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Agnosticnixie posted:It honestly struck me as a weird excuse to enforce the strategic meta for multiplayer. There's a really good mod out there called 'Distributed Starts' or something that replaces the clustering with more or less equal spacing, it's pretty good.
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# ? Nov 6, 2017 00:24 |
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# ? May 29, 2024 17:50 |
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One time I liberated a slave world and they were all really happy and stayed my tiny ally until I quit because it was going too slow And that's my liberate story
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# ? Nov 6, 2017 00:25 |
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Libluini posted:(It would have been smarter to build new ones and put the scientists on them, but that of course would have destroyed the illusion of STL-travel. ) It would have been smarter to build new science vessels, send them over to the relevant systems and make the exchange there if you wanted to keep the illusion
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# ? Nov 6, 2017 00:26 |
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Liberation used to be a lot more useful when you could just diploannex the newly created rump state but now you have to wait 20 years to do that. Now, its mainly good for breaking up a large hostile empire into more manageable buffer states and depending on your own ethos may be all you can do to cripple a rival. At a minimum, you can just keep invading the same rump state every 10 years and reliberating them until a permanent ethics shift sets in. Or they collapse under a crushing cycle of the new empire being unable to produce enough food to feed their population, causing an endless fracturing of the rump state as unhappy starving pops continue to rebel into smaller and smaller states. Either way, hey you gave it your best shot and freedom isn't free I had a similar thing happen to a vassal of mine (couldn't produce enough food, so unhappy pop maluses crippled their ability to do anything including keep their own planets from rebelling). I solved that problem by sending waves of killbots to every planet the vassal owned to "assist" the planets' garrisons against rebels. GamingHyena fucked around with this message at 00:32 on Nov 6, 2017 |
# ? Nov 6, 2017 00:29 |
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I adjusted settings to push other empires away from my starting area because I kept getting stomped as soon as I visited the system next door. What I'm finding is that it's difficult to take advantage of resources in other systems because they're often scattered in dribs and drabs across multiple planets. It would cost me a fortune in minerals and upkeep to build enough mining stations to capture all the resources in a system, compared to a system where there's just a single planet that has resources.
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# ? Nov 6, 2017 00:57 |
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Liberation is wonderful because yes it's hilariously unstable and a complete crapshoot as to whether it works out in your favour, just like IRL
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# ? Nov 6, 2017 01:15 |
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I've been looking for a mod that made ethos change a little quicker but can't find anything. What file would I edit to fiddle with this? I understand there's some yearly or decade based check pops will do to randomly see if they'll switch? I'm hoping to get something that allows shifts to happen at a more noticeable pace.
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# ? Nov 6, 2017 01:16 |
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There's a few effects that increase how fast they shift so I dunno if you could look them up? I think one's a ruler trait.
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# ? Nov 6, 2017 01:34 |
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In comparison to CKII I'm finding it very hard to figure out what I should be doing. Am I supposed to just sit in my home system for a few decades and build up a surplus of everything before I try to expand? EDIT: I need to find my space Ireland where I can learn the game without getting repeatedly stomped. Dick Trauma fucked around with this message at 02:07 on Nov 6, 2017 |
# ? Nov 6, 2017 02:00 |
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appropriatemetaphor posted:So of course my AE ally has his whole 250k+ fleet attacking the poo poo empire that has maybe 10k, meanwhile I'm the Bad AE is blowing up all my starbases and his dam jump drives and hopping over all my hyperlane defenses (not that they'd be any good). This is almost exactly what happened in Babylon 5's Great War (which is what the War in Heaven is based on). It's also good strategy (if a bit simple) on the part of the AI: if you have a fleet that's bigger than one of your opponents, attack your that smaller fleet(s) piecemeal before they can reinforce with another, if you don't have a bigger fleet then group yours up. It's why a large federation or group of vassals seems to take forever to do anything and why you have so much trouble catching your opponents fleets in that scenario, everybody is either chasing or running away constantly.
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# ? Nov 6, 2017 02:01 |
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Dick Trauma posted:In comparison to CKII I'm finding it very hard to figure out what I should be doing. Am I supposed to just sit in my home system for a few decades and build up a surplus of everything before I try to expand? Wiz posted:What part is it that confuses you? Are you playing with the tutorial and doing the tutorial missions?
