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alcaras posted:Yeah, I did Extremely Adaptive. I guess my mistake was conquering planets in that first war since that got me Genocidal modifiers which then made everyone unhappy. Next time (assuming you've got enough surplus for a colony ship) just settle a lovely colony right on their borders and gift it to them immediately (bonus points if you position it in a place that gets them border friction with another neighbor) so they get the genocidal penalty when they purge your hive mind, possibly have pops move onto a lovely plant they can't use, and get saddled with a worthless happiness-destroying colony that's practically guaranteed to revolt. Don't actually do this, the AI doesn't seem to care about genocide caused by a gifted colony. It possibly doesn't care about genocide penalties for anyone who isn't a player
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# ? Apr 24, 2017 19:17 |
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# ? May 27, 2024 02:55 |
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GlyphGryph posted:Does anyone know why allies and vassals seem to have completely stopped assisting in war efforts? Its actually really drat frustrating to play that way now, especially since the war in heaven will go on to destroy all your efforts immediately and without any way to stop it AI in general seems incapable of moving slower than a snail for conquering planets. They seem to stream in armies in ones or twos that get wiped out and only ever take a planet when they've got a large army built up and travelling together. If you're probably isn't that and they're just doing nothing, it's probably that your vassals are disloyal or your Allies have aren't friendly. When that happens it seems like the AI does the equivalent of pouting in a corner not looking at you.
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# ? Apr 24, 2017 19:33 |
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GlyphGryph posted:I haven't tried federations yet, maybe they work but War Allies and Vassals don't for some reason? In my current game, I'm a Fanatic Pacifist manufacturing giant. I have never declared a war but our Federation is only about 20 planets away from victory thanks to the 200k fleet power juggernaught fleet I produced for the Federation. Every few years whoever is the new president just declares a war and they grab a bunch of territory, then it shifts to the next president who does the same. They just use my giant fleet and kill all their neighbors and I just keep building stuff and researching. The awakened FE finally did jump one of us, but my 178k fleet took their 150k fleet out and I still had about 115k left over at the end. I feel like all I need to do now is just wait for my greedy, warmongering Federation mates to win the game for me. I hope I can manage to finish my Ring World before they do though.
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# ? Apr 24, 2017 19:37 |
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Dallan Invictus posted:Aren't precursor chains player-only now? What did that change even mean if the AI can just snipe it at the end? You know what might be really cool on this level? If the precursor artifacts were subjects of diplomacy. You could trade them, go to war over them, form a deal with another empire that has all the pieces you're missing (and vice versa) to split the reward, etc.
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# ? Apr 24, 2017 20:20 |
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Any word yet on when there will be an official fix for the broken worm tech, and if it will be backwards-compatible with current saves?
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# ? Apr 24, 2017 20:45 |
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So, funny story, turns out if you stack every single edict cost modifier in the game (only possible on a planetary anomaly using vanilla) enacting edicts on that planet actually gives you influence.
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# ? Apr 24, 2017 20:51 |
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A Tartan Tory posted:So, funny story, turns out if you stack every single edict cost modifier in the game (only possible on a planetary anomaly using vanilla) enacting edicts on that planet actually gives you influence. It's so impressive that other empires have to respect it!
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# ? Apr 24, 2017 20:55 |
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This has probably been asked a bit if it's a bug but I'm having two issues. One that was from before Banks and one that's since banks. The first one is that in my current game I don't seem to be able to get any aliens to emigrate to my worlds. I've made sure they're set to "no migration restrictions" as default, I have "land of opportunity" on, I have a migration treaty. And it's a Gaia world. But still, nothing. Has the way things move around changed? I did have low consumer goods for a bit but that isn't the case any longer. The second is the one that's been going on for ages. When I build ships I put the weapons on/change the modules and then click "Auto Complete" and it fills the power and shields and armour in. When I do that though it doesn't upgrade the armour or the energy. It did, once. It hasn't done it for ages though. I have to manually put one of the new armour or one of the new reactors onto the ship. It's not the biggest of deals but sometimes I forget and then all my ships are using level 2 armour when I have level 6 armour, or whatever.
