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Is there a way to change ethics consistently? I want to start spiritual / egalitarian and transition into spiritual / militant / authoritarian for the midgame.
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# ? Jan 20, 2023 04:01 |
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# ? Jun 2, 2024 03:16 |
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Loel posted:Is there a way to change ethics consistently? I want to start spiritual / egalitarian and transition into spiritual / militant / authoritarian for the midgame. If the trouble is that the faction isn't forming, you can get more militarist pops by having nearby rivals, going to war, or losing territory. Authoritarian is a bit tougher, as most of the authoritarian attractors require you to already be authoritarian in some way, except for joining a hegemony. You can see more here: https://stellaris.paradoxwikis.com/Ethics#Pop_ethics
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# ? Jan 20, 2023 05:04 |
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Loel posted:Is there a way to change ethics consistently? I want to start spiritual / egalitarian and transition into spiritual / militant / authoritarian for the midgame. consistently flip from egalitarian to authoritarian? spend all your influence and wait like 300 years of loving with ethical attraction to make your egalitarian-empire pops think authoritarianishly before you're allowed to shift manually if that sounds too dumb and tedious that's probably because it is... so just mod the game and/or use console commands and roleplay it however you want
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# ? Jan 20, 2023 06:03 |
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Awesome ty, Ill give it a shot. In other news, my current game is very funny. Straight south: Spiritual Fallen Empire Straight east: Marauders Straight north: Xenophile Fallen Empire After using the precursor quest chain to discover a new system: Straight west: Fanatic Purifiers. Things are going GREAT lmao. I'm working to conquer the purifiers, and if the marauders or fallen wake up, Ill surrender right off the bat. Seeing a War in Heaven when I'm the 5 systems between the two Fallen Empires should be .... interesting.
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# ? Jan 20, 2023 08:01 |
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I had an idea, using the trade system as a basis. Rip it out. Turn it into logistics pressure. Rough idea is to have a station providing logistics near your front lines, and the number of jumps you can supply logistics is equal to the current trade gather range. Logistics granted is say 25 per module, with a building slot used to boost it by 25 more. That gives a possible fleet cap of 150-300 before you start getting over cap penalties. going past the end of your logistics chain gives penalties to your fleet as well. systems with stations get bonus logistics cap. Came up with the idea when laying in bed with a headache and got asked if there was anything you could do to stop doom stacking all your fleets.
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# ? Jan 20, 2023 08:46 |
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charts but in space sounds awful
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# ? Jan 20, 2023 08:56 |
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Loel posted:Is there a way to change ethics consistently? I want to start spiritual / egalitarian and transition into spiritual / militant / authoritarian for the midgame.
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# ? Jan 20, 2023 11:59 |
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Awesome, thanks. If I do a genetic ascension playthrough, how much micro management is there? I know I can make leader race, miner race etc, but do I need to assign them to their jobs or will they figure it out?
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# ? Jan 21, 2023 16:22 |
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Loel posted:Awesome, thanks. If you try to tailor species to specific tasks you'll want to tear your hair out. If you make a single template for each with generic/broadly useful traits its not TOO bad. Honestly though species modding is terrible and it's easily the number one system in need of a revamp.
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# ? Jan 21, 2023 18:52 |
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I just make one blanket template for my various pops to reduce micro. I'm also lazy.
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# ? Jan 21, 2023 19:26 |
They could make a policy for workplace assimilation that does that for you, which feels kind of shallow but still probably better than what is already there. You're not really making a strategic decision with in game tradeoffs, you're just deciding how much tedium you're willing to trade for an in game advantage, which is the opposite of fun gameplay.
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# ? Jan 21, 2023 21:15 |
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Adenoid Dan posted:They could make a policy for workplace assimilation that does that for you, which feels kind of shallow but still probably better than what is already there. Also you can't even effectively micromanage jobs even if you try. There's some weighting involved but it's still up to the RNG which pop does which job and there are some really counterproductive weighting factors like Cyborg or Charismatic making pops preferentially take the job they're numerically worst at and sticking your genemodded-super-scientist pops in the mines to keep retaking "Geology 103: Are You Sure It's A Rock?" forever
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# ? Jan 21, 2023 21:22 |
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Ive never really used terraforming but Ive got a stack of useful looking tomb and 0% (oceanic) worlds in my area which are far more useful looking than my usable planets. I terraformed an ocean (16! energy districts) and when it finished it dropped down to 3?! WTF?
