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Yeah, once you have ecumenopolises a fair chunk of your empire needs to just be resource extractors to put out enough minerals, energy and food to supply it the ridiculous amounts it can consume. On the plus side, you can just use the planets you were previously using as forge and factory worlds, since ecumenopolises make those obsolete.
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# ? Apr 28, 2020 13:35 |
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# ? May 26, 2024 02:37 |
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Torrannor posted:Arctic, Alpine and Tundra worlds have more mineral districts on average than wet and dry planets, respectively. Huh, I'd never heard about this. Where did you hear about it?
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# ? Apr 28, 2020 13:37 |
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It's something that's existed since way back into tiles, and was maintained into the new district system. It was added a ways into the life of Stellaris(Or possibly was only mentioned by Paradox in passing into it's life), I think, rather than being completely random. Dry planets favour energy showing up, Cold worlds favour minerals, wet favours food. Note 'Favours' doesn't mean 'guaranteed'. Randomess is still random, after all.
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# ? Apr 28, 2020 13:43 |
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yeah, I need to disable/replace the consumer goods and alloy production buildings on my worlds and just move all that to the ecu. it's like mid-2300s, the Khan hasn't even woken up yet, so I simply don't have the pops or minerals to flood into the ecu just yet. Gonna take some revamping of my empire setup. I need alloy production bad, though, so this will be great in the long run.
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# ? Apr 28, 2020 13:44 |
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It also goes for the strategic resources. Wet planets can have gas deposits, dry ones can have dusty deserts, and cold ones can have crystal caverns.Gort posted:ecumenopolises The plural of ecumenopolis is ecumenopoles (with a long e). Same for other words that end in -is, like crisis or axis. Not trying to dog on anyone, it's just my favorite English plural rule and I like sharing it.
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# ? Apr 28, 2020 13:52 |
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Zulily Zoetrope posted:The plural of ecumenopolis is ecumenopoles (with a long e). Same for other words that end in -is, like crisis or axis. Not trying to dog on anyone, it's just my favorite English plural rule and I like sharing it. I don't think this is right, but I'm also unsure if there's a right answer. Gort fucked around with this message at 14:24 on Apr 28, 2020 |
# ? Apr 28, 2020 14:21 |
Zulily Zoetrope posted:The plural of ecumenopolis is ecumenopoles (with a long e). Same for other words that end in -is, like crisis or axis. Not trying to dog on anyone, it's just my favorite English plural rule and I like sharing it.
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# ? Apr 28, 2020 14:24 |
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The actual greek plural is ecumenopoleis. is-es is an English rule. E: Upon actually looking it up, for the specific root -polis, -polises, -poles and -poleis are all considered legitimate, in descending order of common use. That's on me. Zulily Zoetrope fucked around with this message at 14:27 on Apr 28, 2020 |
# ? Apr 28, 2020 14:24 |
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English rules are mostly bullshit because they have so many exceptions
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# ? Apr 28, 2020 14:25 |
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So what's the ideal world for an ecu again?
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# ? Apr 28, 2020 14:40 |
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Lawman 0 posted:So what's the ideal world for an ecu again? A small world can be build to an ecumenopolis quickly, but a large one makes a larger ecumenopolis in the end. I tend to go for small ones first. Restored relic worlds have a research bonus, so use those for your research ecumenopolises.
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# ? Apr 28, 2020 14:56 |
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Gort posted:A small world can be build to an ecumenopolis quickly, but a large one makes a larger ecumenopolis in the end. I tend to go for small ones first.
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# ? Apr 28, 2020 15:18 |
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There's a bunch of useful UI improvements I was crying out for in my last game- the ability to organise military fleets myself in the outliner rather than it being entirely down to the order in which they were created. I'd like to keep my patrolling anti-piracy fleets seperate from my military fleets. I'd also like it so that when I open the trade overlay and check for systems with high piracy, clicking them would zoom me to the system in question. Seems like a very strange and basic oversight that one. Also having a screen listing megaprojects and showing ones in progress, particularly for Gateways. They don't show on the galaxy map as megaprojects or as gates when they're still under construction so I either have to remember where I've built them or leave construction ships permanently in the system until they are building their final stage. Finally the megashipyard is awesome but I wish the game would prioritise it more reliably. I built a gateway in the same system and had a fleet needing reinforcement in another system with a gateway and yet when I hit reinforce, shipyards in ordinary starbases away from gates started building.
