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Yami Fenrir posted:Resettlement costs are one time fees. What is the one time fee? And I was resettling pops so overall, the same jobs were filled, but I was just taking away my dominant species from doing manual labour and instilling them in leadership and specialist roles (which the slaves couldn't do). A lot of my enslaved colonies were missing a bunch of specialist roles so I basically redistributed my homeworld pop to all the colonies, and then filled the homeworld with slaves to do the manual labour roles.
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# ? Apr 7, 2020 14:31 |
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# ? May 25, 2024 04:46 |
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Qubee posted:What is the one time fee?
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# ? Apr 7, 2020 14:33 |
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That Roboticist change plus the Cybrex change is a clear nerf to rolling out robots; not an unsurmountable one though. Interested to see whether the ethics fix will actually work this time.
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# ? Apr 7, 2020 14:33 |
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All those bugfixes and your robots auto-purging themselves is still in? How is this not a priority? I tried some of the workarounds I've found on the official forums but nothing worked, though fiddling around with my species rights did tell me my synths were set to purge type "extermination", even though that's forbidden in my empire. I then forbade all types of purges but instead of ending the robo-purge, it did nothing. Then I set the purge-type to "displacement", as that at least slowed down my empire self-destructing somewhat. This is the current situation: So yeah, this game-breaking bug is pretty much the end for this run.
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# ? Apr 7, 2020 14:34 |
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Aethernet posted:That Roboticist change plus the Cybrex change is a clear nerf to rolling out robots; not an unsurmountable one though. re: Ethics: I'll be testing today. Things are still hosed if you start with zero pops of your empire Ethics, though, so if they havent done anything about that its not going to change much.
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# ? Apr 7, 2020 14:52 |
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Lawman 0 posted:What are good ascension perks for a spiritualist empire? (Other than the obvious two) Same as for everybody else:
If you rolled the Baol or own the 3 Spiritualist FE Holy Worlds, Consecrated Worlds is a good pick for the two unused slots. Colossus Project is another good one that you won't want to pick up until late game anyway. Aethernet posted:That Roboticist change plus the Cybrex change is a clear nerf to rolling out robots; not an unsurmountable one though. It's a really good change, makes in generally useful, rather than hilariously overpowered for empires using robots (or Machine Empires god forbid), and completely useless for people without robots (Spiritualists mostly). Libluini posted:
Can you set them back to the default settings with Reset to Default? Alternatively you're looking at losing like 12% of your pops. That hurts, but in the late game it's hardly fatal. PittTheElder fucked around with this message at 16:00 on Apr 7, 2020 |
# ? Apr 7, 2020 15:50 |
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Hm, on first glance that looks like a pretty strong nerf to robots as a must-have supplementary form of population growth.
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# ? Apr 7, 2020 16:03 |
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Gort posted:Hm, on first glance that looks like a pretty strong nerf to robots as a must-have supplementary form of population growth. A nerf that needed to happen though. You Will Always Be Better Off With Robots is a bad design choice.
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# ? Apr 7, 2020 16:19 |
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Oh, for sure. I'm just not sure how big a nerf it is yet, or how robotic ascension stacks up against the biological and psionic types now. What was the upkeep on a roboticist before? 5 minerals?
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# ? Apr 7, 2020 16:29 |
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6 minerals. So in terms of raw minerals it's slightly less, but of course you have to have someone refine them.
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# ? Apr 7, 2020 16:38 |
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Making robots, so I can refine more minerals, so I can make more robots, so I can refine more minerals...
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# ? Apr 7, 2020 16:39 |
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Chomp8645 posted:Making robots, so I can refine more minerals, so I can make more robots, so I can refine more minerals... Thats literally the entire game. e.g: Conquering your enemies so you can refine more minerals so you can conquer more enemies so you can refine more minerals.
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# ? Apr 7, 2020 16:42 |
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hobbesmaster posted:Thats literally the entire game. e.g: Conquering your enemies so you can refine more minerals so you can conquer more enemies so you can refine more minerals. Number go up
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# ? Apr 7, 2020 17:09 |
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PittTheElder posted:Same as for everybody else: Why pick acrology project so early?
