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Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Maybe they just mean democracy in the "US reporting" sense, where it tracks directly with "agrees with US foreign policy"?

Effects on research are caused by visa refusals and sanctions on those with low values.

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Keisari
May 24, 2011

Atopian posted:

Maybe they just mean democracy in the "US reporting" sense, where it tracks directly with "agrees with US foreign policy"?

Effects on research are caused by visa refusals and sanctions on those with low values.

If it was, you'd think usa would start at democracy 10

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Keisari posted:

If it was, you'd think usa would start at democracy 10

I dunno, they have a lot of protests against US foreign policy...

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

genericnick posted:

They should just rename democracy to legitimacy or whatever.
Wasn't there some utter shitstorm about something like this in early Stellaris?

Sort of - there were originally two opposed ethics, individualism and collectivism where individualism was associated with democracy and capitalism and collectivism was associated with communism and authoritarianism. As you might expect this went down like a lead balloon and it was eventually replaced with just egalitarianism and authoritarianism.

Fister Roboto
Feb 21, 2008

OTOH they did nail the idea that the US is on a downward spiral unless you fix the inequality problem.

Vengarr
Jun 17, 2010

Smashed before noon
Even a 10.0 “Full Democracy” is actually being run by a secret council of conspirators.

From what I’ve gathered on the Discord, government score came about because the dev realized he could synthesize the number from a bunch of real-world grading systems for human rights. How those scores correspond to your ability to fight aliens was not so thought out. It’s already been revised a few times.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Ah, that explains it. The real-world grading system, I mean.

Anything I might have to say about those systems better belongs in D&D or CSPAM, but at least it's a simple and reasonable explanation for how the devs decided it.

Keisari
May 24, 2011

I think the devs' decisions to use regression to decide a lot of the numbers, such as pop growth etc. is a pretty good strategy, and using real world statistics to hand out scores sorts out a lot of bias from the developers. (And outsources it to the makers of these outside indicators)

Mind you, it's impossible to make a simulation game without bias, and probably any game as well. No matter what fancy algorithms you write, eventually you have to just "give" the simulation some basic variables to start from. I recall Will Wright commented on this a lot but can't find a snappy quote now.

I think avoiding "[$self.nation] STRONK!!" level of bias is indeed mandatory. However, it is a fool's errand to strive for some vaunted unbiased game.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
After a weird run in which I got maskirovka early enough to get good use out of it, I am now close enough to the turnaround point I can taste it.

Tolerating alien agents stalking the earth on their filthy appendages, endless surveillance missions when hate was too high to do anything about it, but now I'm maybe a year out from getting coil guns and phasers.

I have a bunch of habs set up with enough command centres that I have the spare MC and space resources to start simultaneous upgrades to rings everywhere and build a solid fleet for each planet in the inner system.

It is very much going to be that Simpsons .gif where the Russian ambassador pushes a button to release tanks from everywhere.
Aliens got played! Yeah!

(In before: oh no I went to total war and got squashed)

Pantaloon Pontiff
Jun 25, 2023

In my current game, I have control of US, Canada, and Kazakhistan and am working on getting into space. I've been having my persuasion councilors go take control of small countries long enough to put them on solid development priorities, then abandon them. I figure later on I can come back and pick them up, and since unity is part of my development package they'll stay pretty sympathetic to my cause. Does this cause any trouble other than having to abandon them again every six months when control comes back, and is there something better to do during this phase of the game?

Velius
Feb 27, 2001

Pantaloon Pontiff posted:

In my current game, I have control of US, Canada, and Kazakhistan and am working on getting into space. I've been having my persuasion councilors go take control of small countries long enough to put them on solid development priorities, then abandon them. I figure later on I can come back and pick them up, and since unity is part of my development package they'll stay pretty sympathetic to my cause. Does this cause any trouble other than having to abandon them again every six months when control comes back, and is there something better to do during this phase of the game?

It doesn’t cause trouble. But the “is there something better to do” question depends on the year and what you are doing instead already. Generally you want to start building orbital infrastructure, mines on Luna/Mars/the Belt by 2026ish, 2027 or 2028 at the absolute latest, and your objectives for earth transition over the next couple years from “get me boost” to “get me Mission Control and research”. Then you build research campuses, nanofactories/orbital hospitals to get income, and earth transitions into producing money to support your orbital stuff.