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# ? Apr 28, 2020 15:54 |
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PiCroft posted:There's a bunch of useful UI improvements I was crying out for in my last game- the ability to organise military fleets myself in the outliner rather than it being entirely down to the order in which they were created. I'd like to keep my patrolling anti-piracy fleets seperate from my military fleets. I'd also like it so that when I open the trade overlay and check for systems with high piracy, clicking them would zoom me to the system in question. Seems like a very strange and basic oversight that one. The way it weights flight time versus build time when farming out ship construction seems really strange overall. Look: it's a just Corvette, just queue it don't start construction across the literal galaxy! E: Also, Alpha Centauri being one of the one-jump systems from Earth (and a guaranteed world location 9 times out of 10) can be a punch in the dick in the very early game (I do appreciate the nod of acknowledgement to the greats of the genre obviously but , goddamn is that system big.)
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# ? Apr 28, 2020 16:23 |
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i almost always deliberately turn all my other shipyards into anchorages after i have my gate system set up, just due to the fact i rarely ever need the capacity to build 50 ships at a time and a mega shipyard can handle it on its own but i also try to have a sector w/ a fleet captain gov setup to leverage it even more
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# ? Apr 28, 2020 16:48 |
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someone a few pages back suggested a lithoid ring world start was very strong. how is that the case, what’s the strategy? they start with energy workers and a huge mineral deficit, but need minerals to expand the ring world and also feed their pops. it seems to be a major disadvantage having to buy minerals from market at start until you have a mining planet going to support your ring. right? phone posting
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# ? Apr 28, 2020 21:38 |
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pmchem posted:someone a few pages back suggested a lithoid ring world start was very strong. how is that the case, what’s the strategy? they start with energy workers and a huge mineral deficit, but need minerals to expand the ring world and also feed their pops. it seems to be a major disadvantage having to buy minerals from market at start until you have a mining planet going to support your ring. right? There's not a mineral deficit. You start with tons of mineral mining stations (something like 35-40ish minerals) which is plenty for your pops to live on until you can get a colony ship out to set up a mining planet.
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# ? Apr 28, 2020 21:44 |
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Schadenboner posted:The way it weights flight time versus build time when farming out ship construction seems really strange overall. Look: it's a just Corvette, just queue it don't start construction across the literal galaxy! I think it's probably a nod to the actual star system nearest to Sol rather than the video game of the same name, which has stellar features that make it quite big. Paradox probably knew that they'd get endless complaints from lonely nerds otherwise
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# ? Apr 28, 2020 22:03 |
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QuarkJets posted:I think it's probably a nod to the actual star system nearest to Sol The what now?
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# ? Apr 28, 2020 22:14 |
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QuarkJets posted:I think it's probably a nod to the actual star system nearest to Sol rather than the video game of the same name, which has stellar features that make it quite big. Paradox probably knew that they'd get endless complaints from lonely nerds otherwise I mean it's probably both.
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# ? Apr 28, 2020 22:18 |
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Schadenboner posted:The what now? https://en.m.wikipedia.org/wiki/Alpha_Centauri It's definitely what the game Alpha Centauri was named after so this is purely an academic exercise, I just think it's cool that Paradox decided to include details from our actual galaxy
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# ? Apr 28, 2020 22:24 |
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pmchem posted:someone a few pages back suggested a lithoid ring world start was very strong. how is that the case, what’s the strategy? they start with energy workers and a huge mineral deficit, but need minerals to expand the ring world and also feed their pops. it seems to be a major disadvantage having to buy minerals from market at start until you have a mining planet going to support your ring. right? The ringworld itself doesn't offer mineral districts but the damaged ring section and the planet that clearly collided with it provide a lot of minerals and the mining stations are already built. This lets you focus on getting the other districts up and running without needing to worry about food.
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# ? Apr 28, 2020 22:32 |
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deathbagel posted:There's not a mineral deficit. You start with tons of mineral mining stations (something like 35-40ish minerals) which is plenty for your pops to live on until you can get a colony ship out to set up a mining planet. And Tyler Too! posted:The ringworld itself doesn't offer mineral districts but the damaged ring section and the planet that clearly collided with it provide a lot of minerals and the mining stations are already built. This lets you focus on getting the other districts up and running without needing to worry about food. I'm looking at a hive mind lithoid ringworld start that is 300 (-11) on minerals. Producing 60/month but consuming 71/month due to jobs and pops. There is only one free mining station spot in system, for +3. I... would be worried about buying food, yes?
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# ? Apr 28, 2020 23:25 |
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QuarkJets posted:https://en.m.wikipedia.org/wiki/Alpha_Centauri Oh hey, neat. Did NASA name it after the game or what?
