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Life Seeded is an amazing background if your neighbour uses it
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# ? Sep 10, 2022 06:12 |
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# ? May 24, 2024 11:47 |
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Do leaders gain xp when they’re inactive?
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# ? Sep 10, 2022 06:31 |
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Nostalgia4Infinity posted:Do leaders gain xp when they’re inactive? I think they do if you are a progenitor hive. Otherwise no.
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# ? Sep 11, 2022 03:43 |
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Antillie posted:I think they do if you are a progenitor hive. Otherwise no. Yeah, that's why I tend to stick scientists I don't need at the moment (but maybe later) in ships to "help" random colonies, as this way they at least still collect exp even if the planet they're boosting has zero science output. It's also useful to know if you get event-gifted admirals, because sticking them as commanders into your event-gifted fleets means they too can still collect their paychecks Governors are far more of a headache, as very obviously it's really obnoxious to create an entire new sector just to get your unemployed governors a job. The day envoys get upgraded to full leader status will probably force everyone playing genocidal empires into running constant spy missions for their envoys, just in case they later need a high-level one for something.
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# ? Sep 11, 2022 09:02 |
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Does research assistance even give xp? It sure doesn’t feel like it sometimes.
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# ? Sep 12, 2022 04:02 |
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hobbesmaster posted:Does research assistance even give xp? It sure doesn’t feel like it sometimes. It does, but fairly slowly.
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# ? Sep 12, 2022 05:07 |
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Any tips or tricks for starting out for expansion? I can never seem to catch up the AI in size. I usually run into an influence wall or don’t get to choke points in time.
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# ? Sep 13, 2022 05:05 |
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Nostalgia4Infinity posted:Any tips or tricks for starting out for expansion? I can never seem to catch up the AI in size. I usually run into an influence wall or don’t get to choke points in time. Personally, I keep one ship surveying close to home, and then make multiple ships I send out exploring (not surveying) looking for choke points, other aliens, and systems I can't get through without a fight. For influence, you might need to make a bigger fleet, even if it goes over your naval cap, until you max out at 2 influence/month from fleet power.
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# ? Sep 13, 2022 06:46 |
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Nostalgia4Infinity posted:Any tips or tricks for starting out for expansion? I can never seem to catch up the AI in size. I usually run into an influence wall or don’t get to choke points in time. "More science ships" sums up most of the early expansion game. I'll usually have three or four ships exploring to find the choke points, then a couple ships surveying the route to those choke points with a construction ship following them. Set your first contact policy to proactive and try to be the first to establish communications for that influence bonus. Once you've established boundaries you can bring those explorer ships back to survey the rest of your space or start archeology digs.
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# ? Sep 13, 2022 08:08 |
I usually like the RP-focused Origins and this one looks more fun and thematic than most. https://twitter.com/StellarisGame/status/1569645766876008450
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# ? Sep 13, 2022 13:18 |
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Anno posted:I usually like the RP-focused Origins and this one looks more fun and thematic than most. Yea it sounds so interesting, really excited to have a go with it. I've just done the rubricator dig line and because the not-controlled-by-me Fed fleet destroyed Shard I didn't get anything. How poo poo is that! I had no idea it worked that way.
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# ? Sep 13, 2022 18:45 |
rping space opera stories is the only reason i would load this thing up these days so i welcome more rp oriented story type stuff.
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# ? Sep 13, 2022 19:01 |
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I really hope that after Toxids they do an expansion of more Archeology/Leviathan stuff I know that they refuse to do expansions that build on other ones but please, come on - that's the really interesting stuff. I feel like the overlord stuff is pretty messy
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# ? Sep 15, 2022 07:58 |
Taear posted:I really hope that after Toxids they do an expansion of more Archeology/Leviathan stuff I want Distant Stars 2: Distanter Starser
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# ? Sep 15, 2022 10:48 |
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ConfusedUs posted:I want Distant Stars 2: Distanter Starser Where's the M, N, O and P-Clusters Paradox
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# ? Sep 15, 2022 10:57 |
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Taear posted:I really hope that after Toxids they do an expansion of more Archeology/Leviathan stuff e: they've done that for a few things but, you know, more. Yami Fenrir posted:Where's the M, N, O and P-Clusters Paradox But seriously multiple L clusters would be great. Even if they just each held one of the four existing options. Both being tempests or drakes would of course be an option.