Then you surrender to the aliens.

Pantaloon Pontiff
Jun 25, 2023

Velius posted:

It doesn’t cause trouble. But the “is there something better to do” question depends on the year and what you are doing instead already. Generally you want to start building orbital infrastructure, mines on Luna/Mars/the Belt by 2026ish, 2027 or 2028 at the absolute latest, and your objectives for earth transition over the next couple years from “get me boost” to “get me Mission Control and research”. Then you build research campuses, nanofactories/orbital hospitals to get income, and earth transitions into producing money to support your orbital stuff.

Oh, it's the end of 2024 and I've already got one base claimed on Luna and two claimed on Mars (the Luna one doesn't have great resources, so I'll probably develop Mars first). I haven't built mines yet since I've used my boost for claiming spots, but that's coming. No one else has claimed on Mars yet so I think I'm reasonably ahead in the space race.

Yaoi Gagarin
Feb 20, 2014

Luna always has poo poo resources, it only exists to bootstrap your way to Mars. In Perun's campaigns on youtube he would actually sell his Luna bases to the other factions later on to free up MC for better locations

Kraftwerk
Aug 13, 2011
i do not have 10,000 bircoins, please stop asking

Is there any reason I shouldn't be merging smaller countries into bigger ones? It feels wrong sometimes.

Velius
Feb 27, 2001

Kraftwerk posted:

Is there any reason I shouldn't be merging smaller countries into bigger ones? It feels wrong sometimes.

This is a huge consequence of reworking currently. Merging countries makes maintaining ownership easier but the amount of of investment points decreases. For example, Canada, Mexico, and the US can easily have 14 control points and a control point cap hit of 400+. Merging them you get 6 control points and a cp hit of 240 or less. But the total amount of production will go down, and for things that don’t scale by size like boost or MC you have a net loss in production efficiency.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
A question for anyone who has done / seen the results of code-diving:

Do the aliens have to pay for new councilors? If so, how much / what resource?

I ask because this game for the first half I made it my mission to kill as many alien councilors as I could, keeping them to a minimum on Earth, assassinating at first then having two fleets of crappy copperhead escorts to pincer movement their crazy-fast inbound transport ships. I traded a *lot* of habs for this. Lots of space resources, lots of micro to rebuild, but never had total war or total space collapse.

But now that I've started going more on the offensive, I find that the aliens are... disappointing.
Could just be random chance, but I'm wondering whether my focus on their councilors cost them resort that they would otherwise have used to develop?

Hmm. Could it be their transport ships? I guess something that can pull 3G from Pluto to Earth can't be cheap?

Atopian fucked around with this message at 00:39 on May 14, 2024

habeasdorkus
Nov 3, 2013

Royalty is a continuous shitposting motion.

Yaoi Gagarin posted:

Luna always has poo poo resources, it only exists to bootstrap your way to Mars. In Perun's campaigns on youtube he would actually sell his Luna bases to the other factions later on to free up MC for better locations

The one caveat is that the moon can have a decent amount of fissiles compared to other early options (and until you've expanded to Jupiter, really)

Velius
Feb 27, 2001

habeasdorkus posted:

The one caveat is that the moon can have a decent amount of fissiles compared to other early options (and until you've expanded to Jupiter, really)

My current Luna has a 27 fissile site, but it’s an accelerated game so that’d be 13.5 standard. Still really good. Also a 25 noble site. Both with 25 base metals. It’s by far the best Luna I’ve seen. It CAN be good but usually isn’t worth much once you get mars.

Rougey
Oct 24, 2013
Yeah I've had some insane spawns for Fissles on Luna, often enough to want to hang onto it.

I'm starting what I'm hoping will be a successful "from the ashes" run - unfortunately in my last run I didn't get hold of the nuclear nations to take out their stockpiles early enough - I had just taken control of China when the aliens touched down and even after disbanding all stockpiles and armies, the aliens they kept throwing themselves at it like lemmings for almost a decade before I spat the dummy.

So restarting.

EDIT:



:haw:

Rougey fucked around with this message at 04:32 on May 14, 2024

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

What the heck Shackleton.

