homeworld, Starcraft, SMACX, and a few misc). Everything is updated for 2.6.2, but I don't have Federations so sadly none of those Origins are implemented. https://steamcommunity.com/sharedfiles/filedetails/?id=2040796138&searchtext=origin A mod that starts you out with a Juggernaut. You can be the Empire or the Higaarans, now.
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# ? Apr 3, 2020 08:27 |
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Trip report on pure BB fleet with 40% carriers: don't Also, the meta is tech stacking, which I tested, and I can confirm that stacking +research now beats stacking +growth for the first time since the new economy was brought in. Evidence: I used the above composition to horrendous consequences and rebuilt a new composition very quickly and handily won a war. Also, the Ringworld start is OP.
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# ? Apr 3, 2020 08:58 |
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Aethernet posted:Trip report on pure BB fleet with 40% carriers: don't I don't see how +growth and +research are mutually exclusive? In fact, if you stack more +growth you get more +research, right?
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# ? Apr 3, 2020 09:00 |
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Yami Fenrir posted:I don't see how +growth and +research are mutually exclusive? They're not exclusive, but there's opportunity costs. Opening with Discovery rather than Expansion, taking Intelligent/Natural Engineers rather than Rapid Breeders, and so on. You can mix and match, but pure research is very strong right now.
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# ? Apr 3, 2020 10:16 |
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Aethernet posted:They're not exclusive, but there's opportunity costs. Opening with Discovery rather than Expansion, taking Intelligent/Natural Engineers rather than Rapid Breeders, and so on. You can mix and match, but pure research is very strong right now. You can fit rapid breeders and intelligent together, at the very least. I'm not 100% if you can add natural engineers right away, but with some trait fiddling, probably. If not, with the first genemodding. Also, technically yes, practically you'll probably not have enough research labs for Discovery's 10% to matter that early anyway, imo.
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# ? Apr 3, 2020 10:23 |
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RE: Slave breeding: Is there any good way to prevent slaves from breeding only on certain worlds? The only thing I can think of is to use gene modding to make a new species, and set the rights that way. The thing I'm trying to achieve is to let the slave populations reproduce on their homeworlds, and periodically deport populations from there to my core worlds. This serves the purpose of continually bringing in new labour to support my core sectors, while keeping populations low enough on the alien homeworlds that they don't revolt. I feel extremely lovely for having typed all of these words and hope that no one ever sees them out of context... or in context.
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# ? Apr 3, 2020 10:34 |
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Comte de Saint-Germain posted:RE: Slave breeding: Is there any good way to prevent slaves from breeding only on certain worlds? The only thing I can think of is to use gene modding to make a new species, and set the rights that way. The thing I'm trying to achieve is to let the slave populations reproduce on their homeworlds, and periodically deport populations from there to my core worlds. This serves the purpose of continually bringing in new labour to support my core sectors, while keeping populations low enough on the alien homeworlds that they don't revolt. Well, I know of a way but I dunno if it's a good one. Basically, you need to set the species you want to have grown on each individual planet. Unfortunately, it lowers pop growth because paradox hates convenience so you get to suffer a mechanical penalty for having a nice and tidy empire like that.
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# ? Apr 3, 2020 10:39 |
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Yami Fenrir posted:Well, I know of a way but I dunno if it's a good one. Basically, you need to set the species you want to have grown on each individual planet. Yeah, that's what I thought. I guess I'm stuck with that for now, at least until I discover gene-modding. I got really lucky with my slaver empire and found a bunch of pre-space civilizations near my starting location, but found their homeworlds too difficult to rule, it's way easier to kidnap their populations and send them to live on my homeworld (a relic world, so high-enough habitability for all species) where I have the infrastructure to keep my stability up. But then I wind up with empty and unusable planets I don't have the hab preference for. Ugh I'm playing my next game as the united federation of planets, this is so gross.