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# ? Jan 21, 2023 23:22 |
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Terraforming a planet re-rolls all of its stats.
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# ? Jan 21, 2023 23:32 |
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Jack Trades posted:Terraforming a planet re-rolls all of its stats.
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# ? Jan 21, 2023 23:39 |
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ilkhan posted:Well that is absolute bullshit. So the only way to use those districts would be to modify my species? Or bring in a species which can already live there, I guess. More difficult as a hive mind. Damnit. As a hive mind you should be turning everything into hive worlds.
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# ? Jan 21, 2023 23:45 |
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ilkhan posted:Well that is absolute bullshit. So the only way to use those districts would be to modify my species? Or bring in a species which can already live there, I guess. More difficult as a hive mind. Damnit. If you're willing to spend an ascension perk you could turn them into Gaia worlds, or if you got time and credits to burn you can terraform into other planet types and back to see what you get.
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# ? Jan 22, 2023 05:17 |
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Loel posted:Awesome, thanks. Don't do this, give them all the rabbit trait, the incubators trait, a trait that generates pop growth if applicable, a trait that generates gas/motes/crystals if possible and if you've got points left over traits that generate unity. Optimize for breeding and horrify the galaxy with your fecundity.
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# ? Jan 22, 2023 05:26 |
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Jack Trades posted:Terraforming a planet re-rolls all of its stats. The wiki has a list of specific features and modifiers that get removed when terraforming. But it's definitely not randomized and the typical +2 energy district type modifiers don't go away
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# ? Jan 22, 2023 05:34 |
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ShadowHawk posted:This... Isn't true? This sounds like mod behavior. There was a short time that it did, but it was confirmed to be unintended behavior and promptly fixed.
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# ? Jan 22, 2023 07:23 |
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I'm still trying to even get out of the 2200s on Commodore. I just can't keep up on fleet strength and I get loving steamrollered, so I switched to a Devouring Swarm to force myself to focus on building navies and also lessen my distractions. Still hasn't helped yet. I think I need to over-emphasize Alloys to, like, a ridiculous degree? Like, I can't just have +30 to +40 and one forge world, every world needs to be dedicating some of its districts to industrial zones. Because I just do not know how to get to 5 digit fleet strength in 40 years, and it's either learn to match that or go back to Captain, and I kicked the difficulty up in the first place because Captain was feeling too easy.
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# ? Jan 22, 2023 08:12 |
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ShadowHawk posted:This... Isn't true? This sounds like mod behavior. Jabarto posted:There was a short time that it did, but it was confirmed to be unintended behavior and promptly fixed. Oh, I see. In my defense, I've been playing every patch since launch and they've completely changed every mechanic like 3 times by now and I mixing them all up at this point.
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# ? Jan 22, 2023 08:37 |
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CapnAndy posted:I'm still trying to even get out of the 2200s on Commodore. I just can't keep up on fleet strength and I get loving steamrollered, so I switched to a Devouring Swarm to force myself to focus on building navies and also lessen my distractions. Still hasn't helped yet. The devs weren't joking when they said they improved the AI. Captain is now roughly equivalent to the old Commodore, and at the lower end there's even a completely new, super-easy setting. I think it now goes Cadet-Ensign-Captain-Commodre-etc.?
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# ? Jan 22, 2023 18:55 |
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If you are going to gene mod or mess with robot templates, give the ones that give +5% to everything vs the specialized ones and save yourself the headache. Very strong, Intelligent, that robot improved processors. that way no matter where they drop in your empire, you wont tear your hair out going "you are a farming droid! why are you doing science!?"
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# ? Jan 22, 2023 22:27 |
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winterwerefox posted:If you are going to gene mod or mess with robot templates, give the ones that give +5% to everything vs the specialized ones and save yourself the headache. Very strong, Intelligent, that robot improved processors. that way no matter where they drop in your empire, you wont tear your hair out going "you are a farming droid! why are you doing science!?" Well, clearly they're an agricultural researcher
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# ? Jan 22, 2023 22:52 |
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Libluini posted:The devs weren't joking when they said they improved the AI. Captain is now roughly equivalent to the old Commodore, and at the lower end there's even a completely new, super-easy setting. Civilian and then Cadet-etc. Civ gives +50% to most resource's income.
