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Mondian
Apr 24, 2007

So a bunch of my vassals decided to band together in a war for independence while I was distracted with fending off a neighboring empire's attempt to punish me for all my atrocities. Point is, I smashed all their fleets to pieces, but their warscore keeps ticking up despite them being toothless and not actually doing anything. Is this normal and if so what exactly am I supposed to do to combat it?

Mondian fucked around with this message at 01:56 on Jan 21, 2017

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Mondian
Apr 24, 2007

Well poo poo, I was hoping crushing their fleets would give me some breathing room to finish my other war first, but that warscore is ticking up faster than I'll be able to smash them down again. Does that score tick down if I start occupying planets or am I going to have to race the clock for this.

Mondian
Apr 24, 2007

StrixNebulosa posted:

....So of course, I've come here to ask for tips. What's the best up-to-date guide on how to get good at combat? Can I leave auto-complete on and focus on pumping out cruisers?

Once you're really into it, PD laser destroyers + 6m plasma cruisers are all you really need and let you punch waaaay above your fleet strength. The only downside being long range BB fleets, but in that case you just need to strategically enter their system next to them to negate the range advantage.

If you're having trouble as low as 3k I don't know what to tell you.

Mondian
Apr 24, 2007

I sure hope 1.5 brings an "enslave all pops" button to planets. Bit annoying when conquering disgusting xenos hugbox planets full of varied species and having to enslave them all individually.

Also the option to terraform populated planets. I don't really see a reason to waste time exterminating that filth when they can just get churned up with the rest of the biosphere.

Mondian
Apr 24, 2007

Frontier Outposts don't have the same border push as colonies, do they? I tried to put one in a system with a conquered planet I was hoping to terraform, but as soon as the last pop was purged the system got absorbed by a neighboring empire. Most unfortunate.

Mondian
Apr 24, 2007

Kitchner posted:

That's the equivalent of a load of refugees turning up in like 1800s America, setting up a new town just outside of New York, and then declaring independence.

What I'm saying is if this is a thing that can happen, they are asking to be murdered.

I see you've never heard of a place called Kosovo. That's pretty much exactly what happened and, unsurprisingly, the rest of the world wasn't too happy with the whole 'forcefully remove them' solution.


On topic: Is it intended for curator enclaves to repeatedly sell me information on space mysteries that have long since been solved by AI empires? Seems lovely.

Mondian
Apr 24, 2007

Deceitful Penguin posted:

Are wormholes a thing?

Speaking of obvious things I can't believe I never thought of... random naturally occurring wormholes would be awesome.

Mondian
Apr 24, 2007

Poil posted:

No fanatic neutral? :(

That would be ok.

Mondian
Apr 24, 2007

So if you designate a slave race as livestock, do they actually need another pop somewhere demanding food in order to eat them and actually progress the purge? If my empire ascends to ultimate robotic evolution can we still eat xenos purely for pleasure?


current question: is there not actually a way to see a list of current vassals? I've never really bothered with them it until this playthrough and its a nightmare trying to pick out my different vassals, tributaries, and protectorates from the enormous galaxy-wide empire list

Mondian
Apr 24, 2007



I'm sure its happened before, I never noticed until now. You'd think Careful and Carefree would be mutually exclusive traits...

Anyway, is there a place to actually report minor bugs like:

Mondian
Apr 24, 2007

Sure wish the sector AI in my fanatical purifier empire would stop building xeno visitor centers all over the place.

Mondian
Apr 24, 2007

If it worked like that I'd be all for it, but for some strange reason nobody ever comes to visit :iiam:

Mondian
Apr 24, 2007

Too slowly. I tend to play most of my games super long and on the biggest map size and there's definitely a very noticable shift post-Utopia. I used to cycle particular problem pops to my Capital in the late-game for reeducation, but that's pointless now. They can sit on your homeworld for centuries with crushing governing ethics attraction and stubbornly refuse to change their mind.

e: Doesn't really matter though, dissidents are more easily dealt with in despotic empires now than they were before, I feel like.

This is the first time in forever I've decided to trust the Sector AI to build stuff without doing all that micro and queuing up builds before handing things off. How disappointing, regardless of what I tell sectors to focus on, they always seem to prioritize building planet uniques wherever possible before moving on to basic buildings to put employed pops to work. The most baffling part to me was how highly it prioritized buying expensive and often pointless spaceport upgrades and modules. Its like the one thing I can actually contribute manually to a sector colony, but it would rather spend its own money on that instead of putting pops to work. I know its just anecdotal, but I tried it out a few times in this game and each sector would run enormous mineral deficits for years at a time, blowing everything I gave it on uniques+spaceport bullshit while having dozens or hundreds of pops just sitting on their asses for decades. :wtc:

Mondian fucked around with this message at 07:24 on May 5, 2017

Mondian
Apr 24, 2007

Reform government

Mondian
Apr 24, 2007

Soup du Journey posted:

wait for a big sale

You mean like the one going on all this month where its $12?

