Red Crown posted:That's so cool. How does one Become The Crisis? it's the central feature of the last DLC they put out. you score crisis points by doing various nefarious things and as you raise the crisis level you gain access to more tools to let you subjugate the galaxy. by the time i was about to finish the crisis project the Unbidden showed up and i was like "this galaxy is not yours to conquer" and punched their extra-dimensional teeth out of their mouth over the course of like a year or two.
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# ? Jun 17, 2021 01:08 |
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# ? May 25, 2024 11:17 |
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uber_stoat posted:it's the central feature of the last DLC they put out. you score crisis points by doing various nefarious things and as you raise the crisis level you gain access to more tools to let you subjugate the galaxy. by the time i was about to finish the crisis project the Unbidden showed up and i was like "this galaxy is not yours to conquer" and punched their extra-dimensional teeth out of their mouth over the course of like a year or two. Specifically, you start the chain by taking the "Become the Crisis" ascension perk.
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# ? Jun 17, 2021 01:18 |
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Am I missing something or are void dwellers not allowed to upgrade their capital habitat?
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# ? Jun 17, 2021 02:43 |
The capital starts with the first upgrade.
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# ? Jun 17, 2021 03:04 |
Ms Adequate posted:On Piracy, I think a good solution would be to first poach from the Wild Space mod so there are regions of the galaxy that are actually uninhabited, and then have pirates spawn out in those systems so you have wild border regions. Then you could decide on whether you defend by building starbases, sending patrols out, paying them $100 to gently caress off, etc., and the pirates themselves could have varied goals like raiding frontier worlds or just parking themselves on a trade route to suck up wealth then buggering off into the nebula once their holds are full (Viking CK2 style). I just started a game with the Wild Space mod, I really love the idea of it. One aspect I miss of the old territory system was how you could end up with other empires' colonies in your space and vice versa. It's such a sci fi, or at least star trek, situation with lots of opportunity for fun event chains. The concept of mushy border regions or demilitarized zones between civs doesn't really exist in the base game and I wish it did.
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# ? Jun 17, 2021 03:08 |
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CainsDescendant posted:I just started a game with the Wild Space mod, I really love the idea of it. One aspect I miss of the old territory system was how you could end up with other empires' colonies in your space and vice versa. It's such a sci fi, or at least star trek, situation with lots of opportunity for fun event chains. The concept of mushy border regions or demilitarized zones between civs doesn't really exist in the base game and I wish it did. What size galaxy and how many nations did you start with? I also want to get into Wild Space but for context I've only been able to get to endgame using small size vanilla galaxies with max (12) AI nations so there's actual drama; anything bigger has led to bad slowdown that just turns me off the game. With Wild Space straight up making portions of the map uncontrollable without big investment, and the mod recommending that you turn down the starting AI nation count, what settings have you found comfortable?
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# ? Jun 17, 2021 04:21 |
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I was trying to go through the SW Fallen Republic mod but it's just not.. hitting for me. Wild Space may be just what I'm after, especially since it includes Gigastructural Engineering compatibility!
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# ? Jun 17, 2021 04:34 |
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toasterwarrior posted:What size galaxy and how many nations did you start with? I also want to get into Wild Space but for context I've only been able to get to endgame using small size vanilla galaxies with max (12) AI nations so there's actual drama; anything bigger has led to bad slowdown that just turns me off the game. With Wild Space straight up making portions of the map uncontrollable without big investment, and the mod recommending that you turn down the starting AI nation count, what settings have you found comfortable? Because you're essentially dealing with fewer planets (and thus fewer pops), Wild Space arguably lets you increase size settings just a touch, because you'll have a notable portion of the map not being used. The reason they suggest turning down AI counts is because, in order to ensure people can't get stranded in a single system in the middle of a nebula that would take extortionate amounts of Influence to expand from, a capital will override Wild Space up to a couple of jumps out. So maybe like, Medium size, stick with 12 AIs? (An alternative might be to check out the Fatherland mod, which spawns new countries after galaxy generation is done, meaning their creation won't overwrite Wild Space territories)
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# ? Jun 17, 2021 04:51 |
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CainsDescendant posted:I just started a game with the Wild Space mod, I really love the idea of it. One aspect I miss of the old territory system was how you could end up with other empires' colonies in your space and vice versa. It's such a sci fi, or at least star trek, situation with lots of opportunity for fun event chains. The concept of mushy border regions or demilitarized zones between civs doesn't really exist in the base game and I wish it did. I feel like there's a good option for diplomacy in DMZs as a mechanic even. The idea that two nations set aside a number of border regions where they can't put fleets or starbases, monitor traffic in that space, and get violation of galactic law/CB penalties if they violate the DMZ. The idea mechanically being that it gives the defender in a "38th parallel" scenario the opportunity to move fleets into position/reach out to allies and establish defensive pacts because they saw the aggressor entering the DMZ.