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# ? Jan 22, 2023 23:02 |
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Libluini posted:Well, clearly they're an agricultural researcher
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# ? Jan 22, 2023 23:07 |
Yeah I might prefer it if it even just worked like the rare resource ones (which seem extremely underpowered for what they cost). Generic bonuses to production that affect all jobs and then specific ones that apply no matter what job is worked. I can't even make a secondary priority for my workers without manually deselecting all other jobs until they work the two I want, this is not a game that is made for micromanaging workers.
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# ? Jan 23, 2023 00:15 |
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What's a good ship/fleet composition for Fallen Empires? I've got a xenophile and a spiritualist on my borders.
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# ? Jan 23, 2023 03:03 |
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Fallen empires hit a lot harder than they used to.
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# ? Jan 23, 2023 05:16 |
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Loel posted:What's a good ship/fleet composition for Fallen Empires? I've got a xenophile and a spiritualist on my borders. Check the wiki as the various Fallen Empires use different weapons and defenses. https://stellaris.paradoxwikis.com/Fallen_empire
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# ? Jan 23, 2023 07:14 |
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CapnAndy posted:I'm still trying to even get out of the 2200s on Commodore. I just can't keep up on fleet strength and I get loving steamrollered, so I switched to a Devouring Swarm to force myself to focus on building navies and also lessen my distractions. Still hasn't helped yet. If you're set no going devouring swarm, necrophage origin + rushing synchronicity then supremacy will get you pretty far. Necrophages get a variant in the Synchronicity tree that gives you unity whenever you're necro-purging, and another ability that reduces your need for amenities. You can either finish that tree for an ascension perk or start filling out the Supremacy tree as needed. Note also that taking the crisis ascension perk (without going full crisis) will radically improve your growth as it will immediately make your necropurge five times as fast at turning xenos into your species, so finishing up three trees as soon as you can will make you scary early on. Necrophage+Lithoid devouring swarm will lock you out of terraforming and blunt the late game potential you would get with Hive Worlds, but in return you get an insane amount of minerals, alloys, or pop growth depending on your rolls early on. You can make colony ships and settle worlds just to eat in between going to war with anyone around you to avoid the inevitable stagnation necros normally get during peacetime that way too. Taking the cybernetic ascension asap will give you effectively immortal leaders when stacked with Necrophage, and you can give yourself Efficient Processors on top of Very Strong for some insane resource outputs. Specifically for getting to 10k+ fleet compositions by ~2240, you should be gunning for cruiser tech and making virtually no other ships when you get it, because as soon as you get cruisers, you get strike craft. You get scout craft with the hanger bay part if you haven't researched the strike craft tech, but that doesn't matter as much as the fact that you suddenly have relatively high HP ships that will shoot down the corvettes, frigates, and even destroyers your enemies are probably still using at this point. I've seen a fleet of six strike craft cruisers take out groups of like 40 corvettes at this stage of the game, you will be crazy strong in this window and get the ball rolling into the midgame. I posted earlier about my latest abortive campaign as an Overtuned Devouring Swarm going genetic ascension, and that definitely fails to keep pace with the AI tendendency to blob up and cooperate with each other because the growth benefits and research boosts don't help you along enough. That was on Commodore, and I ended up giving up in 2370 due to some bullshit alliance stuff the AI hashed out immediately after I won a big conflict. Whereas the Necrophage Lithoid (faster start, weaker late game) and Necrophage non-Lithoid DS builds carry me through Admiral relatively easily. The combination or higher resource output from complex drones and lower upkeep is just too good. Those are the only two origins I've really tried on DS builds, and I'm not really sure if there are any other non-modded origins that would work better. Progenitor Hive really is fools gold, sadly. Loel posted:What's a good ship/fleet composition for Fallen Empires? I've got a xenophile and a spiritualist on my borders. It's going to vary by FE but Battleships with X slot weapons, torpedo cruisers with afterburners, and destroyers to shoot down FE strike craft have worked pretty well against any FE I've come across. A lot of their bigger ships ended up with low hull HP relative to their armor and shield stuff, so you really can knock their big ships out fast with the right amount of torpedos now. Corvettes and Frigates just die too easily against them though, so you really need a *lot* of torpedo cruisers to make it work.
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# ? Jan 23, 2023 09:10 |
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Wraith, what... what are you doing? Don't go in there! :| Did it without taking a scratch.
