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toasterwarrior posted:Never was a fan of "culture farms/planets," honestly. Like, there's deffo a charm to turning a hunk of worthless space rock into a bureaucratic hell world, but I can't suspend my disbelief for a planet that pumps out Space Culture like it was a fuckin' factory. You don't even need to, is the thing. If you organically put down stuff like holo-theaters and monuments to your awesome civilization on planets when appropriate, your culture workers and entertainers will flood you with amenities, unity and social research. Especially now that your fundamental production of resources is mostly decoupled from buildings, there's no reason to put down a unity-spewing building here and there when appropriate. That said, I can see some planets developing to be this huge center of culture and entertainment, like a Space Paris or a Space Hollywood, but after some point too much is too much, imho. Even Hollywood still has some other poo poo going on, the region Hollywood is in isn't 100% entertainers and nothing else, and Paris also has some heavy industry.
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# ? Jan 14, 2022 14:04 |
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# ? Jun 13, 2024 06:45 |
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toasterwarrior posted:Never was a fan of "culture farms/planets," honestly. Like, there's deffo a charm to turning a hunk of worthless space rock into a bureaucratic hell world, but I can't suspend my disbelief for a planet that pumps out Space Culture like it was a fuckin' factory. Vegas, baby. Alternatively, let’s buy up all the swampland in the middle of nowhere and turn it into the thing that owns everyone’s dreams. MadJackal fucked around with this message at 20:31 on Jan 14, 2022 |
# ? Jan 14, 2022 20:28 |
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MadJackal posted:Alternatively, let’s buy up all the swampland in the middle of nowhere and turn it into the thing that owns everyone’s dreams. Is this reference to medieval Venice or modern Disney?
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# ? Jan 14, 2022 22:37 |
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Libluini posted:You don't even need to, is the thing. If you organically put down stuff like holo-theaters and monuments to your awesome civilization on planets when appropriate, your culture workers and entertainers will flood you with amenities, unity and social research. For whatever reason I'm deathly allergic to placing resource generation buildings on anything but a hyper-optimized colony-designated planet specifically for that type of resource, unity included. It's a curse.
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# ? Jan 15, 2022 00:15 |
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Sachant posted:For whatever reason I'm deathly allergic to placing resource generation buildings on anything but a hyper-optimized colony-designated planet specifically for that type of resource, unity included. It's a curse.
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# ? Jan 15, 2022 14:40 |
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Splicer posted:In the current setup where do you get your amenities from? So, I usually play Void Dwellers since I have planet minmax disease and habitats are easier to bin into reusable templates since their size and district distribution aren't RNG. Being able to break every habitat down into like one of six deterministic templates with a fixed build order saves me headache and micromanagement. With that in mind, it depends on which type of habitat. Habitats that are building-dependent (admin offices, gas/motes/crystal refineries) I'll usually do 1x capital, 1x pop growth building (cloning vat or robo factory), and then the rest all of that one type of building. Amenities come from the districts being a mix of housing and trade or entertainment districts depending on how my consumer goods are going. Habitats that are district-dependent (factory/foundry, generator/mining) I'll go 100% in that district (e.g. 8x industrial), add a pop growth building and whatever output-multiplier buildings I can (civilian factories, ministry of production, whatever) and then since there's nothing else I can do there to increase output of the designated resource I'll backfill with luxury housing and either commercial zones or holo-theaters depending on how my consumer goods are going. In both cases I try to optimize to where, after filling all of the primary roles for that planet that produce the resource I want, I add only enough extra pops and jobs to get enough amenities to bring the happiness bonus to +20%. Ideally that's entertainers since it's more pop-efficient, but clerks also work since they require no consumer goods. Any unused buildings/districts either just stay empty (and I resettle any subsequent pops elsewhere) or go to housing to increase organic pop growth. This balance changes over the course of the game as I get new techs, get a resort world, or build a mega art installation, and so on, but I try to keep it all the same for each habitat (e.g. every factory/foundry hab gets 1x precinct, 2x commercial zone, 1x luxury housing, and that gets me to 0% crime and +20% happiness at the intended pop level). Tech is a special case since it's both district- and building-dependent (research labs). In that case I either try to find a balance between research labs and amenity-producing buildings, or just say gently caress amenities since as long as your pops are reasonably happy to begin with, an extra research lab will give you more research output than the extra stability from an amenity building will. Sachant fucked around with this message at 18:06 on Jan 15, 2022 |
# ? Jan 15, 2022 18:00 |
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Are you able to get the full 1.5 growth from pops with your 8x resource district setup?