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# ? Sep 15, 2022 11:13 |
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Taear posted:I really hope that after Toxids they do an expansion of more Archeology/Leviathan stuff
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# ? Sep 15, 2022 11:24 |
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Splicer posted:I want them to go back over a bunch of the old stuff and update it to include situations/archaeology stuff. Like give each precursor a couple of archaeology digs, or put one on their homeworld. Or port some of the wonky chains and special projects to situations. Imagine a procedurally generated dungeon except it's L-Clusters which have their own L-Gates which lead to "deeper" L-Clusters
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# ? Sep 15, 2022 11:34 |
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Yami Fenrir posted:Imagine a procedurally generated dungeon except it's L-Clusters which have their own L-Gates which lead to "deeper" L-Clusters
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# ? Sep 15, 2022 11:38 |
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https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-267-3-5-fornax-patch-notes-ai-performance-and-modding.1542303/ Patch. Good stuff, performance increases, some overlord fixes, environmentalist now even more of an always pick for me. Splicer fucked around with this message at 13:29 on Sep 15, 2022 |
# ? Sep 15, 2022 12:28 |
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Splicer posted:Their general pattern seems to be to have a big DLC for a particular gimmick and a themed smattering of that gimmick in every other expansion, including backporting with the custodians. Because the custodians are a relatively recent this though its inconsistent, and megastructures are probably the worst culprits. Megacorp and Federations are especially egregious. I guess I just feel Overlord and whatever the megacorp expansion was called were a bit boring to me. And they don't work great either. I feel like since last time I played (so pre overlord) the Fallen Empires are a LOT more powerful - I've completely flattened a 1.2x crisis and the fallen empires are still flying around with 250k fleets which feels colossal compared to usual. Then I thought well maybe they'll work on them in the next expansion? That'd be good. Taear fucked around with this message at 13:19 on Sep 15, 2022 |
# ? Sep 15, 2022 13:14 |
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Splicer posted:https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-267-3-5-fornax-patch-notes-ai-performance-and-modding.1542303/ I only skimmed the patch notes, what makes conservationists better now?
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# ? Sep 15, 2022 13:25 |
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Torrannor posted:I only skimmed the patch notes, what makes conservationists better now?
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# ? Sep 15, 2022 13:28 |
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I want them to rework piracy. In its current form its a non gameplay element at best and an annoyance at worst. Just flat out removing it would be an improvement until it can be re released after a rework. Heck space piracy could even form the basis of a DLC. Imagine being able to build and/or hire fleets that could raid star bases and planets for resources or pops without being at war. Privateers. Sid Meier's Colonization had those back in the DOS days and they were pretty fun. Antillie fucked around with this message at 15:19 on Sep 15, 2022 |
# ? Sep 15, 2022 14:51 |
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Splicer posted:https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-267-3-5-fornax-patch-notes-ai-performance-and-modding.1542303/ really big patch with a lot of good stuff, custodian initiative knocking it out of the park again Antillie posted:I want them to rework piracy. In its current form its a non gameplay element at best and an annoyance at worst. trade routes should go from empire to empire, not planet to planet within an empire. the entire system is pointless as is, most games i never even interact with it in any way
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# ? Sep 15, 2022 15:11 |
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Electro-Boogie Jack posted:really big patch with a lot of good stuff, custodian initiative knocking it out of the park again The fact that trade routes EVER were internal only is just bizarre tbh
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# ? Sep 15, 2022 15:34 |
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Yami Fenrir posted:Imagine a procedurally generated dungeon except it's L-Clusters which have their own L-Gates which lead to "deeper" L-Clusters That sounds like the EHOF cluster from gigas.
