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I'm doing a slaver run for the first time and wasn't aware that my primary species will also perform slave tasks. Maybe once I get more worlds rolling things will go better. I'm going for Life-Seeded with Slaver Guilds and took Nihilistic Acquisition as my first perk. I also lucked into the Baol precursor so I'm going to be terraforming everything I see into a Gaia World and force slaves to toil in paradise.
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# ? May 25, 2024 00:56 |
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The perfect world for strip mining
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Slaver guilds with mechanist are fun, they enslave robots so you get bonuses out the rear end with no downside
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Aethernet posted:Fan Mat/Egal/Technocracy/Meritocracy/Intelligent/Ring World. OctaMurk posted:Criminal syndicate void dweller. Now you too can be Marauders. Void dwellers in general is fun. Meritocratic fanatic egalitarian void dwellers seemed a bit powerful though. Gort posted:Go full exploit. Start on a ringworld as robots, build a research segment for 20 researcher jobs that only use energy, run a massive energy deficit (that does nothing to you except halve your minerals output which isn't all that bad) and produce a thousand research a month, blowing through the tech tree effortlessly. Bofast posted:Hive Mind Lithoid Ring World is pretty crazy, imo. These are all cool and good so also: is there a build that's really good at Unity, Influence, AND Research? Probably something on a Ring World again. I made the robots on one but couldn't really get good Unity going, probably because I'm bad at the game.
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Research leads you to the things that give you lots Unity. For robots that's the line of buildings that starts with the Simulation Site. Influence is more set-in-stone, though again, research gives you earlier access to the tech(s?) that increase it. Unity's generally much less valuable than research though, I'd definitely not quit a game where my research was sky-high but my unity output was low.
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Admiral Joeslop posted:These are all cool and good so also: is there a build that's really good at Unity, Influence, AND Research? Probably something on a Ring World again. I made the robots on one but couldn't really get good Unity going, probably because I'm bad at the game. Anybody is good at Unity now, you just build lots of Unity buildings. Spiritualist/Xenophobe/Authoritarian with Shattered Ring will make you good at all of those things really. Spiritualist gets a +10% unity bonus and Temples, Xenophobe gives you cheaper to claim territory (and a wonderful pop growth boost), Authoritarian for the flat +0.5 influence. Your factions are also very straightforward. With Shattered Ring everyone is good at research, you can be a lot less concerned with combining science bonuses if you just get 40 researchers out of two districts. PittTheElder fucked around with this message at 00:07 on Apr 24, 2020 |
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PittTheElder posted:Anybody is good at Unity now, you just build lots of Unity buildings.
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Admiral Joeslop posted:These are all cool and good so also: is there a build that's really good at Unity, Influence, AND Research? Probably something on a Ring World again. I made the robots on one but couldn't really get good Unity going, probably because I'm bad at the game. Spiritualist Void Dwellers will have you drowning in Unity and Research since habitats come with leisure districts (amenities + unity double whammy) and habitats built over research deposits will give research districts. As for Influence income, that's going to come down to how happy you keep your factions, and if you're good at that, Egalitarians get a bonus to influence from factions (and extra specialist resources too). My most recent Void Dweller run has been Spiritualist/Egalitarian and I don't want for anything, especially since I went psionic and can dip into the shroud for buffs.
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Admiral Joeslop posted:These are all cool and good so also: is there a build that's really good at Unity, Influence, AND Research? Probably something on a Ring World again. I made the robots on one but couldn't really get good Unity going, probably because I'm bad at the game. Technocracy gives you unity production for researchers, so the Technocracy on a ringworld start will get you tons of techs quickly AND will power you through your first few ascension perks. Influence is a bit tougher to get, but with all that research, getting first contact with every alien species is easy and will give a fair bit in the beginning as well as being able to declare everyone you meet a rival since you can wall yourself in behind your giant, technologically superior, space fortresses. Once you get your super-fleet running, pick up Nihilistic Acquisition and then you can declare humiliation wars with your neighbor rivals and not only get a bunch of influence, but free slaves as well to do the grunt work while your primary species focuses on their very important research.
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Technocracy doesn't actually give you that much unity though. It does give you some, which allows you to skimp on unity buildings, but doing that won't be unlocking traditions in much of a hurry.
