Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
.

Sillybones fucked around with this message at 00:43 on May 25, 2020

Adbot
ADBOT LOVES YOU

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
are unity ambitions bugged with the new edict system, Will to Power isn't giving any extra influence. I thought maybe something broke and so waited for it to tick off, then activated it again, and nope:



I swear it was working earlier in the game, but not anymore. does having more of the edict cap edicts active break the unity ambitions?

standard.deviant
May 17, 2012

Globally Indigent

Aethernet posted:

The best Space Weapons are those in the last book of the Three Body Problem trilogy.

wipe out entire solar systems by deleting the third dimension? sign me up for Operation Pancake!
I would be extremely there for a Three Body Problem mod. On the other hand, if people are up in arms about the downsides of an espionage system, an option to shut off all technological progress for a target that you out-tech would be right out.

OxMan
May 13, 2006

COME SEE
GRAVE DIGGER
LIVE AT MONSTER TRUCK JAM 2KXX



...! posted:

So, uh... this is the first game of this type that I've ever played. The complexity is... intimidating, to say the least. The brief "tutorials" seem to assume that I'm extremely familiar with this genre. After spending an hour trying to figure things out, I gave up and played something else. :staredog:

How do I even begin to figure out how to get into a game like this? Even the wikis are going slightly over my head. :sigh:

I was in a similar boat when I started playing it last week. I'm still learning as I go, but the important thing is to just kind of keep the 4xs in mind and just kind of play. You'll start over a few times as you learn how things work, that's just part of the learning experience. I can only speak to peaceful human cultures but the main thing you always want to be doing in the beginning is the first 2xs, explore and expand. Take your science ship from system to system and survey them. Build another so one can scan anomalies while the other surveys. Spec captains towards anomaly scan speed and finding chance, they make your systems more valuable. Have a construction ship behind them building star bases and fixtures in the systems that are surveyed. You'll build more eventually as you split off in multiple directions. Don't build more pop districts than you need, focus on resource generation first. Colonize 70+ compatibility planets and concentrate on pop growth, if you have the energy credits to throw around pop an edict from the government tab. Each planet has incentives you can throw at it for cheap, to boost pop growth more. Get the 5 growth culture bonuses first when those start popping up too. Don't keep a just in case fleet until after you've researched cruisers, there's not much to fight until the midgame then unless you're a warmonger culture and your rinky dinky fleet won't do anything against crystalline mobs other than take up valuable upkeep resources. Lastly, wars are EXPENSIVE. Fighting a defensive war is one thing. Going on the offense should only be done when you're sure you can win quickly and decisively. You bleed out resources like crazy when you're flying a war fleet around and it can easily freeze your entire growth process to do so.

Fur20
Nov 14, 2007

すご▞い!
君は働か░い
フ▙▓ズなんだね!

OxMan posted:

Colonize 70+ compatibility planets and concentrate on pop growth, if you have the energy credits to throw around pop an edict from the government tab.

i asked google sensei "stellaris planet settling guide" and the first page was just gamefaqs and reddit threads of loving neckbeards saying "i would never settle a planet under size 20" so i thought well maybe they know what they're talking about

then the first time the game actually clicked with me, i was settling anything above 10 as long as i had a high compatibility

do you get anything from killing space whales? that's the one thing i skipped last time and i feel like that was a mistake

Horace Kinch
Aug 15, 2007

The White Dragon posted:

i asked google sensei "stellaris planet settling guide" and the first page was just gamefaqs and reddit threads of loving neckbeards saying "i would never settle a planet under size 20" so i thought well maybe they know what they're talking about

then the first time the game actually clicked with me, i was settling anything above 10 as long as i had a high compatibility

do you get anything from killing space whales? that's the one thing i skipped last time and i feel like that was a mistake

Settle anything 60% or higher regardless of size. The more pops you have the better, and you can take mastery of nature for the 2 extra districts, and you can always research +habitability techs and gene-mod your pops for extra habitability, or terraform those planets to something desirable. As for space whales, killing them gives you energy+gas but you have to live with the shame of murdering space whales.

Enjoy
Apr 18, 2009
The reason for not settling everything in the past was that you couldn't counteract the increased tech costs from empire size (systems and colonies). It was always a silly idea because you could just build more research to make up for the increased cost.