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# ? Apr 24, 2017 20:55 |
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PittTheElder posted:I legit save-scummed my way out of this; copied the save shortly before finishing the project on the last artifact, finding where it was going to roll the system, seeing that it was nowhere near me, and then cancelling the research project, and waiting till I could conquer my way over there. Wish I'd thought of this! And like Dallan Invictus I don't mind if the AI gets event chains like that, good for them - I just want them to have to earn it.
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# ? Apr 24, 2017 21:18 |
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What if everyone got their own Precursor chain and the system spawned next to their homeworld?
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# ? Apr 24, 2017 21:42 |
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Gyrotica posted:What if everyone got their own Precursor chain and the system spawned next to their homeworld? It'd be nice at the very least if the Precursor chain was set to spawn the target system in your space or unaligned space. I had one game where I completed the precursor artifacts and it spawned in my rival's closed space. That made me sad.
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# ? Apr 24, 2017 21:46 |
A Tartan Tory posted:So, funny story, turns out if you stack every single edict cost modifier in the game (only possible on a planetary anomaly using vanilla) enacting edicts on that planet actually gives you influence. Always good when sanity checks aren't put in the game.
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# ? Apr 24, 2017 21:54 |
What edict cost reducers are there these days, anyway? Ruler skill, charismatic ruler, imperial cult, a tech or two? Anything else other than that anomaly? Mostly wondering for the consecration edict, not getting free influence (though that sounds hilarious).
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# ? Apr 24, 2017 22:13 |
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Precursor artifacts should be strategic resources. The chain should check whether you have the correct amount. That way you could trade other empires for em', too.
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# ? Apr 24, 2017 22:35 |
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Dog Kisser posted:Precursor artifacts should be strategic resources. The chain should check whether you have the correct amount. That way you could trade other empires for em', too. Only if they give me a "gently caress off and never talk to me again" option.
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# ? Apr 24, 2017 22:38 |
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And if you went down the strategic resources route, you could give some value to having even some of them. Anomaly research speed bonus? Something along those lines.
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# ? Apr 24, 2017 22:50 |
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Anomaly research speed isn't something that's considered valuable though. I'm beginning think kinetics is the best starting weapon type, mostly because it's in engineering and doesn't compete for the tons of useful and important stuff that's in physics which you have to deal with if you pick lasers. The free ships you occasionally get should really be able to fit better engines. I've had to scrap so many because they slow down the rest of the fleet.
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# ? Apr 24, 2017 23:00 |
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Kinetics are the best because you can pick up plasma without any laser research and never bother with any other weapon again.
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# ? Apr 24, 2017 23:12 |
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quote:The free ships you occasionally get should really be able to fit better engines. I've had to scrap so many because they slow down the rest of the fleet. I scrapped the Automated Dreadnaught for exactly this reason. It had Tier IV engines, but for some reason was still slower than the rest of my fleet. Aethernet posted:Kinetics are the best because you can pick up plasma without any laser research and never bother with any other weapon again. Correct.
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# ? Apr 24, 2017 23:12 |
PittTheElder posted:I scrapped the Automated Dreadnaught for exactly reason. It had Tier IV engines, but for some reason was still slower than the rest of my fleet, so I just junked it. It should always be in its own fleet anyways.
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# ? Apr 24, 2017 23:13 |
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Staltran posted:What edict cost reducers are there these days, anyway? Ruler skill, charismatic ruler, imperial cult, a tech or two? Anything else other than that anomaly? Mostly wondering for the consecration edict, not getting free influence (though that sounds hilarious). 25% from ruler skill, 33% from imperial cult, 15% from synthetic thought patterns, 20% from charismatic. Also, I downloaded an expanded traditions mod that gives me an extra 10% from unity, which gives me -102% globally...so free edicts everywhere and the toggle edicts empire wide also give influence back. DDRJaking paradox games is fun.
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# ? Apr 24, 2017 23:41 |
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I like kinetics purely because they're the only category with a large-slot artillery weapon.
