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Libluini posted:I don't know if Captain Invictus does things like me, but I tend to "finalize" planets after I think further growth is unnecessary and order them to stop procreating/dismantle the robot assembly. And after all the planets/habitats of a sector are "finalized", I simply close that sector and never look at it ever again. Yep. I just started doing the "discourage growth" thing on my planets after most of the sectors have been filled up and micro'ing planets has become more manageable.
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# ? Apr 27, 2020 04:07 |
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# ? May 25, 2024 08:48 |
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If you get the auto pop resettlement mod its like every world is growth for another one!
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# ? Apr 27, 2020 04:43 |
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Automatic pop migration mod has screwed me before, while at war, by bankrupting my rear end. I sole\d a ton of CGs on the market, had about 100 months energy surplus while running at a loss, pops decided to move all over because the energy was there and i was bankruit right as i hit a bastion.
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# ? Apr 27, 2020 05:05 |
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yeah I keep APM off until I'm at the point in the game where the most annoyance the shuffling does is ruin a few buildings on a planet or two they yeeted too many pops from, but it can't suddenly cripple my economy, and usually this only happens when I designate a newly completed ecumenopolis or ringworld section as a priority planet anyways
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# ? Apr 27, 2020 07:25 |
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AAAAA! Real Muenster posted:If you finalize a sector and hand it off to the AI, does the AI gently caress it up or will it simply sit on it? I don't use the AI. Finalizing is literally me closing that sector and not thinking about it anymore. Besides, there's nothing to do anymore on those planets, so the AI can only gently caress up regardless of what it does, since it would need to do absolutely nothing to keep me satisfied. Doing nothing is another thing I'm not trusting the AI to do right.
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# ? Apr 27, 2020 07:49 |
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I don't touch APM until I have an Ecu/Ringworld ready to go. Even with it disabled your planets should start pushing emigration once the jobs dry up unless you've been messing with living standards.
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# ? Apr 27, 2020 08:15 |
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Schadenboner posted:More broadly, what's a good list of mods for a "Vanilla Plus" experience these days (by which I mean making the game be what we generally think it would be if Paradox were as good at QA as they were at coming up with ideas)? A bit late for this, but that's exactly what I've been going for with my mod list lately, so have some: StarNet AI, and if you don't want an extremely warlike game then also install the Friendship Patch. (yes, it fixes the starbase upgrading bug, and yes the reputation is true, without Friendship it will gently caress you up) Anbeeld's No Command Limit For AI does what it says on the tin, which makes the AI run doomstacks instead of splitting its fleets. Dynamic Difficulty - Ultimate Customization to set up better, bespoke difficulties, like "Captain at start and then it scales upwards". Carrying Capacity for a much better pop growth system and no late game overcrowding. Improved Planet and Sector Automation does what it says, making sectors usable. Notably, it makes sector governors respect planet designations and try to create surpluses that you set. Encourage Growth Permanently to fix a very stupid attention-tax mechanic. Overall I find this combination fixes like 90% of the problems I have with vanilla. It's night and day, the AI feels fundamentally competent and occasionally scary, and managing an empire of decent size is... possible.
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# ? Apr 27, 2020 08:31 |
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Captain Invictus posted:what is the way to make the least amount of habitable worlds possible? like obviously I turn down habitable worlds as low as possible, but even with that in a huge galaxy there's at least 300 habitable planets. I want there to be, like, 100 across the entire galaxy.
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# ? Apr 27, 2020 12:06 |
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Anyone else wish you weren't so limited by building slots in the early game? It seems dumb that you have to wait for upgraded buildings that use rare resources before you can have a population 9 planet with more than 2 artisans on it.
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# ? Apr 27, 2020 12:41 |
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Gort posted:Anyone else wish you weren't so limited by building slots in the early game?
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# ? Apr 27, 2020 12:48 |
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Personal mod that changes the define for that Every 3 pops is too good, every 4 is perfect. Every 5 is blergh
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# ? Apr 27, 2020 12:58 |
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Star Ruler 1 was right about population being a floating point number. It also had a user interface.
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# ? Apr 27, 2020 13:04 |
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I just wrapped up the mid-game of a game where I took the On The Shoulders of Giants origin and it is a nice bit of new story content with some cool goodies and bonuses along the way. It's not as game-breaking as Ringworld or Scion but some of the permanent bonuses that you get are very good, and free tech and resources are always good to have. It's also a guaranteed deposit of tons of minor relics, which are quite beneficial, plus it unlocks a few additional star systems and an additional habitable planet. Spoiler for the story: You go through multiple dig sites in your home system that were left behind by some ancient benefactor race, getting free technologies and resources along the way. Eventually you learn that your benefactors had mind-wiped your race, but they wound up feeling really bad about it, so they eventually left the markers with supplies, tech, etc. for your race to discover once it becomes space-faring. I thought that was the end of things, but sometime during the midgame a new research project showed up and created a new chain of archaeology sites spread across 2 new systems that weren't previously on the hyperlane network, continuing the story. The Benefactors descended into civil war over their usage of the mind-wiping technology on your race, culminating in mind wiping their own homeworld, effectively putting their entire civilization back to the stone age. And that's what you find: an old space station around a habitable planet with a stone-aged primitive civilization living on its surface. The final archaeology project is named Ouroboros: you become the benefactor, creating a cache of information and goodies (which costs you nothing) for this race to some day find. And doing so gives your race a bunch of permanent bonuses, to research speed, unity production, etc.