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# ? Apr 28, 2020 23:32 |
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Schadenboner posted:Oh hey, neat. Did NASA name it after the game or what? The wiki article is pretty neat actually. Looks like there were two different names for the star system, and when they discovered it was a binary system they just gave one name to each star. Then it turns out it's a trinary system
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# ? Apr 28, 2020 23:53 |
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pmchem posted:I'm looking at a hive mind lithoid ringworld start that is 300 (-11) on minerals. Producing 60/month but consuming 71/month due to jobs and pops. There is only one free mining station spot in system, for +3. I... would be worried about buying food, yes? Ahh, that's why. Hive minds don't have consumer goods, so every job that normally has a consumer goods requirement changes to Minerals for a Lithoid Hive Mind (It goes to energy for robot hive minds and to food I think for regular hive minds?) so all of the starting jobs all eat up the minerals. The OP start would be without using a Hive Mind, just a normal Lithoid race.
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# ? Apr 29, 2020 00:13 |
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Bungula will be the the starting system name for my next joke species.
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# ? Apr 29, 2020 00:14 |
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pmchem posted:someone a few pages back suggested a lithoid ring world start was very strong. how is that the case, what’s the strategy? they start with energy workers and a huge mineral deficit, but need minerals to expand the ring world and also feed their pops. it seems to be a major disadvantage having to buy minerals from market at start until you have a mining planet going to support your ring. right? Its a small malus with the benefit that after you clear the gas/crystal tunnel blocker you can build a 20 job research segment and a trade district with no maintenance. Just make sure to have a mine planet settled OR good mining systems claimed. You even have a ready supply of working pops doing useless farming to move to the new jobs. It's an enormous power boon
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# ? Apr 29, 2020 02:17 |
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Schadenboner posted:Oh hey, neat. Did NASA name it after the game or what? I think so yeah pretty sure I saw a documentariatician saying that
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# ? Apr 29, 2020 06:21 |
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Zulily Zoetrope posted:It also goes for the strategic resources. Wet planets can have gas deposits, dry ones can have dusty deserts, and cold ones can have crystal caverns. You haven't been introduced to the joys of octopodes?
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# ? Apr 29, 2020 07:22 |
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Oh, I know all about octopodes, which is more or less the same story. Octopuses is the obvious standard English, octopi is the Latin pluralization, preferred by those who care a little or a lot about grammar, and octopodes is the original Greek pluralization. I've come to the conclusion, after modest amounts of research, that if you had to declare one the proper pluralization, it would be octopi, because the word octopus was adopted into Latin and the English word comes from the Latin one, rather than the Greek one. But also, all three are considered legitimate English words, and thus I use the one that is most fun to say, octopodes.
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# ? Apr 29, 2020 08:10 |
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QuarkJets posted:I think so yeah pretty sure I saw a documentariatician saying that Cool, didn't know they made video games back in 1603 Kind of neat
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# ? Apr 29, 2020 08:45 |
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Libluini posted:Cool, didn't know they made video games back in 1603 Take one look at alpha centauri's graphics and you'll believe that's the year it was made
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# ? Apr 29, 2020 09:59 |
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Is there a way to make the game actually use the planet name lists for the player? Like when I make an empire the name lists say stuff like, "Garden of Hope", "Garbog's Domain" and so on for planet names, and I see the AI naming their planets like that, but when I settle a planet it just calls them poo poo like, "Alpha Centauri Prime" by default.
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# ? Apr 29, 2020 13:07 |
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Gort posted:Is there a way to make the game actually use the planet name lists for the player? You hit the random name button?
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# ? Apr 29, 2020 13:13 |
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Gort posted:Is there a way to make the game actually use the planet name lists for the player? Click the dice in the top right corner of the colony name menu to use a name from your namelist. No, I don't know why there isn't an option to default to it.
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# ? Apr 29, 2020 13:13 |
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Ah, I must've missed the button.
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# ? Apr 29, 2020 15:01 |
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I had never noticed that button until it was brought up.
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# ? Apr 29, 2020 15:02 |
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another fun bug, while the game was autosaving I was absentmindedly mashing the "build city district" button on a 13-slot planet that has all districts already built, and it has now queued up 19 city districts and expanded the maximum city districts squares under the city district icon on the planet UI to 19
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# ? Apr 30, 2020 04:38 |
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# ? May 26, 2024 02:37 |
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I'm really digging the planetary features mod and wish I had been using it sooner, it's super generous with the alloy deposits and gave me a Gaia world with +20% alloys produced bonus.
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# ? Apr 30, 2020 04:55 |