About the aliens being disappointing in space the alien ai seems to sometimes just get stuck shuffling assets around without achieving anything. Take a look at what it's doing and if it's behaving weird make a big report of the game discord, they will usually dive in and figure out what's gone wrong and often provide a fix.

Rougey
Oct 24, 2013
I've had higher from Luna (24 in one run, but I've head of as high as 30+).

The last game I was doing I had 14 from Mare Tranquillitatis and that was more enough until I started pumping out supercolliders at Mercury.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Saros posted:

What the heck Shackleton.

About the aliens being disappointing in space the alien ai seems to sometimes just get stuck shuffling assets around without achieving anything. Take a look at what it's doing and if it's behaving weird make a big report of the game discord, they will usually dive in and figure out what's gone wrong and often provide a fix.

I'll take a careful look, see if anything like that is going on.

Re: mining resources, I think I'm cursed.
I've lost three games, possibly on my way to victory in a fourth, and aside from the first one, none of the inner planets or Luna have had significant fissiles. No nukes for me!

Warmachine
Jan 30, 2012



Keisari posted:

I think the devs' decisions to use regression to decide a lot of the numbers, such as pop growth etc. is a pretty good strategy, and using real world statistics to hand out scores sorts out a lot of bias from the developers. (And outsources it to the makers of these outside indicators)

Mind you, it's impossible to make a simulation game without bias, and probably any game as well. No matter what fancy algorithms you write, eventually you have to just "give" the simulation some basic variables to start from. I recall Will Wright commented on this a lot but can't find a snappy quote now.

I think avoiding "[$self.nation] STRONK!!" level of bias is indeed mandatory. However, it is a fool's errand to strive for some vaunted unbiased game.

I think I found it:

Will Wright talking to Game Developer posted:

Well any simulation is a set of assumptions. So there is bias in any simulation, depending on how you look at it. A lot of people thought when they played SimCity we were really biased to mass transit. It's interesting. One of the fun things is that a model like that gives you something to reflect against. In fact, when people start arguing with the model, that's when I think it's been successful.

First of all you have to clarify your internal model -- how does a city really work? Most people, they'll kind of roughly describe it, but they've never really thought in detail what the linkages are between different things. But when they're playing a game like SimCity, which is one set of assumptions, it clarifies their own internal assumptions. And then, when they can start arguing with it, it's crystallized in their internal model to the point where they can now argue against that model, so in some senses I think that's the point of it.

Keisari
May 24, 2011

Warmachine posted:

I think I found it:

Yep! Something like this!

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
Yeah it should really be stressed that while Luna can be okay it shouldn't be relied on for your long-term every-game strategy because:


At least there was one semi-decent site to kickstart Mars and the Asteroids.

Koorisch
Mar 29, 2009
Yeah, you generally want one or two bases on Luna before going to Mars to cut down the colony expenses greatly.

Rougey
Oct 24, 2013
So I'm still trying to do a "From the Ashes" run, but just got Python Missiles and had upgraded my Solid Core destroyers (the soul purpose of which was to win a fleet battle using vipers to unlock exotics; a job done circa 2032), so I figured "what the hell".

Well, five Destroyer with ten mounts between them with a grand total of 200 missiles (magazines equipped) went up against the Assault Carrier and while the PD shredded close to 90% of the missiles in the last 10% one got through and... :stonklol:

I was going to roll back the save and let them invade Tanzania, but the pinata dropped nearly 20 exotics, and the aliens only destroyed four of my tier 3 LEO stations... so I figured "gently caress it".

Now I'm eyeballing a cheap python Monitor setup with the expectation that it will shred the Aliens occupation fleet come "Phoenix Day" and keep my Dreads for mop up.

Happy Litterbox
Jan 2, 2010
Missile fleets in packs of ten are surprisingly efficient. You lose all of them in bigger encounters but they are almost guaranteed to either kill a dreadnought by oversaturating their PD or take out five to eight smaller ships.

The better missiles also make it very easy to confirm if you got a kill.


Speaking of a From the Ashes run, how does one deal with money and influence in that one? Influence stations cost money, money stations cost boost and boost is not available.

Rougey
Oct 24, 2013

Happy Litterbox posted:

Speaking of a From the Ashes run, how does one deal with money and influence in that one? Influence stations cost money, money stations cost boost and boost is not available.