It's even less relevant now we can expand our bureaucracy.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

And Tyler Too! posted:

Settle anything 60% or higher regardless of size. The more pops you have the better, and you can take mastery of nature for the 2 extra districts, and you can always research +habitability techs and gene-mod your pops for extra habitability, or terraform those planets to something desirable. As for space whales, killing them gives you energy+gas but you have to live with the shame of murdering space whales.

60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there.

On that note, what's the actual cutoff for "habitability being so low it literally cannot self-sustain"? Anyone done the best-case math?

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty

Captain Invictus posted:

are unity ambitions bugged with the new edict system, Will to Power isn't giving any extra influence. I thought maybe something broke and so waited for it to tick off, then activated it again, and nope:



I swear it was working earlier in the game, but not anymore. does having more of the edict cap edicts active break the unity ambitions?
I turned off Forge Subsidies and my influence INSTANTLY(not at the start of the month, like normal) jumped up to 11+ a month, so I'm guessing there is, as usual, something fucky in the new patch that makes the new edict types gently caress around with the unity ambitions, specifically, will to power.

edit: will to power does not show up under influence gain, I simply make over 10 influence a month now instead. what they hell did they do to that particular edict with the last patch.

Captain Invictus fucked around with this message at 07:14 on May 25, 2020

Horace Kinch
Aug 15, 2007

Serephina posted:

60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there.

On that note, what's the actual cutoff for "habitability being so low it literally cannot self-sustain"? Anyone done the best-case math?

That's my whole point though. 60% sucks in the short-term, but stellaris is 100% about playing the long-con. You can either terraform the world to something better, form a migration treaty with a more suitable species, or brute-force a better habitability through research or gene-modding. Anything less than 60% is a hard-no, though. 60% by itself falls into "barely adequate" territory, but that can be fixed.

Poil
Mar 17, 2007

Captain Invictus posted:

I turned off Forge Subsidies and my influence INSTANTLY(not at the start of the month, like normal) jumped up to 11+ a month, so I'm guessing there is, as usual, something fucky in the new patch that makes the new edict types gently caress around with the unity ambitions, specifically, will to power.

edit: will to power does not show up under influence gain, I simply make over 10 influence a month now instead. what they hell did they do to that particular edict with the last patch.
Is it added under base influence gain like the suppressing/boosting factions is? By the way why haven't such an obvious stupid decision been fixed yet?

ShadowHawk
Jun 25, 2000

CERTIFIED PRE OWNED TESLA OWNER

Enjoy posted:

The reason for not settling everything in the past was that you couldn't counteract the increased tech costs from empire size (systems and colonies). It was always a silly idea because you could just build more research to make up for the increased cost.

It's even less relevant now we can expand our bureaucracy.
I think those posts were from the even more distant past, where you could only have 5 "core worlds" and everything after required sector/AI management

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty

Poil posted:

Is it added under base influence gain like the suppressing/boosting factions is? By the way why haven't such an obvious stupid decision been fixed yet?
I am almost positive it was always listed as a modifier under the influence bar icon, saying +5 from will to power. but right now it just doesn't list anything at all, only the higher influence gain total.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Serephina posted:

60% itself is kinda on my 'meeeeh' list. The colony will struggle to produce net-positive, and it's a lot of busy-work now for a payoff later when you get habitability techs and/or proper races to live there.

On that note, what's the actual cutoff for "habitability being so low it literally cannot self-sustain"? Anyone done the best-case math?

Well, I just did the math of this to answer my own question.
Assuming: Normal pops with no racial bonuses or malus, standard bio pops, happiness&stability not included, etc. Using only Farmers, Miners, Technicians, Entertainers, Artisans, and 0 ruler jobs, can a world sustain itself?

At 60%, yes. at 55%, flat-no.

I used matrices for this, and factored in upkeep costs for districts etc. Math might be off, but it kinda gives results one would expect. Makes me kinda regret doing this as it gives zero new info, but it was a fun exercise I guess! I still wouldn't colonize 60%, because the game is enough busywork without making more it in the name of optimization.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go?

I can only manage 50 points and I’m being picky on which systems I claim. But the closest enemy empire is like taking everything and are they just not caring about the penalties? Should I build admin buildings?

Also i just ran across a cluster of three systems that all have habitable planets. Should I just grab that poo poo and at what point should I colonise? ASAP or when my original two colonies are producing enough to contribute?