Mondian
Apr 24, 2007

So not being able to build frontier hospitals on gaia worlds, is that a bug/holdover from when they increased habitability or some intentional choice I don't understand?

Mondian
Apr 24, 2007

Libluini posted:

If they haven't changed this, you can always tear down your own mines and replace them. Last time this happened to me, it still counted towards the mandate. :v:

They did change this, if the mandate is active and you demolish one of what it wants you to build your current progress goes from 0 to -1 and so on.

Mondian
Apr 24, 2007

Those paths are not a thing you'll see if you only bought the Humble copy, that stuff is all from the Utopia dlc, though you can do some minor gene modding without it.

vvv If you already like the game, the dlc only improves it. If you don't like the game, it won't change your mind.

Mondian fucked around with this message at 22:27 on May 18, 2017

Mondian
Apr 24, 2007

Nope, I love building tall and do it more often than is a good idea (strictly speaking). Habitats are not bound by the one megastructure rule. I have definitely had a ringworld + 5 habitats being built simultaneously.

Mondian
Apr 24, 2007

Cease to Hope posted:

habitat spam comes well, well after the game has ended, or it's how you are ending the game.

I'll agree that this is true of actual megastructures, but habitats can come much earlier than that if you're aiming for them. Hearing this sentiment frequently, however, I'm curious what size galaxy you typically play. I can see it holding true for small maps, but I tend to stick to the biggest sizes and while you can "win" far before actually fulfilling the win conditions, habs can definitely help you achieve dominance rather than simply being symbols of it.

Mondian
Apr 24, 2007

Xmas Pterodactyl posted:

Is it possible for a game to bug out and not give any Guardian aliens/tech? I'm playing a large galaxy and I'm far in - got battleships and a 40k fleet. Only just met first Guardian after exploring almost all the map. It's a wraith. To make matters worse, when I killed it nothing happened - didn't get a battle summary, no special project, nothing.

Can games bug out and not give anomalies too? I swear I havent come across one for hours in this game..

Some things only award stuff to the one that got the killing blow. Was there another fleet in that system that mighta sniped it from you?

Mondian
Apr 24, 2007

But that would significantly reduce the amount of clicking you need to do, so it'll never happen.

Mondian
Apr 24, 2007

I'm ok with the micro of choosing what buildings to put on a planet, but I'd sure appreciate a planet-wide "auto upgrade all buildings" toggle.

Mondian
Apr 24, 2007

Yeah, as the polar opposite of that guy who restarts games constantly, I love huge maps and playing one empire forever so a multi-crisis clusterfuck several centuries in would be great.

Mondian
Apr 24, 2007

Iced Cocoa posted:

But there was this one time where I had the whole "planet constantly changing let's see if we can make it Arid" event happen. On a shattered planet like that one. Orbiting a Black Hole. I savescummed so many times but it always failed. Too bad that save died.

If its the thing that gives it the "grimacing: +6 physics" or whatever, always leave it be. The tech bonus is waaaaay better than the size 6 shithole it inevitably becomes (assuming you don't just fail and get nothing).

Mondian
Apr 24, 2007

OwlFancier posted:

Honestly I would say that vassals/protectorates are the better and more fun way to do a "diplomatic" style playthrough in general, as federations are kind of a pain in the arse.

Listen to this guy. Federations are great in an mp game with some friends where you can abuse the maintenance-free fleet, but federating in single player game with the goddamn retarded AI being in control most of the time is just miserable.

Mondian
Apr 24, 2007

Korgan posted:

Just make sure your Federation friends aren't playing a repugnant hivemind or you'll be dragged into a lot of wars. Right Mondian? :v:

Not so bad until you find out he's just spamming insults to every sentient contact in the galaxy :commissar:

Mondian
Apr 24, 2007

Fargin Icehole posted:

How in the gently caress do you even get an edge in the arms race? It takes absolutely forever to research anything at all. 50 years and I just started deploying destroyers. And that's not even getting into equipment. Meanwhile the neighbors I have are extremely powerful. How the hell do you even compete with these marauding pirate fleets that have military strength in the quad digits, whereas my fleet of 21 ships can barely hit 500?