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# ? Apr 27, 2020 13:09 |
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Oh yeah, while I'm bitching, I hate that three quarters of the special ships you find in anomalies can't be merged into your regular fleets. It feels messy to have a single, admiral-less ship following your regular fleet around. Fix that, and while you're at it, let me disband ships with technology I don't have so I can study it.
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# ? Apr 27, 2020 13:10 |
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It would be nice if you could upgrade those unique ships once you have surpassed their tech level, at least.
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# ? Apr 27, 2020 13:35 |
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Oh yeah, and I just noticed that if you buy a Numistic Shrine (building that gives 2 priest and 2 merchant jobs) from the Caravaneers, you can in fact build it on every planet you own, instead of just on one... ...and there's something up with how pops pick their jobs when you replace buildings. If you replace a Holo-theatre (2 specialist jobs) with a Numistic Shrine (4 specialist jobs) you end up with two unemployed specialist pops taking five years to demote to workers. I assume what's happening is the game adds the Numistic Shrine first, and promotes workers to fill it, then removes the Holo-theatre and makes the specialists unemployed. Could all be avoided if the fun vacuum that is pop demotion delays didn't exist. Gort fucked around with this message at 13:53 on Apr 27, 2020 |
# ? Apr 27, 2020 13:37 |
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Gort posted:Oh yeah, and I just noticed that if you buy a Numistic Shrine (building that gives 2 priest and 2 merchant jobs) from the Caravaneers, you can in fact build it on every planet you own, instead of just on one... I think there was a patch where you could build as many as you like on any planet, which was hilariously broken.
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# ? Apr 27, 2020 13:50 |
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Guilliman posted:Personal mod that changes the define for that Gort posted:Could all be avoided if the fun vacuum that is pop demotion delays didn't exist. I wonder how hard it would be to mod demotion time...
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# ? Apr 27, 2020 14:16 |
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QuarkJets posted:I just wrapped up the mid-game of a game where I took the On The Shoulders of Giants origin and it is a nice bit of new story content with some cool goodies and bonuses along the way. It's not as game-breaking as Ringworld or Scion but some of the permanent bonuses that you get are very good, and free tech and resources are always good to have. It's also a guaranteed deposit of tons of minor relics, which are quite beneficial, plus it unlocks a few additional star systems and an additional habitable planet. The copy for the events is also kinda . It's like when you grandma left you a note in her house you find years after she dead. Schadenboner fucked around with this message at 15:06 on Apr 27, 2020 |
# ? Apr 27, 2020 14:40 |
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AAAAA! Real Muenster posted:I wonder how hard it would be to mod demotion time... Looks like it was already done.
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# ? Apr 27, 2020 15:02 |
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That one needs an update, apparently. Demotion time is set in the social class definition (common/pop_categories/00_social_classes.txt), but if you'd prefer not to risk compatibility hassles you can just find a way to apply a universal negative pop_demotion_time_mult pop modifier (kind of the same way the Carrying Capacity or Exponential Pop Growth mods work, but with less "having to implement calculus in Paradox script").
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# ? Apr 27, 2020 15:15 |
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Dallan Invictus posted:That one needs an update, apparently.
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# ? Apr 27, 2020 16:10 |
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Dallan Invictus posted:That one needs an update, apparently. It works fine in 2.6, no need to worry about the update notification.
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# ? Apr 27, 2020 16:40 |
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Yeah, the "needs updated" thing is literally just looking at one line of text in the .mod file.
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# ? Apr 27, 2020 16:53 |
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Does the Domestic Servitude slavery type correctly interact with the Warrior Culture civic (that is: will my disgusting bugboi xenoslaves battle for the delectation of my several pops?) E: So the District Overhaul (2) mod is really v.deece but it produces so many sub-types and I'm not sure if, for example, a "Solar Energy Technician" will get the bonus for an Energy Grid on the planet when it seems like they should? Schadenboner fucked around with this message at 18:02 on Apr 27, 2020 |
# ? Apr 27, 2020 17:55 |
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QuarkJets posted:I just wrapped up the mid-game of a game where I took the On The Shoulders of Giants origin and it is a nice bit of new story content with some cool goodies and bonuses along the way. It's not as game-breaking as Ringworld or Scion but some of the permanent bonuses that you get are very good, and free tech and resources are always good to have. It's also a guaranteed deposit of tons of minor relics, which are quite beneficial, plus it unlocks a few additional star systems and an additional habitable planet. That looks so cool. I started an "On The Shoulders of Giants" game and thought it was going to be to OP so I started some other games and never went back. I'll have to go for a look.