Also pop growth? Is it supposed to be so slow? It feels way slower then when I played a few years ago?

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?
Yeah, you can literally build admin cap. That's going to far oustrip what you'll get from research, at least in the short term, so go wild.

Gort
Aug 18, 2003

Good day what ho cup of tea

Affi posted:

I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go?

I can only manage 50 points and I’m being picky on which systems I claim. But the closest enemy empire is like taking everything and are they just not caring about the penalties? Should I build admin buildings?

Also i just ran across a cluster of three systems that all have habitable planets. Should I just grab that poo poo and at what point should I colonise? ASAP or when my original two colonies are producing enough to contribute?

Also pop growth? Is it supposed to be so slow? It feels way slower then when I played a few years ago?

Colonise everything 60% habitable and up ASAP. Each planet gives you more pop growth.

Take the best systems first, but take all systems.

Build admin buildings when you go over your admin cap. Have a planet that just has office buildings, specialise it as a bureaucratic centre.

Splicer
Oct 16, 2006

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

Affi posted:

I’m playing a game right now for the first time in several years and I’m wondering about administration and how far above it is cool to go?

I can only manage 50 points and I’m being picky on which systems I claim. But the closest enemy empire is like taking everything and are they just not caring about the penalties? Should I build admin buildings?

Also i just ran across a cluster of three systems that all have habitable planets. Should I just grab that poo poo and at what point should I colonise? ASAP or when my original two colonies are producing enough to contribute?

Also pop growth? Is it supposed to be so slow? It feels way slower then when I played a few years ago?
On top of what Gort said, outside of exceptional circumstances you should expand contiguously. If you've got a line of good system - bad system - good system, don't leapfrog over the bad system. If t's more if a web and you've expanded around a bad system though there's no need to backfill until you feel like it.

Schadenboner
Aug 15, 2011

by Shine
Stellaris (and Warhams) is a lot easier to understand once you realize that it’s an ontology with luminiferous ether rather than proper vacuum in space.

Gort
Aug 18, 2003

Good day what ho cup of tea

Splicer posted:

On top of what Gort said, outside of exceptional circumstances you should expand contiguously. If you've got a line of good system - bad system - good system, don't leapfrog over the bad system. If t's more if a web and you've expanded around a bad system though there's no need to backfill until you feel like it.

Yeah, the main limiter to expansion is influence, and it costs more influence the further from your borders the system you're taking is, so if you want a system that's a long way away for a planet or a resource or a choke-point, expand in a line to it, don't just take that system first.

Sillybones
Aug 10, 2013

go away,
spooky skeleton,
go away
I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time.

What?

Also, where are their random ships coming from? They just blink into existence in their home sector.

kitten emergency
Jan 13, 2008

get meow this wack-ass crystal prison

Sillybones posted:

I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time.

What?

Also, where are their random ships coming from? They just blink into existence in their home sector.

you need to land invasion forces to capture a planet, you build them from your planets, uh, army screen?

Schadenboner
Aug 15, 2011

by Shine
Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T!

John F Bennett
Jan 30, 2013

I always wear my wedding ring. It's my trademark.

Schadenboner posted:

Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T!

Because it looks cooler than a bunch of ships all pointing in random directions.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Sillybones posted:

Also, where are their random ships coming from? They just blink into existence in their home sector.

When you defeat a fleet (or rather, either when the AI/player decides to retreat or is forced to retreat since all ships are disengaged/destroyed) they emergency-FTL and go MIA for some number of weeks/months, (depending on how far they are from friendly territory?) I haven't really been able to work out exactly how it decides where they return, but it looks like they try to go for the nearest(?) friendly system (but it tries to prefer one with an upgraded starbase) or if none are available they appear at the capital(??).


They'll show up in occupied systems if someone else controls every starbase that empire nominally owns. So you can shut down their shipyards and still be stuck playing whack-a-mole as their corvettes keep reappearing at like 3% hull, looking for a place to repair. But if you take literally every system they own and then leave a small fleet to camp their home system, then eventually you can grind their navy down to zero.

silentsnack fucked around with this message at 14:49 on May 25, 2020

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Schadenboner posted:

Why are space battles like napoleonic /age of dreadnaught sea battles? Because in this reality space literally is an ocean. Now go put the lash to the coal monkeys to shovel harder or we’ll never Cross The T!