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Free unity is always nice, same with free anything really. The early game has such a building slot crunch that it's less of an economy thing and more of a prioritization thing.PittTheElder posted:Anybody is good at Unity now, you just build lots of Unity buildings. Basically by the time you've got a crapton of slots free (and the requisite mineral/pop surplus to not tank your economy for making too many specialists) and can afford to choose to specialize a world from the ground-up, the early game has passed and the tiny chip contributions that civics-that-change-jobs do have already be felt. I'ts kinda like why Warrior Culture looks bad on paper, but is amazing ingame. So anything that gives 'free' unity eases you from having to build those early game monuments, which are crap. Now, in terms of pure min-maxing... well, that's what those "Best civics in
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PittTheElder posted:Technocracy doesn't actually give you that much unity though. It does give you some, which allows you to skimp on unity buildings, but doing that won't be unlocking traditions in much of a hurry. My researchers produce over 1/2 of the unity that my dedicated unity producers make, this is the same robot species on the same ring world: ![]() I'd say that's pretty good, especially when you'll be filling up that ring with as many researchers as you can so you can park a science ship there and boost it all even more.
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deathbagel posted:My researchers produce over 1/2 of the unity that my dedicated unity producers make, this is the same robot species on the same ring world:
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Man running into a whole bunch of bugs this new playthrough. Weird stuff like my fleets all having -1 days "to finish" timers that can't be cancelled, and the enigmatic fortress kept auto-healing every few days so i couldn't send a transport or a science vessel to it. I think i'm going to take a long break from this game, like others have done, because it's a fun sandbox but a poo poo strategy game with all of the b.s. you have to contend with now.
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Speaking of replaced jobs, I think the Noble and Duellist should give a defence army each. It would be thematic, it would help the AI a bit, and those civics feel weak.
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Entorwellian posted:Man running into a whole bunch of bugs this new playthrough. Weird stuff like my fleets all having -1 days "to finish" timers that can't be cancelled, I have this same bug but it doesn't seem to have any real impact on my fleets reinforcing, it's just an eyesore.
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I have never touched the fleet manager or reinforcement and don't ever plan to, with how buggy the whole shebang is.
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It works well if you only use it for fleets that aren't currently using their Jump Drives or rear end deep in enemy territory. It cuts down on quite a bit of micromanagement when you're either building a new fleet or changing the composition of a fleet that is heading towards one of your shipyards anyway
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Edict Capacity isn't a bad idea but I'm sour about food policy being gone. Having to use up an edict for Nutritional Plentitude is a pain in the rear end, and Strict Rationing is super useful for early game rushes. Plus I don't like that they're apparently cutting down on sources of pop growth. Pop growth is King Everything, but that's the exact wrong way to go about fixing that - it'll mean that every growth bonus that stays around is even more obligatory. As above - I can already tell that every organic emoire will functionally have one less edict slot for most of the game because why would you ever turn off Nutritional Plentitude after you can afford it.
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Guildencrantz posted:Edict Capacity isn't a bad idea but I'm sour about food policy being gone. Having to use up an edict for Nutritional Plentitude is a pain in the rear end, and Strict Rationing is super useful for early game rushes. I don't know, I got the impression they're gonna make more substantial changes to the pop growth system than just removing some bonuses. I can't point to any hard evidence of that though, maybe I'm naïve.
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![]() I’m not sure if this is part of the core game or it’s tagged along with one of the mods I’ve installed - who has seen “Exodus: Planning” before? It’s a tech which allows you to abandon your homeworld and put everything into ships. I can only see it being useful right near the start of the game - the universe is 80-90% claimed at this point.
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Red Oktober posted:
Sounds like a Doomsday tech, beats having to resettle everyone.
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Guildencrantz posted:Edict Capacity isn't a bad idea but I'm sour about food policy being gone. Having to use up an edict for Nutritional Plentitude is a pain in the rear end, and Strict Rationing is super useful for early game rushes. Bobfly posted:I don't know, I got the impression they're gonna make more substantial changes to the pop growth system than just removing some bonuses. I can't point to any hard evidence of that though, maybe I'm naïve. Here's what they wrote: quote:Pop Growth is problematic, so we have made some changes in the upcoming patch that will reduce Pop Growth from different sources across the board (more on that later). Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead. To me this does imply more than just nerfing some bonuses. Let's maybe hold off on judging changes that we haven't even seen yet
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It's already the case that not building robots as soon as you can is pretty much objectively wrong, and this looks like it's just going to tilt even more in that direction.