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# ? Apr 7, 2020 17:10 |
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Lawman 0 posted:Why pick acrology project so early? Because ecus are amazing and only cost 20k minerals and influence, plus the cost of maxing out cities. The earlier you build one, the earlier you have massive amounts of alloys and consumer goods.
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# ? Apr 7, 2020 17:23 |
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Lawman 0 posted:Why pick acrology project so early? Because you should be ready to build one early. They're amazing, and in an ideal game your midgame focus is getting one. I'll usually have a world prepped before choosing my 4th AP, so Arcology should be third. If that's not the case it can be swapped in order with your level 2 Ascension Path perk. If you happen to find a bunch of Relic Worlds you can skip all that of course, but that's a far rarer scenario now that you don't get the Rubricator every game.
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# ? Apr 7, 2020 17:30 |
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I did like the change that lets you colonise the Rubricator relic world and still do the excavation without losing the colony.
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# ? Apr 7, 2020 17:40 |
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Ok so if I did pick it what are the ideal planet candidates for an ecu?
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# ? Apr 7, 2020 17:40 |
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Lawman 0 posted:Why pick acrology project so early? it's easy to make an ecu. 20k minerals is a small obstacle provided you are actually mining. typically it's just a matter of a couple resource silos to be able to store the 20k, and an ecu foundry district is more economical than an alloy building Lawman 0 posted:Ok so if I did pick it what are the ideal planet candidates for an ecu? the largest planet you got. the habitability isn't relevant since ecus are 100% although, imo, short of fanatic xenophiles w/ +immigration stuff you won't cap a 25 size one before you quit the game short of relocating pops, and you can get by w/ a 20 or something like that Sloober fucked around with this message at 17:44 on Apr 7, 2020 |
# ? Apr 7, 2020 17:42 |
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The biggest hurdle for Ecus will always be the blockers and the city districts. Getting the arcology project as your second ascention perk is viable, but you need to start terraforming the first world you find and prioritize blocker clearing techs asap. Do you know how long it takes to build 25 loving city districts? Literally 30 years plus blocker clearing time. Realistically arco project comes much later.
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# ? Apr 7, 2020 18:03 |
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Serephina posted:The biggest hurdle for Ecus will always be the blockers and the city districts. Getting the arcology project as your second ascention perk is viable, but you need to start terraforming the first world you find and prioritize blocker clearing techs asap. Do you know how long it takes to build 25 loving city districts? Literally 30 years plus blocker clearing time. Really the ideal candidate for your first Ecu is a small planet with low mineral districts for exactly that reason.
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# ? Apr 7, 2020 18:07 |
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pmchem posted:or ethics attraction? * Fixed the bug when ethics almost never shifted. One guy was saying the starbase upgrade issue is fixed to some degree - he saw an AI upgrade a starbase, but it took them a while. hobbesmaster posted:Really the ideal candidate for your first Ecu is a small planet with low mineral districts for exactly that reason. That's usually been the way with me, or I've been lucky enough to snag a relic world I can transform. Once you have one ecumenopolis it's easy to get the resources to make another. Gort fucked around with this message at 18:13 on Apr 7, 2020 |
# ? Apr 7, 2020 18:07 |
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one of the big things now is to remember to set it to an urban planet for the district cost/time reduction during buildup
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# ? Apr 7, 2020 18:11 |
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Turns out ship tech means jack if you're completely zerged by inferior enemy ships. I had a fleet of 20 (15 corvettes, 5 destroyers) decked out in much fancier tech than the opponent, but he had 40 corvettes. My fleet moved in to attack and just got obliterated, same with my starport. I've looked at their weaponry / armour and I'm running a direct counter to them and defending against their weapons, no bueno. Gonna reload a save and maybe not start a war with them. Worrisome though, considering they came to attack me on my home turf and still didn't flinch going up against my 1.2k fleet and 1k starport, compared to their 2.2k fleet.