Because that is how almost every 4x runs space battles, because otherwise its into hard sci-fi areas and then you have to have all your tech make sense and you don't get to have cool things. Also because to properly do all that you need space to be properly huge, which takes a lot of computer power and stuff.




silentsnack posted:

When you defeat a fleet (or rather, either when the AI/player decides to retreat or is forced to retreat since all ships are disengaged/destroyed) they emergency-FTL and go MIA for some number of weeks/months, (depending on how far they are from friendly territory?) I haven't really been able to work out exactly how it decides where they return, but it looks like they try to go for the nearest(?) friendly system (but it tries to prefer one with an upgraded starbase) or if none are available they appear at the capital(??).


They'll show up in occupied systems if someone else controls every starbase that empire nominally owns. So you can shut down their shipyards and still be stuck playing whack-a-mole as their corvettes keep reappearing at like 3% hull, looking for a place to repair. But if you take literally every system they own and then leave a small fleet to camp their home system, then eventually you can grind their navy down to zero.

They should prioritize going to whatever is marked as their "home" starbase, and if they can't go there I think it is nearest upgraded starbase?

Schadenboner
Aug 15, 2011

by Shine
Real space combat would be loving annoying. Like that one anomaly where the 160 Million Year Old mass reactive round glances one of your Science Ships and you get 150 Engineering Points but purposeful.

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.

Sillybones posted:

I honestly thought I could claim a few systems, destroy all their fleets, take every system they have and bomb every one of their planets to get the systems I claimed. Seems that is actually impossible or something and I have a few months till the war is ended and a total waste of time.

The only hard time limit on a war is that if either side hits 100% war exhaustion for two years, they can be forced into a status quo peace - and I think this is what you mean by "the war is ended and a total waste of time", but that isn't the same as a white peace from other PDS games, where nothing changes. War exhaustion also isn't the same as war score from the other games: it does make AIs more willing to accept peace, but not enough to make up for some of the penalties that might exist, particularly the one from demanding systems that you don't fully occupy (as in, space control and also occupying any colonies in the system).

In Stellaris, a status quo peace usually means you keep any system you fully occupy where you have the strongest claim of anyone in the war. So like uncurable said, if any of the systems you claimed have colonies, you need to land troops to take them, and then you should be able to get the enemy to cede them in a peace deal (either by running out the WE clock or just flat-out winning the war).

(alternatively you can play a total war empire or build a colossus and then not have to care about any of this).

Gort
Aug 18, 2003

Good day what ho cup of tea
It was really weird that they made a bunch of games where a "status quo peace" means "territory will return to how it was prior to the war" and then this game where it means "territory will be as it is right now".

TheDeadlyShoe
Feb 14, 2014

Defense Platforms are really meant to be used with a couple stacked -cost bonuses (like Secure the Borders in oligarchies), then they work ok until super lategame.

I half-completed a mod back in the day where I just stole Star Ruler mechanics and had an empire resource that just assembled platforms over time for free. Part of the motivation was how easy it was to kneecap someone by ganking their shipyard starbase in the early game. With that mechanic capital starbases tended to have full platform allotments.

Gotta say I'm super not a fan of the new take on sprawl. Whats the drat point of adding a mechanic to penalize large empires and then adding another mechanic which counters it for a penalty of jobs? I'm sure it's been said before. Just whining.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

TheDeadlyShoe posted:

Gotta say I'm super not a fan of the new take on sprawl. Whats the drat point of adding a mechanic to penalize large empires and then adding another mechanic which counters it for a penalty of jobs? I'm sure it's been said before. Just whining.

The point of sprawl is to generate negative feedback. Both in being such an annoying pointless busywork tax feature that it becomes That One Feature, and in putting a damper on the tendency for wargames to turn into a predictable cascade of "win fight" == "get more resources" == "win more" ...and repeat until bored or you run out of map to recolor and/or doodads to hoard.