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# ? Apr 28, 2020 01:14 |
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Man, robot ringworld starts are more insane than I thought. Because energy shortages only apply a penalty of 50% to minerals produced by jobs for robots, you can just send all your technicians to research posts, run a huge energy deficit, and suffer literally no penalty at all - ringworlds don't have any mining jobs, so you still have tons of minerals. Here I am at 369 research in year 4:
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# ? Apr 28, 2020 11:25 |
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Well yes, Ringworlds are insanely OP.
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# ? Apr 28, 2020 11:32 |
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So is multiplayer like super cool and balanced right now or is everyone like "okay no Scion start, no Ringworld start, etc"?
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# ? Apr 28, 2020 11:33 |
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QuarkJets posted:So is multiplayer like super cool and balanced right now or is everyone like "okay no Scion start, no Ringworld start, etc"? Well so far Mapgoons have the following rules: No Ringworld, Void Dweller, Federation/Hegemony or Scion origins. Max 3 players per Federation. The federation and hegemon origins are more about the game spawning a ton of AI's taking up space than balance.
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# ? Apr 28, 2020 11:35 |
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Demiurge4 posted:Well yes, Ringworlds are insanely OP. It's more specific than that, it's robots on a ringworld ever since they moved their researcher jobs to using energy and didn't update the shortage penalty. If you try and do it with organics it's nowhere near as good since consumer goods shortages actually do something.
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# ? Apr 28, 2020 11:35 |
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Demiurge4 posted:Well so far Mapgoons have the following rules:
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# ? Apr 28, 2020 11:46 |
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Ringworld is tempered by lack of access to mining districts and the inability to make it assign a sensible amount of farmers/clerks in the early stages, but deff broken. Hegemon is wildly random. You could start off being completely isolated and struggling to expand at all, or have no habitable worlds anywhere in your available space, those things could happen to your AI buddies, rendering them complete duds, or you and your buddies could all get access to a decent chunk of space with planets you could colonize early on. Same for Federation, except you're less screwed by an AI growing bigger than you and making you its subject.
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# ? Apr 28, 2020 12:28 |
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Splicer posted:Am I right in saying that Scion's the only one broken if played straight and the others are due to stuff like cheesing deficits and favours? I haven't played Ringworld or Hegemon yet. Ringworld is broken even if you play it normally, it's kind of ridiculous. Ringworld districts are just insanely good, especially when you don't have to pay their exotic resource upkeep cost Void Dweller isn't quite intrinsically broken but does have significant advantages over most other origins.15% bonus production sounds small but is actually pretty nuts. Empires live and die by their alloy production, and void dwellers are better than anyone else at producing alloys. You also start with 3 habitats instead of 1 planet, so in the earliest phase of the game you have a significant pop growth advantage over other empires. These are snowballing advantages. And the special districts let you naturally specialize much sooner than other empires, which is also advantageous.
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# ? Apr 28, 2020 12:35 |
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I rushed an Ecumenopolis my most recent game and now I realize there is no way I have the mineral production or population growth to staff that thing. Not even close. Time to build some habitats over mineral deposits, I guess?
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# ? Apr 28, 2020 12:53 |
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Void dweller with the technocracy/meritocracy civics is probably the single strongest start going into the midgame because of how much your space dwelling specialists can output. The ringworld is probably better overall but it also has other options. Try running 3 trade districts on the ringworld and just rake in stupid amounts of energy and consumer goods from your 15 merchants.
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# ? Apr 28, 2020 12:54 |
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Splicer posted:Am I right in saying that Scion's the only one broken if played straight and the others are due to stuff like cheesing deficits and favours? I haven't played Ringworld or Hegemon yet. I've played ringworld, and it's definitely broken. The only real negative is that you don't start with mineral districts, but it's a disadvantage that can be cured by settling pretty much any planet. You can even cheese this a little bit by taking cold climate preference on your species, because Arctic, Alpine and Tundra worlds have more mineral districts on average than wet and dry planets, respectively. And you're still guaranteed your habitable worlds with a ringworld start. Basically, you will be able to negate any negatives from the ringworld start in the early game, and then the massive tech advantage just lets you roll over the rest of the galaxy.
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# ? Apr 28, 2020 13:00 |
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You don't pop-growth an Ecu, you pay the 10k energy to dump pops into it asap. If you don't have 100 pops lying around, go conquer a neighbor and depopulate their lovely worlds. Seriously, slavery is always the answer, the only problem with it is the opportunity cost of not doing other equally fun stuff.
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# ? Apr 28, 2020 13:06 |
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All of the Federations DLC options are basically upgrades over the origins or federation types provided by the base game or the other DLCs.
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# ? Apr 28, 2020 13:25 |
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# ? May 25, 2024 08:48 |
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pmchem posted:I rushed an Ecumenopolis my most recent game and now I realize there is no way I have the mineral production or population growth to staff that thing. Not even close. Take any planet that has alloy production, and then just destroy those alloy foundries and move those pops to the Ecu. Now all of your alloy production is on a single specialized world, with perfect habitability and huge bonuses to production and pop growth. QuarkJets fucked around with this message at 13:29 on Apr 28, 2020 |
# ? Apr 28, 2020 13:26 |