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# ? Jun 17, 2021 17:11 |
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Warmachine posted:I feel like there's a good option for diplomacy in DMZs as a mechanic even. The idea that two nations set aside a number of border regions where they can't put fleets or starbases, monitor traffic in that space, and get violation of galactic law/CB penalties if they violate the DMZ. The idea mechanically being that it gives the defender in a "38th parallel" scenario the opportunity to move fleets into position/reach out to allies and establish defensive pacts because they saw the aggressor entering the DMZ. I think this sort of thing also speaks to a broader issue in Stellaris, which is that generally, war goals aren't very interesting. They always boil down to either "take territory" or "humiliate", when so many more interesting options could exist. I would love to see Stellaris adopt EU4's system, where when demanding peace you can essentially build a custom peace deal, which might include concessions made by both sides if the war is inconclusive. Things like establishing a DMZ would be ideal for that sort of system and it would give so much more texture to the diplomacy in the game than just "spend influence to claim systems, declare war and take those systems"
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# ? Jun 17, 2021 18:05 |
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The Cheshire Cat posted:I would love to see Stellaris adopt EU4's system, where when demanding peace you can essentially build a custom peace deal, which might include concessions made by both sides if the war is inconclusive. Do megacorps have a wargoal to force another empire to open up for trade? Wargoals including things like one way research agreements, etc, would be cool too.
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# ? Jun 17, 2021 18:26 |
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Electro-Boogie Jack posted:Do megacorps have a wargoal to force another empire to open up for trade? Wargoals including things like one way research agreements, etc, would be cool too.
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# ? Jun 17, 2021 18:32 |
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The Cheshire Cat posted:I think this sort of thing also speaks to a broader issue in Stellaris, which is that generally, war goals aren't very interesting. They always boil down to either "take territory" or "humiliate", when so many more interesting options could exist. I would love to see Stellaris adopt EU4's system, where when demanding peace you can essentially build a custom peace deal, which might include concessions made by both sides if the war is inconclusive. Things like establishing a DMZ would be ideal for that sort of system and it would give so much more texture to the diplomacy in the game than just "spend influence to claim systems, declare war and take those systems" Why I can't start liberation wars when I have "Unrestricted Wars" as my policy is weird to me. Sometimes I just want to enforce regime change to something a bit more friendly to federating with me (or just shut that stupid spiritualist up). Building on this, why can't I attempt to broker a peace deal? In my current game, I just forced a government change with the goal of federating with a neighboring empire, but because they're at war with someone else I can't actually form a federation with them. I could declare war myself but there's no CB that would also end the war with my prospective ally. In other news, I'm working on a small mod to try and make Gene Clinics and Cyto-Revitalization Centers worth building. I'm changing the Medical Worker to produce fewer amenities for more population growth, and adding special effects for exotic climate preferences like Void Dwellers. So for regular empires, the changes should help close the gap between biological and machine empires. For specials like Void Dwellers or Life-Seeded, they'll also help offset the penalty of the origin (by spending building slots and pop jobs). This was mostly inspired by the fact that you can't naturally prevent the Void Dwellers from getting the -60% penalty on non-habitat worlds even if you gene mod them to have a traditional climate preference. I'm hoping the price of having a Cyto Center and 4 pops employed in Medical is worth the bonuses.
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# ? Jun 17, 2021 19:12 |
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The new changes in the current dev update seem pretty nice. Especially the undead armies one. Getting the dread encampment from day one is nice, having a chance to turn enemy armies you've killed into an army on your side is kind of what I wanted with undead armies, and then there's this.quote:Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets! Gonna go get me an undead Matriarch and let my new adorable undead space monster eat all the planets.