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# ? Jan 15, 2022 19:11 |
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any thoughts on the federation DLC?
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# ? Jan 16, 2022 02:54 |
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Libluini posted:You don't even need to, is the thing. If you organically put down stuff like holo-theaters and monuments to your awesome civilization on planets when appropriate, your culture workers and entertainers will flood you with amenities, unity and social research. Having a 'temple world/holy world' full of temples is very thematic, also.
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# ? Jan 16, 2022 05:13 |
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Cimber posted:any thoughts on the federation DLC? maybe less vital than apocalypse or utopia IMO but still some good stuff in there.
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# ? Jan 16, 2022 05:28 |
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Bloodly posted:Having a 'temple world/holy world' full of temples is very thematic, also. Reading this I had the realization that “Byzantine Bureaucracy” should really be a Spiritualist-only Civic which makes Priests generate admin cap. e: VVV lmao well I guess I would have had a good idea a year ago or whatever LonsomeSon fucked around with this message at 06:20 on Jan 16, 2022 |
# ? Jan 16, 2022 06:01 |
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I'm more excited by the removal of admin cap increases. This means Stellaris is going to have some sort of soft-growth diminishing returns system for tech again, so maybe games won't get so consistently runaway victory.
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# ? Jan 16, 2022 06:13 |
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ShadowHawk posted:I'm more excited by the removal of admin cap increases. This means Stellaris is going to have some sort of soft-growth diminishing returns system for tech again, so maybe games won't get so consistently runaway victory. So I haven't played since oh 2.0 and I've been using the Montu Play's channel recommended here....and man I missed this game so much, and with all the new features, it feels like a new game. It's kind of hilarious to think of base Stellaris or HOI 4 and how insanely different/limited things are. That said was TAB always a way to switch between systems you have units in? If so, I feel supremely dumb about never noticing this earlier, much like the limited training option in HOI4, but I'm happy I know it now.
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# ? Jan 16, 2022 19:17 |
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Bloodly posted:Having a 'temple world/holy world' full of temples is very thematic, also. My idea of a "temple world" would have like, three temples max.
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# ? Jan 16, 2022 19:29 |
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starting new game after a year away or so. Any new ai mods I should get to smooth out the holes? I picked up necroids, aquatics, and lithoids
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# ? Jan 16, 2022 21:04 |
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Any good guides on planet and pop management? The game is a lot different then when I played about..uhh...4ish years ago?
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# ? Jan 16, 2022 22:50 |
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Cimber posted:Any good guides on planet and pop management? The game is a lot different then when I played about..uhh...4ish years ago? There will be a number of different opinions, and this is just my personal low-stress method. 1. Never build anything in advance. This stops you paying maintenance on buildings you aren't using. Feel free to break this in the late game when you have essentially unlimited everything. 2. Never resettle pops. This stops your brain going nuts trying to optimize every job on every planet. Also with some politics you won't even be able to. 3. Look for red. If there aren't enough houses, build an urban district. If there aren't enough services, build a holocine or something similar. If there is unemployment, check step 4. 4. If you have an unemployed worker pop, which is the default strata, build something to produce what you need the most. You need alloys the most. Numbers of reasonable surplus whatever start and 1 and scale upwards to like 1000 by lategame. At some point you will need research, but it doesn't have to be the highest priority. 5. If you have an unemployed ruler or whatever pop, curse and either resettle to somewhere with an open job of that strata or suck it up and wait for him to accept a mcjob.
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# ? Jan 16, 2022 23:32 |
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Cimber posted:Any good guides on planet and pop management? The game is a lot different then when I played about..uhh...4ish years ago? See if Montu Plays has any videos on it perhaps. Honestly I've been using him to help get back into the game since I haven't played it since 2.2 or 2.3.
