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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.
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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How are u
May 19, 2005

by Azathoth

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.

Horace Kinch
Aug 15, 2007

Doesn't the difficulty setting flat out give empires monthly resource injections regardless of their production setup?

Gort
Aug 18, 2003

Good day what ho cup of tea

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.

AnEdgelord
Dec 12, 2016
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

Gort
Aug 18, 2003

Good day what ho cup of tea

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

I played in a huge galaxy to see how big the performance improvement was and honestly it seems worse than ever

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?

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.

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.

AnEdgelord
Dec 12, 2016

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.

You playing modded?

no mods, I really don't get it

Gort
Aug 18, 2003

Good day what ho cup of tea
Hm. You playing at like x2000 habitable planets or something

Send me a save

AnEdgelord
Dec 12, 2016

Gort posted:

Hm. You playing at like x2000 habitable planets or something

Send me a save

Let me see what I can do

Fajita Queen
Jun 21, 2012

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.

Splicer
Oct 16, 2006

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

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.
There's also there's way more engineering techs than physics or social techs, compounding the issue.

Splicer
Oct 16, 2006

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

Aethernet posted:

I did, in fact, ask for this, and this looks brilliant.
:same:

Am I reading it right that the amoebas will colonise other systems?

mst4k
Apr 18, 2003

budlitemolaram

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 =)

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

karma_coma posted:

Now I'm going to go my first game as a slaver, do I *really* need slave guilds?
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.


Splicer posted:

There's also there's way more engineering techs than physics or social techs, compounding the issue.
hah, yeah, I forgot about that.

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?

Deuce
Jun 18, 2004
Mile High Club
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?

Fajita Queen
Jun 21, 2012

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.

mst4k
Apr 18, 2003

budlitemolaram

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

karma_coma posted:

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.
Cool, good luck! I am sure there is a more optimal way, like using the meatbags for energy production or something crazy, but otherwise I love it and highly recommend it. At one point I got decent enough to take on Admiral AI with a Spiritualist/Unity focused empire that was far from optimal so it cant be all bad. Going Authoritarian definitely helps.

The Shortest Path posted:

This sounds like an extremely elegant solution to the problem imo.
I just realized I phrased that poorly but you still figured it out. I'm new to modding but I'mma try to figure it out this weekend.

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

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.

PittTheElder
Feb 13, 2012

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

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.

It’s an awakened empire, maybe they get free survey on everything?

Yeah that's just a Fallen Empire thing, they start the game with all systems explored.

QuarkJets
Sep 8, 2008

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.


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 =)

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

Grandpa Palpatine
Dec 13, 2019

by vyelkin

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

binge crotching
Apr 2, 2010

karma_coma posted:

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.

Cmd+Shift+5

Bloodly
Nov 3, 2008

Not as strong as you'd expect.

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.

You can check out the user_empire_designs Pastebin here: https://pastebin.com/BPfdm3GP

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.

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
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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

Aethernet posted:

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.

I don't see how +growth and +research are mutually exclusive? :confused:

In fact, if you stack more +growth you get more +research, right?

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

Yami Fenrir posted:

I don't see how +growth and +research are mutually exclusive? :confused:

In fact, if you stack more +growth you get more +research, right?

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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.
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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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.

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.

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.

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

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.

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.

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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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.

Ugh I'm playing my next game as the united federation of planets, this is so gross.

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

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

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

no

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.

Yami Fenrir
Jan 25, 2015

Is it I that is insane... or the rest of the world?

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?

Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.
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.

Splicer
Oct 16, 2006

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

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.

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?
I'm guessing it was a bunch of compromises during the pop revamp. Unifying pop growth from growth and pop growth from immigration was a good idea. Logically migration should be rolled into the same deal, but the thing where emigrating Blorg turn into immigrating Humans means you can't have serious decline or you risk Blorg extinction through genetic alchemy. Instead of going "well that's dumb let's not do the one growth pop thing" they went ahead with it and then had to layer a whole bunch of hacky and/or redundant bullshit on top, like the manual pop migration screen.

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?
I think you brought this up before (like last year sometime?) and yeah that seems good. You could probably slap it on the energy plant one too.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

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.

Ugh I'm playing my next game as the united federation of planets, this is so gross.

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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Comte de Saint-Germain
Mar 26, 2001

Snouk but and snouk ben,
I find the smell of an earthly man,
Be he living, or be he dead,
His heart this night shall kitchen my bread.

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 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!

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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