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So what's a way to stop the game becoming a hopeless micromanagement exercise? From 2370 on almost everything I did was watch out for unemployed pops and placed buildings/districts so much that it reminds me of the time I had a job in administration. Automating my planets didn't seem to do anything.
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# ? Apr 19, 2020 23:24 |
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# ? May 25, 2024 15:14 |
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Evig Vandrar posted:So what's a way to stop the game becoming a hopeless micromanagement exercise? From 2370 on almost everything I did was watch out for unemployed pops and placed buildings/districts so much that it reminds me of the time I had a job in administration. Automating my planets didn't seem to do anything. Have Banksy frame this poo poo, this is art.
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# ? Apr 19, 2020 23:43 |
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Build Ecus and Ringworlds, set your policy to Utopian to avoid unemployment issues, and do mass migrations every so often.
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# ? Apr 19, 2020 23:43 |
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Kaal posted:Build Ecus and Ringworlds, set your policy to Utopian to avoid unemployment issues, and do mass migrations every so often. That's what I do too and it works pretty well, even in large galaxies. Sometimes I want to take 10 minutes to manage all of the planets but for the most part you can just ignore unemployment and housing shortages by that point in the game, it's fine.
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# ? Apr 20, 2020 00:33 |
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QuarkJets posted:Welp, 2 games in a row I started right next to an Advanced Start Driven Exterminator Hahaha this happened to me yesterday and I immediately built my fleet to maximum and built two starbases to slow them down while getting defensive pacts with all the other races I found around them and managed to fend off their first attack on me. Then, while exploring the other direction where there didn't seem to be anyone, an advanced start Fanatic Purifier (the little space geckos are too strong!) happened to be on that side and I had 0 resources to fend off their 6k fleet power (mine was around 2500 and that was pretty good at the time) and I couldn't get any bases built in time since I had to build two on the other side just to be sure I could slow them down enough when they attacked. At least it was a quick and painless loss! They really need to add some buttons for the late game to re-distribute pops from planets with lots of unemployment to the new empty ringworlds/ecumenopolises/machine worlds/etc. when I have infinite energy income so the cost to move them doesn't even matter. Nothing is worse than manually moving 100 pops from my beginning planets to the fancy new ringworld segment I just finished one at a time.
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# ? Apr 20, 2020 00:53 |
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deathbagel posted:They really need to add some buttons for the late game to re-distribute pops from planets with lots of unemployment to the new empty ringworlds/ecumenopolises/machine worlds/etc. when I have infinite energy income so the cost to move them doesn't even matter. Nothing is worse than manually moving 100 pops from my beginning planets to the fancy new ringworld segment I just finished one at a time. It's almost like we could use some sort of... migration... mechanic?
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# ? Apr 20, 2020 00:55 |
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I haven't been able to get the resolution passed that allows you to enable the auto migration policy, anyone try it out yet to see if it helps?
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# ? Apr 20, 2020 01:30 |
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Just use the auto migration mod and set an Ecu or Ringworld as your destination, it'll do the rest.
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# ? Apr 20, 2020 02:00 |
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Serephina posted:It's almost like we could use some sort of... migration... mechanic? It would help if the migration system was less braindead about having pops move (and stay) on inhospitable planets. hmm yes needlessly burning extra resources to live in a desert with 15% habitability... what is this, an Arizona joke?
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# ? Apr 20, 2020 03:23 |
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deathbagel posted:They really need to add some buttons for the late game to re-distribute pops from planets with lots of unemployment to the new empty ringworlds/ecumenopolises/machine worlds/etc. when I have infinite energy income so the cost to move them doesn't even matter. Nothing is worse than manually moving 100 pops from my beginning planets to the fancy new ringworld segment I just finished one at a time. Download Automatic Pop Migration, activate the edict, and literally never worry about resettling ever again. Also pray that someone keeps it up to date.
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# ? Apr 20, 2020 03:35 |
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oh thank god someone else is supporting APM, the original creator quit Stellaris modding in 2.5
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# ? Apr 20, 2020 04:59 |
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Played this game this weekend. It's a lot better than it used to be.
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# ? Apr 20, 2020 05:02 |
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Shadowlyger posted:Download Automatic Pop Migration, activate the edict, and literally never worry about resettling ever again. Also wanna throw in that this mod is really good about assigning pops to planets with proper habitability, so if you're playing void dwellers you don't have to worry about your main species being shuffled off.