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# ? Nov 6, 2017 02:46 |
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So I thought you couldn't colonize within someone else's borders? Won the war in heaven, so suddenly 1/4 of the galaxy was empty. I rush over to try and colonize the old FE homeworlds, but I can't colonize because I have to survey first. So I colonize a nearby planet to get the thing in my borders, just to be safe. But then my overlord comes over and just colonizes the thing. I'm pretty sure I tried building/colonizing in one of my vassal's space and it didn't work...what gives?
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# ? Nov 6, 2017 02:59 |
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I was using two science ships to explore, upgrading buildings on Earth, managed to colonize another planet and then pirates popped up and eradicated all my combat ships. I didn't have enough resources to build more than one or two and that allowed the pirates to roam around destroying my mining stations, choking off any chance of responding to them. Up until that point it felt like I was doing the right thing, gathering info, gathering resources, expanding my civilization, but clearly I was not doing the right thing. What I'm trying to say is that unlike CK II I can't tell if I'm doing what I'm supposed to in this early stage of the game. Am I supposed to avoid spending resources on expansion and just build my navy? From my pirate experience I need at least 10 corvettes to have a chance at holding off one enemy fleet. Or maybe not. I can't tell. Combat was very quick and I didn't get any feedback other than watching all my ships die. I'm enjoying the game but I feel like I don't know how to give myself a chance to survive encountering a hostile force.
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# ? Nov 6, 2017 03:06 |
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Dick Trauma posted:I was using two science ships to explore, upgrading buildings on Earth, managed to colonize another planet and then pirates popped up and eradicated all my combat ships. I didn't have enough resources to build more than one or two and that allowed the pirates to roam around destroying my mining stations, choking off any chance of responding to them. No you are doing the right thing broadly, it's just that the pirate event is kind of silly if you don't know it's coming, what you need to do is build a few extra corvettes in anticipation of it and then intercept them when they're killing a mining station to try and distract a bit of their firepower, otherwise yes they will kill your starter fleet and cost you a lot of money early on. You win fights by having bigger numbers than the enemy, and the pirate fleet spawns with more than your starter fleet in firepower, so you lose if you don't know about it. But generally the game does suffer with not having any sort of lines or whatever unless you play hyperlanes only, so getting all your mining stations (and later, starbases) blown up is how wars normally go. It's kind of tedious and hopefully what some of the dev diaries will go some way to fixing. In the very early game the best defence is to hide behind your spaceport which will blow up most things fairly easily as it has about 1000 fleet power which is way more than a few corvettes can field. After that you want to hide behind interdictor platforms/fortresses and send your fleet to blow up enemies as they engage those. That's basically it for tactics, combat's not the game's strong suit honestly. OwlFancier fucked around with this message at 03:33 on Nov 6, 2017 |
# ? Nov 6, 2017 03:29 |
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OwlFancier posted:No you are doing the right thing broadly, it's just that the pirate event is kind of silly if you don't know it's coming, what you need to do is build a few extra corvettes in anticipation of it and then intercept them when they're killing a mining station to try and distract a bit of their firepower, otherwise yes they will kill your starter fleet and cost you a lot of money early on. That makes sense and I appreciate the info. True to Paradox form in my new game my best scientist has become a drug addict and my second best scientist (who had the long life bonus) aged prematurely from stress. EDIT: Off to a much better start, even though I ran into a Fallen Empire early on. They're Isolationists so I hope they'll just leave me alone. Dick Trauma fucked around with this message at 04:45 on Nov 6, 2017 |
# ? Nov 6, 2017 04:05 |
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By the way, if you have a Frontier Outpost, don't even bother going after the pirates because their fleet tends to beeline straight for it then dies
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# ? Nov 6, 2017 04:32 |
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My early game priority is: 1. Colonize 2. Get to fleet limit 3. Mining stations 4. Power/mineral upgrades 5. Everything else Fleet limit is very important. Not only does it make the pirate attack trivial, every neighbor makes a determination about whether to attack you based partially on it.