I've united North America and am giving Wendell Willkie a Woodie... ok as fun as that sentence is, turns out he was not an isolationist; in short I've completely isolated the USNA from the rest of the world and have been buying up corps that boost boost - it's 2036 and the USA has nearly 30 Boost.

The Aliens landed in Laos and have begun their game by bullying the Protectorate for some reason, taking South Korea and Half of Japan, and now a state of war between the Protectorate and the Aliens... so I've done a stacks on and have been mass assassinating protectorate councillors and have wiped out all their fleets in orbit (with those same five "throwaway" destroyers). They are in the negative for boost and hydrogen (with no stockpiles) and are haemorrhaging money, so I'm going to hunt down a few of their mining outposts keeping them (barely) in the black on volatiles and nuke them from orbit :haw:

The Servants have China, so I'm expecting the Aliens to take over SEA (mostly held by Academy and Initiative) before going at India, (under the control of Humanity First), which should get them most of the way to their goal.

Here is to hoping they don't cock it up again.

EDIT:

Happy Litterbox posted:

Missile fleets in packs of ten are surprisingly efficient. You lose all of them in bigger encounters but they are almost guaranteed to either kill a dreadnought by oversaturating their PD or take out five to eight smaller ships.

The better missiles also make it very easy to confirm if you got a kill.

Oh I've always been a fan of Missile Monitors packed to the gills with magazines full of Vipers, but last I played was over a year ago when the only nuclear option in space was torpedos (which I always felt were too slow to be useful) - Python Missiles are new to me and just seeing the loving screen light up when one hit that carrier and see nothing left is one of the coolest moment I've had in this game.

Rougey fucked around with this message at 13:05 on May 15, 2024

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Happy Litterbox posted:

Speaking of a From the Ashes run, how does one deal with money and influence in that one? Influence stations cost money, money stations cost boost and boost is not available.

Nanofactories and the upgrade make money if you have the metal.
You'll need a lot of metal to support a real industrial machine, but it's not like there's a shortage of it if you're not worried about staying under a MC cap. And in an ashes situation, I'm guessing you're not.

Velius
Feb 27, 2001
Making enough money to support endgame space stuff means doing one of the following:
Funding
Spoils
Nanofactories
Hospitals/Tourism
Antimatter selling
There really aren’t any other scalable incomes you can rely on. If you’ve gone fully space based you can still do tourism/hospitals in theory but getting enough boost will be very challenging.

Influence comes from Media center hab modules.

Xenoborg
Mar 10, 2007

Funnily enough, I also just started an Ashes run. I'm specifically not hurting the servants or aliens in North America, and going full on dyson swam at Mercury/Venus in preparation to having no earthly assets. I'm worried about the servants actually getting their act together to win. Are you all deliberately helping them?

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.

Xenoborg posted:

Funnily enough, I also just started an Ashes run. I'm specifically not hurting the servants or aliens in North America, and going full on dyson swam at Mercury/Venus in preparation to having no earthly assets. I'm worried about the servants actually getting their act together to win. Are you all deliberately helping them?

On Brutal, at least, the Servants will eventually sweep over everyone even if you're not actively doing anything. I would say though that you shouldn't immediately abandon earth - going early USA and forcing research into all the T2 space stuff will make everything much easier as you turn mars into a superfortress.

Kraftwerk
Aug 13, 2011
i do not have 10,000 bircoins, please stop asking

Rynoto posted:

On Brutal, at least, the Servants will eventually sweep over everyone even if you're not actively doing anything. I would say though that you shouldn't immediately abandon earth - going early USA and forcing research into all the T2 space stuff will make everything much easier as you turn mars into a superfortress.

Is there a database or wiki somewhere that shows some nice base, space platform and spaceship configurations? I'd love to get some ideas on different things I can do to plan ahead.

Right now in my game I've been rapidly expanding T-2 bases all over Mars with most of them having marine barracks and layered defense arrays. I'm planning on going to Mercury soon (I've been gating the research until I have the MC and ships to secure my holdings). Once on Mercury I intend to build Skunkworks, research campuses and other details in an effort to shore up my tech progress.


Are there any benefits to having space platforms outside of LEO? I'm not sure if there's much point to them given that I mostly use the LEO ones for the interface bonuses.