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# ? Apr 7, 2020 18:30 |
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AAAAA! Real Muenster posted:Oh huh, yeah, that explains why I didnt see much difference with the extra line of code about random that you pointed out added to the Void Dweller setup file. effect = { every_owned_pop = { random_list = { 10 = { pop_change_ethic = ethic_pacifist } 10 = { pop_change_ethic = ethic_egalitarian } 10 = { pop_change_ethic = ethic_militarist } } } } Change the ethics to whatever yours are, if you're e.g. fanatic egalitarian use this: effect = { every_owned_pop = { random_list = { 40 = { pop_change_ethic = ethic_pacifist } 60 = { pop_change_ethic = ethic_egalitarian } } } } PittTheElder posted:A nerf that needed to happen though. You Will Always Be Better Off With Robots is a bad design choice. Splicer fucked around with this message at 18:39 on Apr 7, 2020 |
# ? Apr 7, 2020 18:33 |
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Lawman 0 posted:Ok so if I did pick it what are the ideal planet candidates for an ecu? Anything 20+ is fine. Ideally it's a planet with relatively few resource districts or rare planetary features (you give them all up in the process), but really an Ecumenopolis is so powerful that giving up even the best planet would still be worth it. Serephina posted:The biggest hurdle for Ecus will always be the blockers and the city districts. Getting the arcology project as your second ascention perk is viable, but you need to start terraforming the first world you find and prioritize blocker clearing techs asap. Do you know how long it takes to build 25 loving city districts? Literally 30 years plus blocker clearing time. Arcology project can't be picked second anyway, third is the earliest it's allowed. And between the Urban World specialization and various build speed bonuses your actual time to construct those city districts will be lower. Either way, you absolutely do want to be planning ahead; if your selected planets to convert are ever idle, task them to start building a couple city districts. The cost you pay in sprawl is tiny. One particularly nice thing you can do now too with the current AI behaviors is stock up a bunch of exotic gasses and rare crystals prior to the galactic market being opened (they are relatively cheap, buy periodically), and then once the home station gets sets, you can buy minerals at obscenely low prices, financed with the strategic resources you'd bought earlier. PittTheElder fucked around with this message at 18:52 on Apr 7, 2020 |
# ? Apr 7, 2020 18:39 |
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Qubee posted:Turns out ship tech means jack if you're completely zerged by inferior enemy ships. I had a fleet of 20 (15 corvettes, 5 destroyers) decked out in much fancier tech than the opponent, but he had 40 corvettes. My fleet moved in to attack and just got obliterated, same with my starport. I've looked at their weaponry / armour and I'm running a direct counter to them and defending against their weapons, no bueno. Welcome to Lanchester's Square Law in action, if you have half their fleet they need to be 4 times as powerful to break even, and a 1 tier tech advantage is only a 33% improvement in relative power. The game's fleet power calculation also overestimates how good starports are in combat, they have a lot of HP compared to their damage output. https://en.wikipedia.org/wiki/Lanchester%27s_laws
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# ? Apr 7, 2020 18:43 |
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Blorange posted:Welcome to Lanchester's Square Law in action, if you have half their fleet they need to be 4 times as powerful to break even, and a 1 tier tech advantage is only a 33% improvement in relative power. The game's fleet power calculation also overestimates how good starports are in combat, they have a lot of HP compared to their damage output. That's awesome and explains a lot, I'm only 2 techs above them (III to their I) in terms of firepower, and maybe 1 tech above in terms of shields / plating. So I think I was grossly overestimating tech, I just assumed cause it takes actual years to research, it'd provide a huge bonus.
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# ? Apr 7, 2020 18:57 |
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Qubee posted:That's awesome and explains a lot, I'm only 2 techs above them (III to their I) in terms of firepower, and maybe 1 tech above in terms of shields / plating. So I think I was grossly overestimating tech, I just assumed cause it takes actual years to research, it'd provide a huge bonus. Fleet power is also additive, so if your ship counts are accurate you had a mild tech advantage, if at all. Did you update templates and upgrade your existing ships with them?