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# ? Nov 6, 2017 05:10 |
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My early game usually involves: 1. Churning out another 2-3 additional science ships to speed exploration. 2. Exploit all resources in your initial borders/home world. 3. Build 3 more corvettes and hire an admiral in anticipation of the pirate attack 4. Build frontier outposts in mineral rich areas around me. 5. Colonize the few decent planets around me, preferably after getting a exploration unity tech or two. 6. Slowly build my fleet up to the naval cap in anticipation of meeting the first alien empire. 7. Back fill my empire with colonies, freeing up my frontier outposts for the next wave of expansion. Colonizing too early can ironically cripple your expansion. Early game you need minerals and energy to build ships more than additional population growth. The quickest and cheapest way to get these is to build mining stations offworld. The problem with colonies early on is that the colony ships are expensive to build and maintain, and the colonies themselves provide an immediate penalty to your science and unity generation but take about a decade or so to add real value to your empire. With proper frontier outpost placement you can grab the decent planets to make sure your neighbors don't get them and backfill colonies as needed.
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# ? Nov 6, 2017 07:48 |
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Always prioritise colonisable planets near your neighbours to stop them from expanding towards you. Pay attention to what their planet type is, if you can put one of their starting planets in your territory early on it's a pretty big deal.
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# ? Nov 6, 2017 08:04 |
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Or for a hilariously broken game, play Driven Assimilators on 5x primitives and go the whole game never building a single colony ship. Ride the wings of (pumped up) chance!
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# ? Nov 6, 2017 08:21 |
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MrL_JaKiri posted:It would have been smarter to build new science vessels, send them over to the relevant systems and make the exchange there if you wanted to keep the illusion Oh poo poo, I absolutely did not think of this.
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# ? Nov 6, 2017 09:23 |
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Baronjutter posted:I've found about 50% of the time they eventually just switch back. So you take that spiritualist authoritarian empire and liberate them into an egalitarian materialist empire. They are good and your friends, but all their pops are still authoritarian and spiritualist. After many many years a few pops might actually switch to the new state ethos but not enough, and the huge faction pressures result in them embracing authoritarianism or spiritualism. Before you know it they are evil again and hate you. WarOnTerror.txt
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# ? Nov 6, 2017 09:26 |
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"You look worn out friend, have you considered joining a union?" E: This just makes me want another tech beyond Empire Cap-Com, that gives you access to an "Ostensible" ethic you can pick like civics. For instance you could go "Ostensibly Spiritualist" whoch would give you the diplomatic boosts and temples, but have no unrest or ethic attration, nor block AI. Most importantly, it would allow.yse if civics for.that ethic. Have a Pacifist, Materialist empire, go Ostensibly Xenophobe, go Innternal Perfection, but still be able to have Citizen.Xenos and Refugees. Or Ostensibly Pacifist to double up and get AgIdyll with offensive wardecs. Playstation 4 fucked around with this message at 09:59 on Nov 6, 2017 |
# ? Nov 6, 2017 09:31 |
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My improved strategy worked: when the pirates appeared there were four of them, and my fleet of ten ships was fairly close by and blasted them to pieces. I'm going to keep tossing additional corvettes into the fleet. Do the pirates have a home base that I should be looking for? I checked the system whose exit they were closest to and there was nothing there.
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# ? Nov 6, 2017 09:41 |
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Yes they do. Check systems near/in your territory that have asteroids.
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# ? Nov 6, 2017 09:48 |
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https://www.youtube.com/watch?v=shoiYDp7EEA&t=1770s My dumb monkey brain doesn't know what that is a reference to
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# ? Nov 6, 2017 10:59 |
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Baron Porkface posted:https://www.youtube.com/watch?v=shoiYDp7EEA&t=1770s 2001 surely
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# ? Nov 6, 2017 11:24 |
https://twitter.com/Martin_Anward/status/927529085215105025 Spreading spacecommunism!
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# ? Nov 6, 2017 14:33 |
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canepazzo posted:https://twitter.com/Martin_Anward/status/927529085215105025 Missing 'Eat' option.
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# ? Nov 6, 2017 14:38 |
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I wonder if 'claims' implies some sort of casus belli system.
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# ? Nov 6, 2017 14:46 |
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Aethernet posted:I wonder if 'claims' implies some sort of casus belli system. It also could simply mean that every planet you occupy is now yours.