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# ? Apr 3, 2020 10:44 |
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Comte de Saint-Germain posted:Yeah, that's what I thought. I guess I'm stuck with that for now, at least until I discover gene-modding. I got really lucky with my slaver empire and found a bunch of pre-space civilizations near my starting location, but found their homeworlds too difficult to rule, it's way easier to kidnap their populations and send them to live on my homeworld (a relic world, so high-enough habitability for all species) where I have the infrastructure to keep my stability up. But then I wind up with empty and unusable planets I don't have the hab preference for. I've always been meaning to try slaver empires but then I look at the additional micro ontop of the existing micro and I'm just like no
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# ? Apr 3, 2020 10:50 |
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Yami Fenrir posted:I've always been meaning to try slaver empires but then I look at the additional micro ontop of the existing micro and I'm just like So far it's been an interesting challenge. My slavers are also religious, so no robots. Forces me to wardec neighbors for fresh labour. Thought about picking up the trait that lets me kidnap populations but decided to sleep on it this round.
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# ? Apr 3, 2020 10:52 |
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Comte de Saint-Germain posted:So far it's been an interesting challenge. My slavers are also religious, so no robots. Forces me to wardec neighbors for fresh labour. Thought about picking up the trait that lets me kidnap populations but decided to sleep on it this round. That trait (or AP) is... honestly more useful for genocidal empires. If you actually want to put these guys to work you'll go crazy resettling them, lol. Sigh I seriously do not understand why paradox doesn't just let them move automatically. Even the new auto resettlement resolution is apparently not nearly enough?
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# ? Apr 3, 2020 10:55 |
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If I do the gene modding thing I can also let the filthy xenos have some rights on their home planet, maybe even caste system, just so I don't need to resettle vital core populations for administration and enforcer duties. Then when I take them off world I perform some alterations, nerve staple them, and set them to domestic servitude. I realize now I'm basically playing the bad guys from x com.
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# ? Apr 3, 2020 11:10 |
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Yami Fenrir posted:That trait (or AP) is... honestly more useful for genocidal empires. If you actually want to put these guys to work you'll go crazy resettling them, lol. AAAAA! Real Muenster posted:Whats your opinion on modding in a job to an existing building that adds Engineering research? e.g. an extra Specialist job that comes with the Ministry of Production and Mineral Purification Hub plus its energy and food counterparts?
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# ? Apr 3, 2020 12:20 |
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Comte de Saint-Germain posted:Yeah, that's what I thought. I guess I'm stuck with that for now, at least until I discover gene-modding. I got really lucky with my slaver empire and found a bunch of pre-space civilizations near my starting location, but found their homeworlds too difficult to rule, it's way easier to kidnap their populations and send them to live on my homeworld (a relic world, so high-enough habitability for all species) where I have the infrastructure to keep my stability up. But then I wind up with empty and unusable planets I don't have the hab preference for. What you do for those worlds is drop in two of your original pops, doesn't matter if they have 20% habitability. Their presence enslaves the entire planet (now that there are non-slaves), and slaves political power matter zilch compared to two stratified rulers. The world will automatically keep growing native pops since their habitability is higher, your rulers will be happy enough to have super high stability, and you don't care about their job output. Feel free to dismantle all the specialist builds (or at least disable them until the robot pops can fill them). Boom, 100% efficient roleplaying slavers that are mechanically strong. There's also Thrall Worlds once you get that tech, which do exactly what you want sans rulers. I player slavers all the time, it's very satisfying but it IS a little more work than others. But I just can't help myself, slaves are so good!
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# ? Apr 3, 2020 12:48 |
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# ? Jun 13, 2024 06:12 |
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Serephina posted:What you do for those worlds is drop in two of your original pops, doesn't matter if they have 20% habitability. Their presence enslaves the entire planet (now that there are non-slaves), and slaves political power matter zilch compared to two stratified rulers. The world will automatically keep growing native pops since their habitability is higher, your rulers will be happy enough to have super high stability, and you don't care about their job output. Feel free to dismantle all the specialist builds (or at least disable them until the robot pops can fill them). Boom, 100% efficient roleplaying slavers that are mechanically strong. There's also Thrall Worlds once you get that tech, which do exactly what you want sans rulers. I think my issue was that the planet I was enslaving didn't have any infrastructure, so I couldn't have proper rulers, just "colonists". The stability plummeted and I got a slave revolt almost immediately. I declared martial law and expected that those extra armies would be sufficient to put down any revolution (I was wrong and lost the planet.) I actually abandoned that game and started another, and in this one I just discovered some pre-space aliens, and I'm planning to do the same thing, but smarter this time.
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# ? Apr 3, 2020 12:58 |