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Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



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.

So if that was me, chances are by late-game half of that 113 planets wouldn't need to be micro'd and in fact most of them would be in "closed" sectors so I don't even have to look at them anymore.

At least that's how I deal with microing tons of planets in Stellaris. :v:

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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hobbesmaster
Jan 28, 2008

If you get the auto pop resettlement mod its like every world is growth for another one!

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

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.

Autism Sneaks
Nov 21, 2016
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

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

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.

Horace Kinch
Aug 15, 2007

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.

Guildencrantz
May 1, 2012

IM ONE OF THE GOOD ONES

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)?

Barring that, what are good authors to follow on Steam Workshop?

E: To begin with there's ~~Ariphaos Unofficial Patch (2.6) for sure, right?

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.

Splicer
Oct 16, 2006

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

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.
I know I'm pointing out the obvious but turn off garaunteed habitable worlds.

Gort
Aug 18, 2003

Good day what ho cup of tea
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.

Splicer
Oct 16, 2006

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

Gort posted:

Anyone else wish you weren't so limited by building slots in the early game?
I may have expressed a mild negative opinion of this in the past

Guilliman
Apr 5, 2017

Animal went forth into the future and made worlds in his own image. And it was wild.
Personal mod that changes the define for that ;)

Every 3 pops is too good, every 4 is perfect. Every 5 is blergh

goatsestretchgoals
Jun 4, 2011

Star Ruler 1 was right about population being a floating point number. It also had a user interface.

QuarkJets
Sep 8, 2008

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.

Gort
Aug 18, 2003

Good day what ho cup of tea
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.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
It would be nice if you could upgrade those unique ships once you have surpassed their tech level, at least.

Gort
Aug 18, 2003

Good day what ho cup of tea
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

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

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Guilliman posted:

Personal mod that changes the define for that ;)

Every 3 pops is too good, every 4 is perfect. Every 5 is blergh
I wish I would have thought of this sooner.


Gort posted:

Could all be avoided if the fun vacuum that is pop demotion delays didn't exist.
Or if the game wasnt a piece of poo poo that cant get a sequence of events straight. Every time I play standard organics, when I turn a Converted Colony Ship Shelter into a Planetary Administration I end up with an unemployed Specialist despite the fact that the two Colony Ship Shelter Specialist jobs should easy convert to two Rulers and one Enforcer, but apparently thats too loving hard so instead two workers get promoted to rulers and one of the existing Specialists gets the Enforcer job and the other one sits on his hands for five years.

I wonder how hard it would be to mod demotion time...

Schadenboner
Aug 15, 2011

by Shine

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.

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.


The copy for the events is also kinda :3:. 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

Gort
Aug 18, 2003

Good day what ho cup of tea

AAAAA! Real Muenster posted:

I wonder how hard it would be to mod demotion time...

Looks like it was already done.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

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").

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Dallan Invictus posted:

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").
Thanks for this, totally folding it into my mod.

Horace Kinch
Aug 15, 2007

Dallan Invictus posted:

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").

It works fine in 2.6, no need to worry about the update notification.

Gort
Aug 18, 2003

Good day what ho cup of tea
Yeah, the "needs updated" thing is literally just looking at one line of text in the .mod file.

Schadenboner
Aug 15, 2011

by Shine
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

Mortlock
May 16, 2014

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.

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.


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.

Gort
Aug 18, 2003

Good day what ho cup of tea
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:

Demiurge4
Aug 10, 2011

Well yes, Ringworlds are insanely OP.

QuarkJets
Sep 8, 2008

So is multiplayer like super cool and balanced right now or is everyone like "okay no Scion start, no Ringworld start, etc"?

Demiurge4
Aug 10, 2011

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.

Gort
Aug 18, 2003

Good day what ho cup of tea

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.

Splicer
Oct 16, 2006

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

Demiurge4 posted:

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.
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.

Zulily Zoetrope
Jun 1, 2011

Muldoon
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.

QuarkJets
Sep 8, 2008

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.

pmchem
Jan 22, 2010


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?

Demiurge4
Aug 10, 2011

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.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

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.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
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.

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.
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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QuarkJets
Sep 8, 2008

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.

Time to build some habitats over mineral deposits, I guess?

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

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