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# ? Jan 16, 2022 23:45 |
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ulmont posted:2. Never resettle pops. This stops your brain going nuts trying to optimize every job on every planet. Also with some politics you won't even be able to. Gonna disagree here. If you've got a congested world with a bunch of clerks and an existing world with potential for literally any other job, resettle those clerks asap. Clerks are worthless and getting them to do any other job is good, even if that means punting them offworld. The clerks need to be "not clerks." Of course simply turning off the clerk jobs is a thing. Resettling pops to new colonies to get it to 10 pops is nice too. The growth penalty is dead & buried but getting proper rulers on a planet is still nice and accelerating it doesn't hurt. Horace Kinch fucked around with this message at 00:09 on Jan 17, 2022 |
# ? Jan 17, 2022 00:06 |
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Horace Kinch posted:Gonna disagree here. Can't have clerks if you never build Commercial Zones (and you never will, following the other steps). *taps temple* Also, ulmont posted:There will be a number of different opinions, and this is just my personal low-stress method.
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# ? Jan 17, 2022 00:11 |
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ulmont posted:Can't have clerks if you never build Commercial Zones (and you never will, following the other steps). *taps temple* But either way, current strategy is to disable them everywhere (once all are turned off on a planet newly created clerk jobs will be disabled as well). Then pops will auto-resettle to a planet with a Real Job.
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# ? Jan 17, 2022 00:31 |
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ulmont posted:Can't have clerks if you never build Commercial Zones (and you never will, following the other steps). *taps temple*
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# ? Jan 17, 2022 00:45 |
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ulmont posted:There will be a number of different opinions, and this is just my personal low-stress method. Great post, thanks a lot for that. Building in advanced did seem kind of a waste, except for the few exceptions where I noticed i would gain a pop right before the building would get finished.
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# ? Jan 17, 2022 00:50 |
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ulmont posted:Can't have clerks if you never build Commercial Zones (and you never will, following the other steps). *taps temple* You do if you build any city districts.
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# ? Jan 17, 2022 01:32 |
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Embrace the Clerks, EMBRACE THEM I SAY
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# ? Jan 17, 2022 01:45 |
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Start mine off science output so you usually aim for in the beginning of the game (first 50 years or so)? And do you try to focus it on a science world with a vessel assisting or do you spread out research buildings across planets? I've been playing machine empires (DA, DE) and dedicating my honeworld building slots to research but am not sure if that's the right way to go.
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# ? Jan 17, 2022 01:57 |
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Are there civics or anything which make clerks worthwhile or even produce something else in addition?
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# ? Jan 17, 2022 02:27 |
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Holy poo poo, this sprawl effect is a loving killer. I'm 60/50 and i have 3 planets and a few starbases, while empires near me have like 10 systems under their control.
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# ? Jan 17, 2022 02:38 |
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Cimber posted:Holy poo poo, this sprawl effect is a loving killer. I'm 60/50 and i have 3 planets and a few starbases, while empires near me have like 10 systems under their control. Don't hopscotch systems outside some extreme edge cases, your limiter is influence and taking three in a line costs three same as jumping to the end.
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# ? Jan 17, 2022 02:43 |
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Splicer posted:If only. Cities are bad, and cities with the full prosperity tree are worse A mod which makes that Tradition pick do nothing would be a net positive for the tree and the game. ilkhan posted:Are there civics or anything which make clerks worthwhile or even produce something else in addition? …orrrr, say, instead of giving more bad clerks, gives clerks say a .5 Trade boost and 50% Amenities bump?
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# ? Jan 17, 2022 02:49 |
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Honestly I've always wanted to be Clerks to be the "white collar" pool, and that you would build bureaucratic centers/temples/autochton monuments etc. to change their output and upkeep correspondingly ever since we got the industrial districts. I think that would've been a better way to simulate urban centers becoming "culture factories" or whatever.
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# ? Jan 17, 2022 02:55 |
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ulmont posted:4. If you have an unemployed worker pop, which is the default strata, build something to produce what you need the most. You need alloys the most. To this end, don't be afraid to run small deficits in basic resources in the early game, using monthly (not one-time) market trades to keep yourself afloat.