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# ? Nov 6, 2017 14:49 |
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canepazzo posted:https://twitter.com/Martin_Anward/status/927529085215105025 Hey, I remember this war declaration system from a game called Victoria II!
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# ? Nov 6, 2017 15:04 |
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binge crotching posted:It also could simply mean that every planet you occupy is now yours. This would be a welcome change. I'm playing a devouring swarm game right now and it feels a bit funny to be like "ok well we're a ravenous hive mind that strips all before us in a terrifying orgy of consumption, but sheesh we also care about the rule of law, so we'll wait to eat you until we have a treaty signed. It's only polite!" If you were able to partially apply policy to territory you occupy, a-la Hearts of Iron, that would be more realistic and interesting, I think. Bonus thought: Wiz, make it so Pops can work tiles as they grow, with the production multiplied by the % they've grown. Then, make purging work as "negative growth", so pops actually shrink one at a time rather than just going from 100% to 0% over night. This would add some interesting urgency to the new war system. This would also make sense as it would take longer to purge a full world rather than a startup colony.
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# ? Nov 6, 2017 15:04 |
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No war score listed for conquest indicates to me the it might change the more worlds/systems you take. There might also be various means to reduce that score cost by justifying claims in advance, or maybe it could be based on prior ownership, majority species or ethos on worlds.
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# ? Nov 6, 2017 15:11 |
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LogisticEarth posted:Bonus thought: Wiz, make it so Pops can work tiles as they grow, with the production multiplied by the % they've grown. Then, make purging work as "negative growth", so pops actually shrink one at a time rather than just going from 100% to 0% over night.
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# ? Nov 6, 2017 15:13 |
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GunnerJ posted:No war score listed for conquest indicates to me the it might change the more worlds/systems you take. There might also be various means to reduce that score cost by justifying claims in advance, or maybe it could be based on prior ownership, majority species or ethos on worlds. I'm going to say the new system is very likely to work like EU4's. Conquest then would allow you to seize planets worth up to 100% in warscore, with the exact planets decided in peace terms (either restricted only to claimed planets, or with claimed planets costing less warscore to annex). Randarkman fucked around with this message at 15:17 on Nov 6, 2017 |
# ? Nov 6, 2017 15:15 |
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^^^ Haven't played EU4, how does it work? The word "Claimed" is capitalized in the war goal description, so it might have special meaning.
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# ? Nov 6, 2017 15:15 |
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binge crotching posted:It also could simply mean that every planet you occupy is now yours. Doesn't seem likely. Note at the bottom left of the screenshot the new "Manage Claims" button.
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# ? Nov 6, 2017 15:21 |
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Randarkman posted:I'm going to say the new system is very likely to work like EU4's. I hope we get some sort of intervention option as well, enforce-peace style.
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# ? Nov 6, 2017 15:22 |
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# ? May 29, 2024 17:50 |
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GunnerJ posted:^^^ In EU4 you can get claims (I guess capital C there as well, because game mechanic) on provinces through various means. If you have a claim then you can use the Conquest CB against a specific province, the goal being to seize it (warscore ticking towards defender or attacker dependent on it being reached) then when it comes time to peace out you can actually impose any terms you see fit from annexations of territory (Conquest granting a warscore discount and incurring less agressive expansion for annexing provinces you have a claim on) to war reparations to lump sums of cash or even vassalization (of course those wouldn't be discounted for Conquest CB). Some CBs then also restrict what you can claim in a peace (example: Humiliate Rival does not allow you to seize land), whilst others allow special terms to be imposed (such as forcing the war target to enter a personal union). Captain Oblivious posted:Doesn't seem likely. Note at the bottom left of the screenshot the new "Manage Claims" button. Yeah, the talk of "Claims" smells mightily of an EU4-type CB system. e: That said. Claims and the talk of sensor range and such in the last dev diary might mean we are going to see something like an actual espionage/covert diplomacy thing added to Stellaris. Which would be terrific. Even though EU4's espionage system has never been that great. Randarkman fucked around with this message at 15:29 on Nov 6, 2017 |
# ? Nov 6, 2017 15:23 |