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# ? Apr 7, 2020 19:04 |
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ShadowHawk posted:Why do you even want the war to end? Because there are gateways everywhere and I literally can't be everywhere to deal with it so I'm parked in chokepoints and rotating repairing fleets when one sector has to repel a 200k+ attack. Also mostly because it's not a total war or conquer so I'm going to lose all this poo poo at the end of it. I've made claims on some key sectors so I might get them at the end of this but I'm not sure and can't see what the war goal is.
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# ? Apr 7, 2020 19:21 |
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PittTheElder posted:Can you set them back to the default settings with Reset to Default? Alternatively you're looking at losing like 12% of your pops. That hurts, but in the late game it's hardly fatal. Nope. The game stoically refuses to accept my input. If the tooltip is correct, I'm allowed to try reseting again in 10 years, when all robots are long gone. And we're speaking of the 17% (I did some math with a calculator, it's something like 16,9% of the population) most productive members of our society that are killed off. Right now I'm looking at a long-rear end time enduring sitting at 0 from 3 of my 4 main resources until my growing normal population can replace the sudden loss. Even worse, as long as this bug is loving things up, I'd have to trash every single robot factory across my empire, as every new robo-pop will just immediately self-terminate. Basically, only a masochist would endure all this bullshit, especially if you want to have robots. Which you can't, in this cursed save all robots are now and forever doomed. Except the ones outside my borders, of course. A Curse called Life posted:The greatest moment in the history of the Concordat was at hand! For centuries, robotics had advanced, made our artificial servants more and more like ourselves. Now, finally, the first courts had recognized the multitude of intelligent machines across the Concordat as equals and a new way to the future had opened!
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# ? Apr 7, 2020 20:27 |
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Libluini posted:What I need is for my neighbors to stop loving this up. I can't even build my normal mega-structures right now, because I need every single unit of minerals and alloys to keep my fleet strength up and to build all the new buildings and districts I need to put the arriving refugees under a roof, fed and to work lmbo if you don't run the game on fastest and pause to queue poo poo up when you need to
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# ? Apr 7, 2020 22:32 |
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Grandpa Palpatine posted:lmbo if you don't run the game on fastest and pause to queue poo poo up when you need to "Fastest" is incredibly slow. And if the pause function didn't exist, I'd have deinstalled Stellaris a long time ago and never looked back. Still, pausing only pauses the game, not my real life. That clock is still ticking, deleting tiny bits of my life while I'm clicking in a video game. Anyway, one good thing is that the game still remains playable even multiple centuries in. The incredible slow-down adventure so far keeps on not happening. I've changed saves to my machine-run and while the game sometimes chokes when something important (like a war declaration) happens and just stops moving for multiple seconds, most of the time it runs with the exact same speed it did when starting. The third century is nearly over and it's still playable! That's good! But I'm already mentally preparing for all my pops to commit suicide, because that's a thing that can apparently happen sometimes
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# ? Apr 7, 2020 22:43 |
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Libluini posted:All those bugfixes and your robots auto-purging themselves is still in? How is this not a priority? Post a screenshot of your policies and the options for your robot species? Maybe someone will spot a solution
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# ? Apr 7, 2020 22:48 |
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Fuligin posted:What size/shape do peeps usually play on? I know in the old days Medium was still pretty rough Yuge, spiral 2 arms (just like real life)
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# ? Apr 7, 2020 23:15 |
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Even with balance changes I dont see why I wouldn't go for robots unless im a hivemind or am playing a Spiritualist roleplay game
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# ? Apr 7, 2020 23:18 |
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You should always go for robots, the nerf is just long overdue is all. It is, after all, a very early tech. There might be a day when robots are a deliberate choice, like gene modding or whatever, but not for a long while yet.
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# ? Apr 7, 2020 23:58 |
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If they really wanted robots to stop being the be all and end all they need to offer an alternative not just nerf them, like making Gene Clinics actually good and making you choose between those and robots assembly plants for your planet
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# ? Apr 8, 2020 00:06 |
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# ? May 25, 2024 04:46 |
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Splicer posted:Yeah, sorry about that. Can't win them all. Random starting ethics pops isn't fixed in the new patch, shove this into your console to fix it.
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# ? Apr 8, 2020 00:08 |