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# ? Jan 17, 2022 02:55 |
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ulmont posted:1. Never build anything in advance. This stops you paying maintenance on buildings you aren't using. Feel free to break this in the late game when you have essentially unlimited everything. I actually found pre-building can be pretty good if it's a building and not a district, since buildings can be disabled to save on maintenance. Most notable example being a bureaucracy world, where you pre-build a bunch of bureaucrat buildings so don't have to wait on a new building to finish every time you hit cap. Occasionally I'll disable a research lab or something too but that's more trying to get my economy under control after some big expansion rather than a timing play.
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# ? Jan 17, 2022 03:14 |
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isndl posted:I actually found pre-building can be pretty good if it's a building and not a district, since buildings can be disabled to save on maintenance. I can see the attraction if you have plenty of minerals and micromanagement attention. I would never remember to come back after completion and disable.
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# ? Jan 17, 2022 03:26 |
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LonsomeSon posted:A mod which makes that Tradition pick do nothing would be a net positive for the tree and the game. Yeah, we need less poo poo that gives more jobs and more poo poo that makes existing jobs better, what with all the lag that pops produce. Would also be nice if having extra amenities did something useful, as it stands the tiny amount of extra stability isn't enough.
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# ? Jan 17, 2022 03:43 |
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So i am playing Victoria in space apparently, with orcs
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# ? Jan 17, 2022 04:09 |
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Shadowlyger posted:Yeah, we need less poo poo that gives more jobs and more poo poo that makes existing jobs better, what with all the lag that pops produce. Honestly a mod which doubles everything about Clerks including upkeep would do the same thing as that perk minus the cost of the extra job slots, and also make Clerks worth having. One might want to have an internal rule of No Commercial Districts or Only Clerks From Cities if doing a Merchant build, or at least consider it.
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# ? Jan 17, 2022 04:25 |
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I have a serious itch to play Stellaris again, but now I don't want to until the big unity rework. The Custodian Team is doing stellar work so far!
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# ? Jan 17, 2022 08:59 |
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I keep getting my rear end handed to me playing Driven Assimilators. As soon as I've got two neighbors, they play war ping-pong with me; Neighbor A declares war and grinds me down to a stalemate, then before I can make good on any of my losses Neighbor B declares war with all my fleets on the other side of my borders, so I lose systems and can't get them all back before War Exhaustion hits 100%, then Neighbor A declares war again and this time I lose a planet or two and I get them back, but now their population and production has been tanked, then Neighbor B declares war and it's been like thirty years since I had a second of free time to actually park a fleet in drydock and get it upgraded so now I collapse and die. Clearly everyone's gonna hate me forever and I guess I'm just not getting a big enough deterrent force up quick enough, but... gah. This was easier as a Devouring Swarm, because at least the Swarm don't give a gently caress about being at war so I could grind out early wins without caring about Exhaustion.
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# ? Jan 17, 2022 19:17 |
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# ? Jun 13, 2024 06:45 |
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CapnAndy posted:I keep getting my rear end handed to me playing Driven Assimilators. As soon as I've got two neighbors, they play war ping-pong with me; Neighbor A declares war and grinds me down to a stalemate, then before I can make good on any of my losses Neighbor B declares war with all my fleets on the other side of my borders, so I lose systems and can't get them all back before War Exhaustion hits 100%, then Neighbor A declares war again and this time I lose a planet or two and I get them back, but now their population and production has been tanked, then Neighbor B declares war and it's been like thirty years since I had a second of free time to actually park a fleet in drydock and get it upgraded so now I collapse and die. Something that Fanitic Purifiers and Devouring Swarm and Determined Exterminators get that Assimilators do not is massive combat buffs which directly inflate their fleetpower (which makes those empires less likely to get dogpiled, since the AI likes picking on anyone that looks weaker more than standing up to scary assholes they can't beat) so to offset your lack of power you kinda have to take Unyielding+Supremacy traditions and upgrade a bunch of murderstations.
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# ? Jan 17, 2022 21:12 |