Weapon tech doesn't really matter (sorta), ship class is far more important. Don't ever skimp on research, drop 2+ research centers per colony early on. I tend to focus more heavily on engineering at the beginning specifically for spaceport upgrades. Never ever pass up a spaceport tech card if it comes up, if you can get a Voidcraft specialist scientist, put him in charge of Engineering research. Aside from that and making sure to build those orbital research stations everywhere in your space I'm not sure what else to tell you. If its taking you forever to research anything and it took until 2250 to get destroyers, it basically just means you largely ignored research and/or expanded super fast and inflated research costs without bothering to keep up research production like... at all.

Mondian
Apr 24, 2007

Silos have zero energy upkeep, so its basically 4 minerals for free. I like to build them diagonally from the capital so two slots get +3 adjacency bonus and higher cap is never unappreciated.

e: Tile and adjacency bonuses are added before % modifiers too, so with smart placement you actually get more than 4 minerals btw

Mondian fucked around with this message at 22:52 on Jun 5, 2017

Mondian
Apr 24, 2007

Maybe git gud?

Dunno what kind of advice you're looking for other than "build more power plants, destroy some outposts/repeal unnecessary edicts"

Mondian
Apr 24, 2007

If he's got an energy crunch going with sectors now will gently caress him hard. He needs to fix the problem first

Mondian
Apr 24, 2007

Yeah as long as you engage at range, artillery pretty much shreds whatever its pointed at.

Mondian
Apr 24, 2007

If you've got artillery battleships then yeah, AE's are great a popping battleships from real far away. Artillery destroyers do better in that scenario, but the best answer to AE fleets I've found is just popping in a plasma cruiser fleet right on top of them to nullify their range advantage and just melt the poo poo out of their stupid fleet for daring to oppose you.

e: Those two things are all you ever need in this game. Plasma cruisers and artillery battleships, that is. They are the two keys that fit every lock. Just don't forget to toss some flak in there somewhere to set up the anti fighter/bomber/missile/corvette disintegration field around your fleet.

Mondian fucked around with this message at 04:39 on Jun 12, 2017

Mondian
Apr 24, 2007

You sure about that? I haven't really paid attention to military leaders that get elected, because I tend to have a comparatively overwhelming pool of scientists to draw from, but they definitely go back into the unemployed scientist pool after they leave office.

Mondian
Apr 24, 2007

Poil posted:

Is there a point in putting armor and shields on battleships? They hang at the back and everything that specifically targets them one shots them anyway and if they get under fire from nearby ships you're screwed regardless.

Once you unlock the tech, you can cap armor on a battleship with enough slots left over to put on a couple of shields for shits and giggles. The real 'strategy' with battleships is that they need to be in a fleet composed only of battleships. If its a mixed fleet they'll all eventually blob up in melee, but if its pure battleships they'll stay at a distance. So you'll basically want a battleship fleet in back and a separate cruiser fleet to engage and tie up the enemy in a brawl.

Mondian
Apr 24, 2007


The problem here is that to get equivalent fleet strength with your sperg fleet of lesser ships you need to build a bajillion of them and that makes one giant blob that's about a lightyear wide and has all sorts of logistical problems in actually getting all those ships at the ends to engage with the enemy simultaneously, so you need to split it up and that's just even more micro and not everyone has supercomputers that can handle thousands of individual ships so its easier for like 99% of people to just build like 50 battleships and 100 cruisers and call it a day. Even if you're some tryhard competitive (lol in this game) mp player doing mass naked corvettes the real fight will be over way before you've really researched any late game techs anyway.

Yes, your post is technically correct, but in this game where it seems lots of players don't even want to bother touching the ship designer I don't know why you'd advocate such a strategy.

Mondian
Apr 24, 2007

Nickiepoo posted:

So is there any way to sector planets but still keep easy access to their spaceport menu?

If you click on the little planet icon on the sector list in the, uh, I forgot what's its called.... outliner? The menu on the right side of the screen? Just keep clicking the icon and it'll cycle all the planets in that sector. As long as you've got the shipyard tab up its a quick way to cycle through all of them.

Mondian
Apr 24, 2007

Bold Robot posted:

What's a good easy and/or OP build right now? Want a chill game for my first one in a while.

I'm a big fan of pacifist/agrarian idyll. Tons of unity and core planets.

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Mondian
Apr 24, 2007

funktopus posted:

. Any way I can actually see all of the squares, or is it a bug?

When I had this happen a while back I looked into it and some people claimed the AI can actually build stuff on those overflow tiles. I don't know if that's actually true, but you could hand it off to a sector and see if the production adds up.

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