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# ? Apr 20, 2020 05:03 |
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Yeah, but I'm weird and feel like I'm cheating if I'm playing with mods. I might have to just do it though because resettling manually annoys me enough to possibly not care about cheating (same as disabling agents in Total War Warhammer.) Can I still get achievements with that mod? I only need a few more to have them all!
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# ? Apr 20, 2020 05:06 |
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deathbagel posted:Yeah, but I'm weird and feel like I'm cheating if I'm playing with mods. I might have to just do it though because resettling manually annoys me enough to possibly not care about cheating (same as disabling agents in Total War Warhammer.) Can I still get achievements with that mod? I only need a few more to have them all! Nope, no cheevos. And mods are only cheating if you get cheat mods. APM saves your sanity. It also doesn't do anything you can't do yourself, it just saves you the five billion clicks.
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# ? Apr 20, 2020 05:09 |
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deathbagel posted:Yeah, but I'm weird and feel like I'm cheating if I'm playing with mods. I might have to just do it though because resettling manually annoys me enough to possibly not care about cheating (same as disabling agents in Total War Warhammer.) Can I still get achievements with that mod? I only need a few more to have them all! pretty much any mod that doesn't just add additional color options or rescale the UI is going to break achievements. there are two relatively easy ways to get achievements with mods: by downloading CheatEngine and its Stellaris table maintained by recifense, then the extension for the table by CompactDisc (the latter is not up to date for 2.6.3 yet though), then enabling Modded Achievements while the game is loading into the main menu, or by downloading Steam Achievement Manager and giving them to yourself
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# ? Apr 20, 2020 05:42 |
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Mods make this game a billion times more enjoyable. Install mods.
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# ? Apr 20, 2020 06:05 |
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Install gigastuctures and everything by guilli.
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# ? Apr 20, 2020 06:50 |
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hobbesmaster posted:Install gigastuctures and everything by guilli.
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# ? Apr 20, 2020 07:17 |
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hobbesmaster posted:Install gigastuctures and everything by guilli. After you install Carrying capacity.
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# ? Apr 20, 2020 09:08 |
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Coming off the back of the latest Mapgoons game it looks like the new meta is extremely federation focused. We've unofficially limited federations to 3 players and power blocks have been forming, with the most exposed ones having at least one member who doesn't share borders with the rest. Trade feds seem by far the superior choice atm and megacorps have an incredible niche to fill in that regard. Tech feds on the other hand seem pretty weak because they only get two levels of fleet collaboration, capping it quite low in size, and they only get the second level at max centralisation which is oof.
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# ? Apr 20, 2020 09:15 |
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I've been playing assimilators and I'm liking only having one envoy. It's harder to mind control my first neighbour and if I meet a few people pretty quickly I have to make harder choices. e: oh wait 1 is normal, it was my xenophiling that got me the other two in all my other games. That explains some things! Splicer fucked around with this message at 10:07 on Apr 20, 2020 |
# ? Apr 20, 2020 09:44 |
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I seem to remember that species can awaken their psionic potential if some of the species members get awakened by a spiritual/psionic empire, even if they don't live in that empire. Do I remember correctly, and is that still the case in current Stellaris?
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# ? Apr 20, 2020 10:06 |
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Torrannor posted:I seem to remember that species can awaken their psionic potential if some of the species members get awakened by a spiritual/psionic empire, even if they don't live in that empire. Do I remember correctly, and is that still the case in current Stellaris? This is still the case, yes. quote:Coming off the back of the latest Mapgoons game it looks like the new meta is extremely federation focused. We've unofficially limited federations to 3 players and power blocks have been forming, with the most exposed ones having at least one member who doesn't share borders with the rest. I can't say I'm surprised, as federations take an age to level up but have very powerful perks later (free 600 cap fleet? Yes please!) which means you need to found them early. With a few small buffs, I suspect Martial Alliances could be terrifying. Right now, they offer the most benefits to a contiguous consortium of small but very angry empires. Aethernet fucked around with this message at 10:49 on Apr 20, 2020 |
# ? Apr 20, 2020 10:45 |
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Aethernet posted:This is still the case, yes. Thanks. So spiritualists can spread one of the main perks of their ascension perks to other empires, who can then double dip with biological ascension to have superior genetically engineered psionic pops? That kind of sucks. Aethernet posted:I can't say I'm surprised, as federations take an age to level up but have very powerful perks later (free 600 cap fleet? Yes please!) which means you need to found them early. Yeah, I'm a fan of Martial Alliances. It's also kind of ridiculous that both Martial Alliances and Galactic Unions give the same effect as Defender of the Galaxy at max level. Do those stack to +100% damage to crisis ships?