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# ? Apr 24, 2017 23:51 |
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I solved my hive clearing problem: I found the Land of Opportunity edict and made a copy of it called Forbid Immigration that applies a -1000% migration attaction modifier (as well as unity and minor happiness debuffs). Now I take the planet, apply the edict, and wait for the hivers to die off. Annoying discovery: if a colony dies out, when it reverts to an empty planet it also removes the frontier outpost from its star, if you have one. Stupid, but be aware.
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# ? Apr 24, 2017 23:51 |
On a related note, does a planet lose it's buildings if the colony dies out? I think buildings get removed if a planet is cleansed (at least if you give in to a xenophobe FE demand), I assume it works the same way?
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# ? Apr 25, 2017 00:01 |
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Mister Adequate posted:Boy I sure love spending 70 years tracking down precursor artifacts only to have to system spawn right on the borders of some other empire and thus have it stolen out from under me Paradox please do something about this, the whole point of the chain is to find the system, but as soon as it appears everyone can go there. Hahaha just had this happen 10 minutes ago to me and came to post about how much of a kick to the balls it is to get all the artifacts only to have the system spawn literally on the other side of the galaxy a few jumps from someone's captial. Thankfully I had an autosave from right before I got the sixth artifact, and upon reload it spawned in a much more reasonable position on my side of the galaxy.
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# ? Apr 25, 2017 00:07 |
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Staltran posted:On a related note, does a planet lose it's buildings if the colony dies out? I think buildings get removed if a planet is cleansed (at least if you give in to a xenophobe FE demand), I assume it works the same way? They used to, and now normally they do, but I think there is an exception for FEs. I cleansed some moon but it kept all it's super buildings, while losing it's Planetary Capital.
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# ? Apr 25, 2017 00:15 |
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Mister Adequate posted:Boy I sure love spending 70 years tracking down precursor artifacts only to have to system spawn right on the borders of some other empire and thus have it stolen out from under me Paradox please do something about this, the whole point of the chain is to find the system, but as soon as it appears everyone can go there. I had it spawn in the middle of my empire and I still didn't get it because an AI science vessel was right there
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# ? Apr 25, 2017 00:24 |
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PittTheElder posted:They used to, and now normally they do, but I think there is an exception for FEs. I cleansed some moon but it kept all it's super buildings, while losing it's Planetary Capital. This might be another FE Exception, but when I lost a planet I'd taken from an FE (it was sub-40% habitability for my main race, so nobody was migrating to it, but I had displacement policy for the FE pops and eventually they'd all been deported and the colony vanished) the buildings stuck around, even after I then terraformed and recolonized the planet.
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# ? Apr 25, 2017 00:25 |
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Once I angrily used the console to kill the people on the AI science vessels who were trying to steal MY FIND They kept instantly replacing them for a while so I must have run them out of influence doing this
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# ? Apr 25, 2017 00:32 |
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My ship layout. I am lazy and don't follow the idealized strategy outlined in https://www.reddit.com/r/Stellaris/comments/61nolh/ship_equipment_load_out_for_141_15/ because I don't really want to deal with 6 loadouts of 3 ship classes (the fleet interface will only show you 5 loadouts, and then the totals for each ship class, which is annoying). Corvette: Torpedo Boat - Torpedo + Plasma Shields + Shield Capacitor. No Armor. Destroyer: Artillery / Gunship : Kinetic Artillery + Plasma Shields + Shield Capacitor. No Armor. Cruiser: Broadside x3: Flak + Gauss / Plasma / Plasma Shields, Armor, Shield Capacitor + Crystalline Armor. Nice easy 3:2:1 Corvette:Destroyer:Cruiser ratio. Comments/any changes folks would make? I haven't noticed this as being substantially weaker than the ideal loadout, but I also haven't tested extensively.
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# ? Apr 25, 2017 00:46 |
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My empire was in two blobs cause I conquered another empire, far-ish away, across a stretch of space with nothing habitable by anyone around me, or me. I painstakingly started joining it up with frontier outposts and terraforming, and then suddenly a massive line of orange cuts me off just as my territory was about to connect. My loving federation pal saw my empire connecting and sent two construction ships to simultaneously construct frontier outposts apparently just to gently caress me over. I had to load the game like a year+ back to send a construction ship out to build a frontier outpost that put me into negative influence, just to stop this rear end in a top hat ai dicking me over for no reason. Also this game, as authoritarian slavers, my biggest faction is loving xenophiles, then freedom guys, then militarists (who are mad i'm in a federation), then the only guys who like me, the royalists. I get +0 influence per turn and its making the game really lovely.