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# ? Jan 24, 2023 11:15 |
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So I reinstalled this and played a few games for the first time since, 2.6 "federations" I think? The game hadn't changed as much as I suspected. Caveat: I played a machine intelligence which can be a little degenerate. I would have gone with my standard technocracy start but apparently technocracy got (somewhat deservedly) nerfed back to complete uselessness. There are lots of decent civics to replace it, but then my government type wouldn't be "Science Directorate", hence completely unplayable. The AI was a lot better at aggressively building fleets throughout the game. It didn't do as well the time I disabled advanced starts, which had me a little suspicious. The fanatic purifiers/determined exterminators empires didn't last long, the real threat they posed was giving free territory to whoever put them down.The AI built fearsome fleetpower, but the actual ship composition was often garbage and I regularly won battles despite a numerical disadvantage. Battleships didn't really get hit too much by the combat changes. Missiles are nice now, excluding the energy torpedoes. First time around I got the unbidden as the crisis. The matter disintegrator seems kind of terrible now. I really needed to have the crisis strength jacked up as they were pathetic compared to the war in heaven, which I still hate. War in heaven shenanigans meant I was allies to someone in one war and enemies in another, I think? I was very confused anyways, and once my power was undisputed I quit rather than deal with the extreme border gore. Second time I got the prethoryn scourge, which is rare for me (I remember when it was almost always the contingency). I was stronger that game, wiping out the fallen empires just to prevent any possible war in heaven. The prethoryns have very good weapons, but only managed to get shots on some legacy brawling ships. I actually stopped fighting them half way through and let the AI fleets mop them up. Lesson: turn up the crisis strength. I'm not sure if I'm remembering things correctly, but the contingency at least I recall being somewhat brutal. The AI being better meant the crisis wasn't really a galactic crisis. I never even managed to get close to the great khan before he got vaporized.
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# ? Jan 24, 2023 13:25 |
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Well, Commodore has pissed me off. Not only can I still not keep up -- this time I got to the 2280s before the AI could steamroll me -- but it's so god damned stifling. I'm starting to see that there might be a path forward, but only by subscribing to a very strict build order and playstyle, which... what's the goddamn fun of that? I want to play different empire types and do things that feel right in the moment, not be beholden to a strict script with the penalty for deviating being instant annihilation. In my experience, in Commodore you can't play wide -- every starbase is another Corvette you're not building. You can't play pacifist or friendly; if your fleet power isn't constantly capped out, you're going to be killed. But if you do build that many ships, you're going to run an energy deficit, because you can't pay for their upkeep, because you didn't expand, so now you don't have extra planets to devote to generators. Because all your alloy output has to be through the roof at all times, because when you get to pricier stuff like Destroyers or Cruisers, you can't afford to be dribbling them out one every few months. But to do that, you need a high mineral output, which diverts pops away from alloy jobs, and you also need scientists, who divert away from resource jobs and require more energy and consumer goods if you're not a hive mind, and you don't have time to be producing consumer goods, you need those districts cranking out alloys! It's a goddamn knife edge and maybe, maybe I can beat my head against the wall until I learn to dance it, but I'm just plain not having any fun... but Captain is too easy! I need a difficulty between them.