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# ? Apr 20, 2020 11:12 |
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When you change a federation type, how many levels of centralization do you lose?
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# ? Apr 20, 2020 11:18 |
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Demiurge4 posted:When you change a federation type, how many levels of centralization do you lose? All of them. It counts as an entirely new federation.
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# ? Apr 20, 2020 11:38 |
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Yami Fenrir posted:All of them. Well that blows.
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# ? Apr 20, 2020 11:46 |
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Torrannor posted:Thanks. So spiritualists can spread one of the main perks of their ascension perks to other empires, who can then double dip with biological ascension to have superior genetically engineered psionic pops? That kind of sucks. I think leaders only get one of the traits even if the pop they come from has more than 1 of Erudite/Psionic/Cybernetic
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# ? Apr 20, 2020 11:55 |
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Serephina posted:It's almost like we could use some sort of... migration... mechanic? You mean a bit like the one we had back when pops were on tiles and would move around on their own?
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# ? Apr 20, 2020 11:57 |
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Bofast posted:You mean a bit like the one we had back when pops were on tiles and would move around on their own? I seriously do not understand why this is not a thing as is. I dont even care if it costs me money, just make them move on their own!!! And apparently the resolution for auto migration is a joke, too. I don't understand paradox resistance towards a sensible migration system. Resettling pops for several hundred years is fun exactly never why is this even still a thinggggggg
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# ? Apr 20, 2020 12:08 |
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Yami Fenrir posted:I seriously do not understand why this is not a thing as is. I dont even care if it costs me money, just make them move on their own!!!
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# ? Apr 20, 2020 13:00 |
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Torrannor posted:Yeah, I'm a fan of Martial Alliances. It's also kind of ridiculous that both Martial Alliances and Galactic Unions give the same effect as Defender of the Galaxy at max level. Do those stack to +100% damage to crisis ships? I assume so, given the new 25x crisis strength setting, otherwise it would be quite mean. But I don't know for sure.
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# ? Apr 20, 2020 13:03 |
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Splicer posted:Pop migration is supposed to be handled by the immigration and emigration modifiers to pop growth and decline. But the absolute game destroyer that is single pop at a time growth means they can't actually leverage it properly. Adding old style pop migration as a core option would force them to admit that the unified system doesn't work, which would force them to admit the one pop at a time mechanic was a mistake. And im guessing that politically that's not an option. The mechanic is core to both Stellaris and Imperator. I wonder how important either game is?
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# ? Apr 20, 2020 13:07 |
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In my latest game there's a pre-sapient species called "Roachoid". I have a tomb world with three pops of it in my borders, and I have a pop-up saying I can uplift them. However, if I go to the uplift screen, I can't uplift them, because they're not in my borders. If I click the "camera" button to show me where they are, it takes me to a different world in another empire's borders that has Roachoids on it. I assume the functionality's breaking because there should only be one set of the species, but the galaxy's spawned two. Anyone seen this or have suggestions for resolving it? I guess I could just terraform the planet under them and wipe them out, but I'd rather uplift them instead.
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# ? Apr 20, 2020 13:14 |
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Torrannor posted:Thanks. So spiritualists can spread one of the main perks of their ascension perks to other empires, who can then double dip with biological ascension to have superior genetically engineered psionic pops? That kind of sucks. Gene-modding removes the psionic trait, you have to re-awaken any pops that you gene mod
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# ? Apr 20, 2020 13:15 |
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Gort posted:In my latest game there's a pre-sapient species called "Roachoid". I have a tomb world with three pops of it in my borders, and I have a pop-up saying I can uplift them. However, if I go to the uplift screen, I can't uplift them, because they're not in my borders. If I click the "camera" button to show me where they are, it takes me to a different world in another empire's borders that has Roachoids on it. You need to colonize the planet before you can uplift the species. Just bite the bullet with your best habitability pop and settle the world. As soon as you've uplifted the cockroaches, you will have pops that can live on there. Just make sure your native tolerance is set to the right policy.
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# ? Apr 20, 2020 13:37 |
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The colonization requirement for uplift is so loving dumb
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# ? Apr 20, 2020 13:42 |
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why doesn't the tooltip say that instead of "species is not in your borders" Thanks.
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# ? Apr 20, 2020 14:00 |
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# ? May 25, 2024 15:14 |
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https://youtu.be/zH05h-o0F6I This is superb.
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# ? Apr 20, 2020 15:27 |