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# ? Jun 17, 2021 21:06 |
toasterwarrior posted:What size galaxy and how many nations did you start with? I also want to get into Wild Space but for context I've only been able to get to endgame using small size vanilla galaxies with max (12) AI nations so there's actual drama; anything bigger has led to bad slowdown that just turns me off the game. With Wild Space straight up making portions of the map uncontrollable without big investment, and the mod recommending that you turn down the starting AI nation count, what settings have you found comfortable? I went with a large galaxy with 12 civs, I usually play a medium with 12. I'm not very far into things but the galaxy is feeling a little too empty. I've got empire spawns on random, though, so maybe a bunch are all clustered together somewhere.
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# ? Jun 17, 2021 21:35 |
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The Cheshire Cat posted:I think this sort of thing also speaks to a broader issue in Stellaris, which is that generally, war goals aren't very interesting. They always boil down to either "take territory" or "humiliate", when so many more interesting options could exist. I would love to see Stellaris adopt EU4's system, where when demanding peace you can essentially build a custom peace deal, which might include concessions made by both sides if the war is inconclusive.
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# ? Jun 17, 2021 23:40 |
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Warmachine posted:This was mostly inspired by the fact that you can't naturally prevent the Void Dwellers from getting the -60% penalty on non-habitat worlds even if you gene mod them to have a traditional climate preference. Similarly, if you gene mod pops already on a planet and select the orbital template you'll get the orbital version on the planet instead of the bad one. These are "exploits", but ones hard to not do accidentally and have existed since void dwellers were introduced.
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# ? Jun 17, 2021 23:46 |
is there a mod that adds a way to i dunno... wheel n deal with your Federation partners so they agree to vote someone into the fed? there's a next door neighbor of mine that would be a perfect addition but the other guy in the fed just won't sign off on it and if there's a way to tell why i don't know what it is. i thought maybe favors could do it but no.
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# ? Jun 18, 2021 01:26 |
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uber_stoat posted:is there a mod that adds a way to i dunno... wheel n deal with your Federation partners so they agree to vote someone into the fed? there's a next door neighbor of mine that would be a perfect addition but the other guy in the fed just won't sign off on it and if there's a way to tell why i don't know what it is. i thought maybe favors could do it but no. Favors should be able to do it, but one thing you can try doing is changing the bylaws to make it a majority vote rather than a consensus one.
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# ? Jun 18, 2021 01:37 |
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Declare war and vassalize the one you want in the federation, then release vassal.
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# ? Jun 18, 2021 02:18 |
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Wild Space seems extremely up my alley, thanks for the recommendation. I’m loading it up to see if it’s good.
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# ? Jun 18, 2021 02:22 |
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uber_stoat posted:is there a mod that adds a way to i dunno... wheel n deal with your Federation partners so they agree to vote someone into the fed? there's a next door neighbor of mine that would be a perfect addition but the other guy in the fed just won't sign off on it and if there's a way to tell why i don't know what it is. i thought maybe favors could do it but no. Open console, type "yesmen"
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# ? Jun 18, 2021 02:50 |
And Tyler Too! posted:Open console, type "yesmen" cool, i've spent enough time with this thing that i'm not above cheating and these dummies are getting in the way of my rock people alliance against the hated meat people. three lithoids right next to each other and we all hate these belligerent humanoids but someone just won't get on board with the project.
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# ? Jun 18, 2021 03:00 |
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a fatguy baldspot posted:Wild Space seems extremely up my alley, thanks for the recommendation. I’m loading it up to see if it’s good. I like the look of Wild Space too, I think space terrain is something I've been missing. Hopefully it plays well with Guilli's and Gigastructures.
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# ? Jun 18, 2021 03:56 |
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ShadowHawk posted:If you use the ideology war goal, the AI will immediately adopt their old ideology as soon as the war is over. Are you sure? I've never seen this happen. Not to mention that swapping ethics costs a lotta time and influence. Anyway i once again need go express my love for the custodian crew. I love the stuff in the new dev diary. Am i the only one thinking that necrophage hiveminds are gonna be stupidly good? Yami Fenrir fucked around with this message at 10:01 on Jun 18, 2021 |
# ? Jun 18, 2021 05:15 |
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Yami Fenrir posted:Are you sure? I've never seen this happen. Not to mention that swapping ethics cosrs a lotta time and influence. Admittedly this doesn't always happen, but definitely can if you, say, try to spiritualize an empire full of synths. They just go back to materialist.
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# ? Jun 18, 2021 09:32 |
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ShadowHawk posted:I've seen it happen a couple times. Not always immediately, but within a few years - the AI will swap the ideology (embracing the old one) using the conditions they normally do, ie if they still have a large majority population in that faction. Well, to be fair what you really are doing that for is to immediately shove them into your federation. It's far easier to keep people in one than it is to get one to join one, after all.