I build shipyard platforms in orbit around areas I want to defend for local defence fleets (missile monitors and dedicated PD ships). Beyond that I planned to place automated supply depot platforms in the belt in order to allow for my fleets to invade the Jovian sector.

Am I missing anything?

Kraftwerk fucked around with this message at 16:31 on May 15, 2024

CoffeeQaddaffi
Mar 20, 2009

Kraftwerk posted:

Is there a database or wiki somewhere that shows some nice base, space platform and spaceship configurations? I'd love to get some ideas on different things I can do to plan ahead.

Right now in my game I've been rapidly expanding T-2 bases all over Mars with most of them having marine barracks and layered defense arrays. I'm planning on going to Mercury soon (I've been gating the research until I have the MC and ships to secure my holdings). Once on Mercury I intend to build Skunkworks, research campuses and other details in an effort to shore up my tech progress.


Are there any benefits to having space platforms outside of LEO? I'm not sure if there's much point to them given that I mostly use the LEO ones for the interface bonuses.

I build shipyard platforms in orbit around areas I want to defend for local defence fleets (missile monitors and dedicated PD ships). Beyond that I planned to place automated supply depot platforms in the belt in order to allow for my fleets to invade the Jovian sector.

Am I missing anything?

There's arguments to be made for your Earth orbit shipyards to be in one of the higher orbits since its less delta to leave orbit from them, and if you do this you need docks/supply on some of your LEO stations so they can refuel and go back to their perch.

Velius
Feb 27, 2001

CoffeeQaddaffi posted:

There's arguments to be made for your Earth orbit shipyards to be in one of the higher orbits since its less delta to leave orbit from them, and if you do this you need docks/supply on some of your LEO stations so they can refuel and go back to their perch.

Especially early when you have low thrust drives building in one of the Earth-Moon or Earth-Sun Lagrange points will let you have an easier intercept or interplanetary transfer trajectory. Note that the Earth-Sun L-2 point doesn’t get sunlight for obvious reasons. Building in L-3 Lagrange points (I think? The one opposite the smaller body) can also give easier refuel/stopover for intercepts and transfers. So Earth-Sun L-3 is opposite earths orbit. I think the Jupiter-Sol L-3 is probably more useful for how huge the outer solar system is though.

TheDeadlyShoe
Feb 14, 2014

It's not just lower delta. Low thrust drives like Grid/VASIMR have to do long spiraling orbits out of LEO. They can get to destinations significantly faster if you're in a high enough orbit.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
So I've been playing around a bit with different tactics, saving/loading to see how they compare, and from what I can tell, direct investment often isn't a great idea.

At the start of the game it's common to pick a couple of countries to loot.
CP are scarce, so you can't usually have too many, but that's fine - it gives you much more money than you need.
The temptation is, once it gets above 50k/100k/whatever, to invest it into some country or other.

But, by the midgame, two things will happen:

First, you will be heavily limited on MC you can actually use without the aliens blowing your stuff up, so being able to skip using hab space to build cash generators like hotels etc is useful. To do this you need cash reserves.

Second, your spoils countries eventually run dry (inequality so high that cohesion hits 0, so unrest hits max), while suitable countries you didn't mess up with spoils frequently get messed up by others, leaving few options.

Direct investment can be good if you need something specific (finish off an army/navy/space defence) or if you want to boost a country's economy that starts off very low, but otherwise it seems useful to save a truly ridiculous pile of cash, then slowly deplete it through the midgame, trying to get yourself into a position where you can fight the aliens directly before you run out, because once you're fighting, MC total doesn't matter and you can build any cash generators you want.

Velius
Feb 27, 2001
If you have armies suppressing unrest you can keep spoiling indefinitely. You can also run spoil + welfare to counteract the inequality. I’m currently setting up to run spoils in PAC and African Union to the maximum and am building toward 20+ armies in the US to use for guaranteeing compliance.

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Cassian of Imola
Feb 9, 2011
Probation
Can't post for 7 days!

Velius posted:

If you have armies suppressing unrest you can keep spoiling indefinitely. You can also run spoil + welfare to counteract the inequality. I’m currently setting up to run spoils in PAC and African Union to the maximum and am building toward 20+ armies in the US to use for guaranteeing compliance.

Money really isn't such an important resource that you should hamstring yourself supporting a massive army in an important research nation for the sake of spoils imo

joe biden hire me

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