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The Shortest Path posted:It's already the case that not building robots as soon as you can is pretty much objectively wrong, and this looks like it's just going to tilt even more in that direction. I wouldn't assume anything until they actually post the specific changes
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The Shortest Path posted:It's already the case that not building robots as soon as you can is pretty much objectively wrong, and this looks like it's just going to tilt even more in that direction. Eh, I'd argue this one now that robots cost alloys to build. In the very early game the drain of 5 energy, 2 alloys and a building slot on every world is significant.
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Gort posted:Eh, I'd argue this one now that robots cost alloys to build. In the very early game the drain of 5 energy, 2 alloys and a building slot on every world is significant. It lowkey was before, too - especially noticable on machine empires. But because it was just minerals, you could tank it.
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Welp the Contingency is like... super dangerous now. Oops.![]() I think this run is a wash. Three Machine worlds on my border or just through a wormhole and the smallest Contingency fleet is 3x my total fleet power. ![]()
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Saros posted:I think this run is a wash. Three Machine worlds on my border or just through a wormhole and the smallest Contingency fleet is 3x my total fleet power. I'd say play it out. You're not alone in the galaxy, and games where the crisis is an actual existential threat like it's meant to be tend to be the exception rather than the rule. Just make sure you pick up the Defender of the Galaxy ascension perk, and stack your fleets with shield and armour bypassing weapons like arc emitters and disruptors, while putting tons of shields on your own ships - that'll give you the best chance in battles against them.
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Nah this ones over, I dont have time to refit my fleet before my Ecu and homeworld are over-run and none of the AI have more than 10-20k fleet power so are worthless. They wont even support the galactic focus against contingency in the council lol. I think I set the endgame start year too early and the new agressiveness of the contingency really surprised me, they have exculsively been attacking me if they can reach me which seems a bit much but apparently they focus on the player now ![]()
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That is one early end game crisis. I'm sorry for your run ![]() I've been wondering about dev diaries. They post some interesting stuff, but is there any rule of thumb for when the mentioned plans will be implemented?
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Saros posted:Nah this ones over, I dont have time to refit my fleet before my Ecu and homeworld are over-run and none of the AI have more than 10-20k fleet power so are worthless. They wont even support the galactic focus against contingency in the council lol. I think they said they focused on the biggest threat to the galaxy. Which will be the player in most cases.
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Bobfly posted:That is one early end game crisis. I'm sorry for your run The Contingency also have the L gates, so yes, that run is doomed. A crisis arriving in 2330 is lol, unless it's at a fraction of normal strength. The next patch including the features in the diaries will be May.
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Yami Fenrir posted:I think they said they focused on the biggest threat to the galaxy. friend, the biggest threat to the galaxy is always PDX
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pmchem posted:friend, the biggest threat to the galaxy is always PDX Well yeah, but they're outside of the stellaris dimension so they can't be attacked. Wait... are PDX... the Unbidden?
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Red Oktober posted:
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AAAAA! Real Muenster posted:This is a mod. It would make total sense for something like that to be in the game with Doomsday or just in a general sense, but of course Paradox doesnt do those kinds of things, so yeah. Thanks! Good to know - I suspect it's from "Human Fallen Empires" then as the rest are all cosmetic.
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QuarkJets posted:To me this does imply more than just nerfing some bonuses. Let's maybe hold off on judging changes that we haven't even seen yet Just gonna interpret this to mean that they're integrating the carrying capacity mod into the base game and imagine how much better it'll be, even though that almost certainly isn't what they mean.
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if you start a new ironman game, what can you do at the console before achievements are disabled for the rest of that game/save? open it? toggle observer mode on/off? anything at all?
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# ? May 25, 2024 00:56 |
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Nothing, because it just won't let you open the console. But it's trivial to copy the save, open it in multiplayer and observe your way around the galaxy all you want if that's your goal.
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