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# ? Jun 18, 2021 10:01 |
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uber_stoat posted:cool, i've spent enough time with this thing that i'm not above cheating and these dummies are getting in the way of my rock people alliance against the hated meat people. three lithoids right next to each other and we all hate these belligerent humanoids but someone just won't get on board with the project. Just as a heads up, some AIs will consider being in a federation with another empire they hate to be a dealbreaker; even if you force the issue via the console, the empire saying no may just leave your federation in response. Not guaranteed but I've seen it before.
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# ? Jun 18, 2021 10:36 |
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I still can't believe there's no peace broker mechanic for emissaries
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# ? Jun 18, 2021 10:40 |
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Splicer posted:I still can't believe there's no peace broker mechanic for emissaries How would that work with existing mechanics? Start accelerating the war exhaustion counter to force status quo?
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# ? Jun 18, 2021 12:12 |
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isndl posted:How would that work with existing mechanics? Start accelerating the war exhaustion counter to force status quo?
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# ? Jun 18, 2021 12:18 |
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Splicer posted:Peace broker is maybe not the word I want. Some way to assign an emissary to improve two countries' opinions of each other. Also, it'd be nice to be able to make an empire hate another one than yours.
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# ? Jun 18, 2021 12:22 |
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GunnerJ posted:Also, it'd be nice to be able to make an empire hate another one than yours. Nemesis introduced a spy operation that lets you do this. I'm not sure its really all that useful.
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# ? Jun 18, 2021 16:00 |
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ShadowHawk posted:Oh but you can - just select the orbital version without the pop growth penalty as the one you want to grow on the planet. Actually... I don't know if this works, but it shouldn't work. There's an event, "origins.1," that triggers every time a pop is added to a planet by any means: code:
code:
While you can gene mod the positive template onto your planetary pops, if they move again they'll regain the negative trait. I haven't tested the condition where you create a new template with a non-Habitat climate preference and without the negative trait. That might work to remove the penalty permanently at the cost of also losing the bonus. I need to test this case.
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# ? Jun 18, 2021 20:47 |
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Warmachine posted:Actually... I don't know if this works, but it shouldn't work. There's an event, "origins.1," that triggers every time a pop is added to a planet by any means:
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# ? Jun 18, 2021 21:49 |
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ShadowHawk posted:Before they finish growing is when the pop growth stat is relevant. This trigger is at the wrong time. No it isn't? The trigger is deciding whether the pop gets a good or a bad trait. I should mention this is the vanilla behavior. My change adds a check to the event to see if the planet the pop is added to has a fully staffed medical center. If there are 4 medical workers and the cyto center isn't disabled or destroyed, the event will treat that planet as if it was a habitat. code:
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# ? Jun 18, 2021 22:01 |
He's saying that the trait is added after the pop is grown, when the penalty to growth no longer matters.
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# ? Jun 18, 2021 22:10 |
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Not sure if it's intended but I keep starting in the nebulas in Wild Space and it's really annoying, because the nebula art and the galactic core's brightness both interfere with my ability to see jump lanes and where unexplored ones might lead. It is pretty unplayable. I'm going to investigate whether I can turn it off somehow now (the in-game option did nothing).
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# ? Jun 18, 2021 22:33 |
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Staltran posted:He's saying that the trait is added after the pop is grown, when the penalty to growth no longer matters. Yeah, but if it's already on the pops on the planet it doesn't matter because it applies from them - it should work if they hadn't made it possible to gene mod it off MrL_JaKiri fucked around with this message at 22:41 on Jun 18, 2021 |
# ? Jun 18, 2021 22:35 |
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# ? May 25, 2024 11:17 |
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Staltran posted:He's saying that the trait is added after the pop is grown, when the penalty to growth no longer matters. Oh. Ok I get it. You use pop controls such that the pop growth/assembly is put on the pops with the positive trait. This still requires an initial investment of gene modding to create the positive-trait pops on the planet and the use of migration controls which is especially onerous for Void Dwellers (micro gets out of control with how many habitats you spam). Anyway, that's why I'm also buffing the Medical Worker job to be closer to what synth ascension/machine empires get with their roboticists. It won't be as good because of the different scaling bonuses, but the idea is to make the building/jobs desirable for empires that aren't taking synth ascension.
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# ? Jun 18, 2021 22:39 |