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# ? Apr 25, 2017 00:47 |
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I'm thinking of a no offensive wars/federation-friendly game. Thoughts on civics/traits/governments to opt for?
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# ? Apr 25, 2017 00:50 |
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3 DONG HORSE posted:I had it spawn in the middle of my empire and I still didn't get it because an AI science vessel was right there Close and then re-open your borders.
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# ? Apr 25, 2017 00:51 |
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Gyrotica posted:Has anyone had issues with Leviathans using the Improved Space Battles mod? Mine seem to go down a lot faster than the Titans I have when fighting the Unbidden. Leviathans are cap ship and super cap ship killers. Having them charge into the fray isn't a good idea. Ditto for sending them up against swarm focused enemies like the Prethoryn or some Unbidden fleets without them having a hefty escort. Choose the core that lets them hang back and snipe capitals while the rest of your fleet engages the chaff. Both they and titans also got a hull nerf since they so were so ridiculously powerful. You want to be stacking shields and shield regen on them since they can tank multiple salvos from FE's sporting three titan lasers in a fleet when built for shields. Edit: If you really want to gently caress up someone's day with a Leviathan and are using NSC and ISB then give them ultra cannons and refit some old world style tomahawk cruise missiles using the rare end tier missile tech. The top tier super-cap sized rail guns can punch through shields and armor like no one's business and have fairly high refire and accuracy. Meanwhile the missile are perfect for sniping due to having a range of 160ish and count as a large weapon type despite punching at the super cap tier in terms of damage. The downside is that they can be shot down very easily if the enemy still has fighter support or flak up. Those missiles also singlehandedly make stations worth it in the late game too. Since you can refit a section with them and they can provide support to each other as they come under attack. Archonex fucked around with this message at 01:07 on Apr 25, 2017 |
# ? Apr 25, 2017 01:00 |
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alcaras posted:I'm thinking of a no offensive wars/federation-friendly game. Thoughts on civics/traits/governments to opt for? Did this, and Pacifist, Spiritualist, Xenophile works really well for it. Crazy unity and you get along with everyone.
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# ? Apr 25, 2017 01:06 |
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Goodness, I hope fixing up the Cybrex homeworld has terrible repercussions. Maybe Von Neumann machines? Automated, self replicating "Killbots", lurking in the ruins. Shut down until you come along and trip a breaker? Thyrork fucked around with this message at 01:19 on Apr 25, 2017 |
# ? Apr 25, 2017 01:16 |
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Thyrork posted:Goodness, I hope fixing up the Cybrex homeworld has terrible repercussions. Need to nick Silvermist from Distant Worlds.
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# ? Apr 25, 2017 01:19 |
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A Tartan Tory posted:Also, I downloaded an expanded traditions mod that gives me an extra 10% from unity, which gives me -102% globally...so free edicts everywhere and the toggle edicts empire wide also give influence back. So wait, it gave you a bonus to edict cost based on unity income?
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# ? Apr 25, 2017 01:29 |
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JuniperCake posted:Did this, and Pacifist, Spiritualist, Xenophile works really well for it. Crazy unity and you get along with everyone. Which civics did you use?
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# ? Apr 25, 2017 01:32 |
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# ? May 27, 2024 02:55 |
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You know with respect to the issue of AI empires sniping your precursor event chain ending, I don't even care if the home system spawns on the other side of the galaxy or whatever. I don't care if some other empire surveys it first. They just need to take out the dumb "first person to survey it wins!!!" poo poo and I'd be fine. Straight up give everyone who didn't meticulously piece together their ancient history the consolation prize reward. Because they probably don't understand what they're surveying enough to take advantage of it. GunnerJ fucked around with this message at 01:38 on Apr 25, 2017 |
# ? Apr 25, 2017 01:35 |