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# ? Sep 15, 2022 15:51 |
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Yami Fenrir posted:The fact that trade routes EVER were internal only is just bizarre tbh No kidding. If they just let empires trade with each other and removed pirate spawns (the suppression mechanic is mostly fine imo, it's just the random spawns are completely unnecessary), the system would be fine.
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# ? Sep 15, 2022 15:53 |
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Electro-Boogie Jack posted:really big patch with a lot of good stuff, custodian initiative knocking it out of the park again Yeah: reading about the improvements to AI and performance in particular shows how much effort is going into the game now. Glad the days of just stacking features on top with no thought of how they relate to the rest and ignoring stuff that sorely needed fixing are mostly gone.
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# ? Sep 15, 2022 15:55 |
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Yami Fenrir posted:The fact that trade routes EVER were internal only is just bizarre tbh I guess it might have looked like a fun little management game for a minute when they were first designing it, but I'm sure even by the time they built it out they must have realized that it isn't fun at all. Empire to empire trade routes would allow for a lot of cool things like organizing blockades or trying to tax them and add more interest and weight to the whole trade value thing... but instead we have something that's mostly irrelevant beyond the occasional batch of pirates appearing out of thin air
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# ? Sep 15, 2022 16:22 |
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If we assume that the point of patrols and having to clear out pirate spawns is to tie up fleet power for more income, then I would change it like this: Instead of patrols, let me just assign naval cap for suppression(maybe on specifik routes so you can target the long and hard to supress ones) to simulate tying up ships but less fiddly. Then instead of spawns if ignored, create some flavorful situations instead. You could even have an option where you assign a military fleet as the strongest respons, causing it to go MIA, but then have less powerful tools aswell if that would be inconvenient at the time.
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# ? Sep 15, 2022 16:28 |
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hobbesmaster posted:That sounds like the EHOF cluster from gigas. Yeah, but that one's kinda eh... even when I turn giga one I usually don't use it tbh
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# ? Sep 15, 2022 16:47 |
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quote:Fixed being able to build multiple megastructures in a single system. SUCH BULLSHIT
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# ? Sep 15, 2022 21:01 |
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Duodecimal posted:SUCH BULLSHIT just mod the files lol first thing I do after a patch is check that my personal mod folder still works since that's one of several little file tweaks I have in every game there is no reason I shouldn't be able to put three Dyson Spheres into a triple star system goddamn it
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# ? Sep 15, 2022 21:41 |
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Antillie posted:I want them to rework piracy. In its current form its a non gameplay element at best and an annoyance at worst. That just sounds annoying. Piracy is one of those mechanics that's like espionage - poo poo in every 4x game it's in.
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# ? Sep 16, 2022 07:55 |
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Duodecimal posted:SUCH BULLSHIT I liked dumping all my mega structures in one place to make the galaxy's best tourist attraction. At least now they'll be in the outliner so I can find them without doing that.
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# ? Sep 16, 2022 08:35 |
Nemo2342 posted:Personally, I keep one ship surveying close to home, and then make multiple ships I send out exploring (not surveying) looking for choke points, other aliens, and systems I can't get through without a fight. To add to this I use my Unity to speed things up - Expansion gives -10% influence for starbases and interstellar domain gives another -20%. The rest of the boosts in expansion help with getting your colonies up and running faster. I actually have fun with a unity build for the early game boost it gives - parliamentary systems gives you factions right away and more unity per faction, and fanatic egalitarian gives even more unity per faction. Typically I can knock out Expansion, Supremacy, and Prosperity pretty early without a single unity building.
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# ? Sep 16, 2022 13:43 |
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One game where I was going for the opposite of turtling, I sent out my three starting research scientists as explorers to save on unity costs for the first couple years. I was going to lean on militarism and expansion to make up for the lack of tech. It worked out for that game, not sure how I would have done at a higher difficulty.
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# ? Sep 16, 2022 14:13 |
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At about what combined fleet power would let me take on a fallen empire?
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# ? Sep 17, 2022 00:52 |
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# ? May 24, 2024 11:47 |
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If they're dormant, 150k-200k. If they're awakened, 300k
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# ? Sep 17, 2022 06:51 |