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# ? Jan 24, 2023 22:14 |
It's really weird you're struggling so much with Commodore because I'm playing at Commodore and sometimes Admiral, and I rarely find it impossible to keep up, unless I got some god-awful start. Once in a while Admiral gets away from me, but that's rare. Keystones of my strategy: Beeline your science ships to chokepoints. Build starbases directly behind your science ships. Reinforce the poo poo out of the chokepoint system. Never build a single starbase past your first chokepoint until you're sure you can capture the next, unless there's something REALLY valuable. I rarely expand beyond the second or third chokepoint in any direction. Backfill every system that connects to a chokepoint if there's any chance another empire will leapfrog past your reinforced starbase. Backfill territory behind your chokepoints only if you have the resources AND the system is sufficiently valuable. Settle your two guaranteed worlds. You can deviate and settle more (or different planets) if you find a really good one, but generally speaking, you're gonna take your first two and like it. Dedicate one world towards alloy production. If it doesn't make alloys don't build it unless it's absolutely required by your empire's species (like clone orgin, tree of life, etc) The moment you find a hostile empire that borders your space, it is time to stop expanding at whatever chokepoints you currently hold, and build your fleet. Make sure you have multiple shipyards. Alternate buying ships with reinforcements to the relevant chokepoint starbase (defense platforms and modules) based on alloy cost. If your defense plats cost 300 and your corvettes 100, build 3 corvettes for every 1 platform. Your starbase will be at least equal to your fleet in terms of power, sometimes as high as 2x. PSA: Strike Craft are really good in early wars Your goal is to hit your fleet cap, but not go over (yet). Just keep up with it as you learn new techs. You will fall behind in fleet power. THIS IS OK. If you're lucky you'll max out your fleet cap before they declare war. Start stockpiling. You can hold at this stage until 2250ish, even with purifiers as your neighbors, so long as your make your chokepoint sufficiently scary. And once they declare war, rejoice! They've just destroyed themselves. Sometimes I let myself fall a little behind just to encourage it. Move your existing fleet to a system adjacent to your defensive starbase. Keep it right on top of the hyperlane exit back to your starbase system. The moment you see their fleet heading your way, start building an entire fleet equal to what you currently have. Use every alloy in your stockpile if you must. If you lack the sensor techs to see more than two systems away, do this shortly after they declare. The moment you see the enemy jump into the hyperlane to your system, you should do the same. Your combined fleet + starbase will shred the enemy fleet(s). You will lose most of your defense plats and most of your existing fleet. Your fleet may need to emergency retreat, but generally I try not to do that. Good thing you already made reinforcements. Start reinforcing what's left of your original fleet. Set it to follow your reinforcement fleet. The reinforcement fleet (that you made previously) has one goal: take out ALL of the enemy's starbases. Destroy their ability to reinforce. Once your original fleet is back to full power, start reinforcing your other fleet; it's probably ragged by now. The smaller of your fleets should go around grabbing territory, softening up other planets, and most importantly: take out any new upgraded starbases they make before they can start spitting out more ships. Once the starbases are gone, set your biggest fleet bombing their homeworld with the goal of taking it with those armies you made earlier. Once you have their homeworld, immediately take full advantage of it. Not the infrastructure: who gives a poo poo about that? It's the pops you want. Transfer all the pops to your worlds. Sell them on the market. Set them to purge. Whatever works best for your empire type. Disassemble any buildings/districts you don't want, can't use, or otherwise have no use for. Their upkeep will tank your economy. And if they somehow get their planet back they have to spend all their cash remaking it. Same goes for starbases you capture. If it's not holding a chokepoint or otherwise exceptionally valuable, downgrade it to oblivion. I honestly can't recall the last time this didn't work. Sometimes I have to repeat the first Battle at the Chokepoint Starbase a second time against purifiers/devouring swarms/etc, but that's ok. And once you've taken out your nearest hostile neighbor, you're generally strong enough to dissuade your other neighbors from bothering you. This works for every empire type that I've used it on. Pacifists are super easy because they get so many defensive bonuses it makes that first battle a guaranteed winner. It's hardest for purifier empires because EVERYONE hates them. It's hard to hold the line on multiple fronts. For them I usually just say gently caress it, build nothing but ships for the first ten years, and go eat the very first neighbor I find.
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# ? Jan 24, 2023 23:05 |
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i only lurk this thread because i find paradox games fascinating even if i don't want to play them, but wasn't that a specific build order to someone complaining that they didn't want to use specific build orders
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# ? Jan 24, 2023 23:18 |
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CapnAndy posted:Well, Commodore has pissed me off. Not only can I still not keep up -- this time I got to the 2280s before the AI could steamroll me -- but it's so god damned stifling. I'm starting to see that there might be a path forward, but only by subscribing to a very strict build order and playstyle, which... what's the goddamn fun of that? I want to play different empire types and do things that feel right in the moment, not be beholden to a strict script with the penalty for deviating being instant annihilation.
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# ? Jan 24, 2023 23:56 |
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Reiterpallasch posted:i only lurk this thread because i find paradox games fascinating even if i don't want to play them, but wasn't that a specific build order to someone complaining that they didn't want to use specific build orders ShadowHawk posted:If the early game is the problem, enable scaling difficulty.
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# ? Jan 25, 2023 00:50 |
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# ? Jun 2, 2024 03:16 |
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i made a species so Overtuned they start making death checks at 40 fortunately there were primitives next door so now all my scientists are mushrooms fresh from the stone age
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# ? Jan 25, 2023 05:04 |