Splicer
Oct 16, 2006

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

silentsnack posted:

The point of sprawl is to generate negative feedback. Both in being such an annoying pointless busywork tax feature that it becomes That One Feature, and in putting a damper on the tendency for wargames to turn into a predictable cascade of "win fight" == "get more resources" == "win more" ...and repeat until bored or you run out of map to recolor and/or doodads to hoard.
Yes, but that worked fine before when it was just "You big? Everything's harder DWI". Now it's this weird math game where sometimes it's worth throwing down a bureaucracy building and sometimes it's not, and a big empire can research like a small empire if they fill habitats with pencil pushers which eventually is basically free to do.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Splicer posted:

Yes, but that worked fine before when it was just "You big? Everything's harder DWI". Now it's this weird math game where sometimes it's worth throwing down a bureaucracy building and sometimes it's not, and a big empire can research like a small empire if they fill habitats with pencil pushers which eventually is basically free to do.

Yeah, it worked and that's why (some) players hated it. So it got changed.


Now the hard limit was removed, turning the whole mess into a meaningless waste of time and (some) players hate it.

Enjoy
Apr 18, 2009

Gort posted:

It was really weird that they made a bunch of games where a "status quo peace" means "territory will return to how it was prior to the war" and then this game where it means "territory will be as it is right now".

I like it more this way

Turning over control of a castle you'd already taken was a big deal, it was a concession you had to extract in a peace deal

Imagine playing Mount and Blade and having to storm the same castle again and again with every peace treaty

Also from a gameplay perspective you've already paid the resource cost to take the claim, in EU4 it's free until you core.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
here's a "fun" weird bug that just happened

it seems that merging army fleets with individual generals doesn't actually remove all the generals, they are apparently still attached to the combined fleet somehow. how do I know this? because I dropped my 3-into-1 combined army on one of the fallen empire's homeworlds and over the course of the assault EVERY SINGLE GENERAL I HAD WAS KILLED IN THE BATTLE

like yeah they're generals who gives a poo poo, but it's such a ridiculously stupid bug.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
now here's an actual for real, not quite game-breaking, but certainly broken bug.

yanno how you get 4 art monuments per playthrough? well, I have 83 art monuments, one on every single world in my empire. I noticed the option kept showing up past the 4 planets I chose, so I clicked "exhibit art monument" on every single planet while paused and they all completed at the same time, so they all went through, so now everyone gets an art monument.

YOU GET SOME ART, AND YOU GET SOME ART! EVERYONE GETS SOME ART!

RandomBlue
Dec 30, 2012

hay guys!


Biscuit Hider

Captain Invictus posted:

now here's an actual for real, not quite game-breaking, but certainly broken bug.

yanno how you get 4 art monuments per playthrough? well, I have 83 art monuments, one on every single world in my empire. I simply clicked "exhibit art monument" on every single planet while paused and they all completed at the same time, so they all went through, so now everyone gets an art monument.

YOU GET SOME ART, AND YOU GET SOME ART! EVERYONE GETS SOME ART!



There are many of those types of bugs/exploits in Stellaris.

Autism Sneaks
Nov 21, 2016

Captain Invictus posted:

now here's an actual for real, not quite game-breaking, but certainly broken bug.

yanno how you get 4 art monuments per playthrough? well, I have 83 art monuments, one on every single world in my empire. I simply clicked "exhibit art monument" on every single planet while paused and they all completed at the same time, so they all went through, so now everyone gets an art monument.

YOU GET SOME ART, AND YOU GET SOME ART! EVERYONE GETS SOME ART!



yeah that's been the case for a couple patches now, it's annoying if you want to add them to future well-developed planets because whoops you're already over a hundred art monuments over cap!

Best Friends
Nov 4, 2011

Captain Invictus posted:

here's a "fun" weird bug that just happened

it seems that merging army fleets with individual generals doesn't actually remove all the generals, they are apparently still attached to the combined fleet somehow. how do I know this? because I dropped my 3-into-1 combined army on one of the fallen empire's homeworlds and over the course of the assault EVERY SINGLE GENERAL I HAD WAS KILLED IN THE BATTLE

like yeah they're generals who gives a poo poo, but it's such a ridiculously stupid bug.

I'm not sure if that's a bug or just a UI issue - I think in actuality generals attach to specific units, even though that's not at all well communicated. I'm not sure how it picks one in particular to be the face of the army fleet.

Adbot
ADBOT LOVES YOU

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
if it still keeps them attached despite all the armies merging into a single group, then either they're tagging along without providing benefit, or the benefits stack which would be even more ridiculous. either way, I kept getting "died in battle on Boundary" messages until my final general bit it.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply