|
It sort of has to come in Banks. How else could you eat all your neighbors?
|
# ¿ Jan 24, 2017 18:25 |
|
|
# ¿ May 19, 2024 19:49 |
|
Baronjutter posted:I'd love it if each planet was more like a tiny civ map. A bunch of terrain types all with their own bonuses and traits and poo poo, and you'd build things on top of those. But have each tile actually represent some sort of specific feature or zone on the planet, not just generic "empty land" with maybe a bonus. Have hills, plains, jungles, forests, deserts, tundra, permafrost. Have the whole thing more like a civ city map and you improve the tiles. Have multiple buildings that do similar things but on different terrain. Build kelp farms on the ocean tile for food vs a farm on grasslands. Stuff like that. So if you know your planets have a lot of ocean, you'll want to jump on those level 3 kelp farms before you bother with the level 3 hydroponic farms. Yes very much this and thank you for saving me the work of typing it. Haven't played a Civ game in ages so here is how I'm imagining things: Have a city block module where you can stack pops and that acts as a hub for extractors. I'm not sure what they would produce on their own, maybe science and energy since that's basically money? Maybe even influence once it gets big enough? Then I'd have the pop capacity increased with every adjacent city tile so say you start with a 2 pop capacity, increased by 2 for every neighbouring city tile. That gives you the choice of making a giant economic hub like Trantor that cannot feed itself. On the other hand I'd reduce extractor efficiency with distance from cities so you could have a lot of tiny farm villages to feed you mega cities. Then roll this in the rework of ground combat so you have to capture all the cities on a planet to get the whole planet, a bit like the sieges in CK2. This would make ground combat a bit more interesting since you could have partially contested planets where the defender could still raise new armies on one side and the attacker could get bogged down if he can't get reinforcements in. Another idea would be to make cities able to produce everything except food until the very late game and have the option to go heavy into extractor or city tech. Good/bad idea?
|
# ¿ Jan 24, 2017 22:26 |
|
Anticheese posted:How do you drug a synth? Change one double?
|
# ¿ Jan 25, 2017 14:19 |
|
Baronjutter posted:My fav personal bias leaking into a game is victoria 2, specially because the ideological leakage ended up making the economy not function at all and the only way around it was via some sort of command economy like state capitalism or full out communism. Sounds accurate though? Edit: genericnick fucked around with this message at 22:33 on Jan 25, 2017 |
# ¿ Jan 25, 2017 21:55 |
|
GunnerJ posted:I've often thought this reflects a difficulty of designing games and AI to model a real political and economic system more than anything. A strategy game will give you all of the advantages of a command economy with none of the drawbacks, while it will give you all the drawbacks of a market economy and none of the advantages. (I'm not even saying this as some kind of free-marketeer either.) I don't know. Simulating a market economy that just works is a solved problem. Assume a frictionless market with perfect information and immortal agents that maximise an utility function. Adding all the things that suck in markets would be extra work. Of course it would be kind of boring.
|
# ¿ Jan 25, 2017 23:10 |
|
Well one of the breakpoints in a command economy is that upper level just doesn't get the information it needs to take useful decisions and might also get overloaded with the information it does get. Feature bloat and bad UI can model that pretty naturally.
|
# ¿ Jan 25, 2017 23:39 |
|
Coolguye posted:assuming a frictionless market with perfect information means capitalism ends in monopoly and rent almost immediately so that is not solving the market problem at all actually Hm, and here I thought I wrote down the conditions for the Efficient Market Hypothesis. Though from memory you'd also need infinite credit so you get capitalist kumbaya instead of crushing mega corps. Definitely wouldn't be a plausible simulation of a real economy though. Wiz posted:People typically do not play games to experience frustrating helplessness. From this point on the UI lying to players is a feature and not a bug.
|
# ¿ Jan 26, 2017 00:27 |
|
One thought occurd to me: Can you eat your main pops? Going omnivorous space bug might be fun.
|
# ¿ Jan 27, 2017 21:35 |
|
Wanting a CIV style influence system is a bad opinion and you should feel bad. All that stuff should tie to pop ethics. Once Stellaris gets a trade system this can increase pop divergence. Then you can get support rebels to have them change the government/ split off and be made into a client state.
|
# ¿ Feb 2, 2017 23:49 |
|
It does make a certain amount of sense. I suppose only materialists think of themselves as meat machines. Edit: Beaten of course.
|
# ¿ Feb 10, 2017 10:35 |
|
A bit late to the party but can I just say that introducing diplo points doesn't sound like a good idea? If you introduced a new abstract point system to feed alliances the most reasonable thing to do would be to have planets cost points in peace deals. You'd have a separate resource for diplo actions that some here call for that would be equally useful for fanatic purifiers. But I don't see how it would be an improvement to the current system.
|
# ¿ Feb 13, 2017 23:37 |
|
Do you now get automatic robot growth or do you still have to build them manually if you go synth?
|
# ¿ Mar 2, 2017 19:02 |
|
As things currently look letting players pick two level one ascension perks would just be a new trap. All the really cool poo poo is in level 2.
|
# ¿ Mar 2, 2017 20:48 |
|
Kitchner posted:You'd only ever do it for roleplaying reasons. Just like right now the best build is always to be fanatic something. Psychic cyborgs sound like a fun thing but in game terms you'd basically just get some better pop and leader stats.
|
# ¿ Mar 2, 2017 23:39 |
|
I still want to know if robot pops now grow on their own. Ready to no longer feel human if otherwise.
|
# ¿ Mar 4, 2017 19:48 |
|
No destructible mega structures for now.Crazycryodude posted:That said, are you allowed to tell us if we have to still manually build pops in a fully synthetic empire? Because that's a legitimate big problem I still see. Very much this. Otherwise Synth seems to be the minimal micro path compared to bio where you have to engineer different pops for different roles to get the most out of it.
|
# ¿ Mar 4, 2017 21:45 |
|
I suppose it is inevitable that it will happen if the game lives as long as Crusader Kings. Diplomacy and war need love first though.
|
# ¿ Mar 6, 2017 22:18 |
|
Was there ever a post about changes to robots in Banks? I remember reading somewhere that they no longer suffer starvation happiness penalties but was that all?
|
# ¿ Mar 9, 2017 13:56 |
|
One answer that is new I think is that robot ascension gives you cheaper robots. Also that you can decide species to species wether to robofy. Edit: Also can I request an unlockable tech for the synth path called 'Backups' that gives leaders who die a chance to come back? genericnick fucked around with this message at 21:39 on Mar 15, 2017 |
# ¿ Mar 15, 2017 21:34 |
|
PittTheElder posted:I mean, if anything I want to play as the AI gone insane that tries to murder everyone. Not in Banks: wiz posted:3) I think that's an interesting idea for the future. I'd like to do more with robots in general (more portraits, the ability to have different models of robots, the ability to start as a rebellious AI, etc) and expanding more on sentient ships could also fit into that. The more I think about it the more I like the backups idea. Make Synth the say-no-to-death path.
|
# ¿ Mar 15, 2017 21:57 |
|
And the only reason they are not releasing CK2 today is that they rushed the release. There's a big feature patch going live this week. At least in Beta.
|
# ¿ Apr 5, 2017 20:22 |
|
That is probably not the right thread to ask this in but how does Steam handle purchases while abroad? I don't really feel like waiting two months for this DLC.
|
# ¿ Apr 7, 2017 14:39 |
|
I strongly disagree with all the suggesions that habitats should start out small. The planet penalty makes this rather unappealing and I'm pretty sure I would never build 4 tile habs.
|
# ¿ Apr 19, 2017 17:23 |
|
Is there actually any way to figure out what traditions an AI has?
|
# ¿ Apr 21, 2017 02:13 |
|
In the game I'm playing the Unbidden arrived, were destroyed and then after some years the Xenophiles woke up to save us. I immediately invited them into my federation and have now for the first time ever someone who actually does any work.
|
# ¿ Apr 23, 2017 08:17 |
|
Aggree on habitats. As they are now they are very good and make a big difference when they become available. Not sure I want to fiddle with dingy little air bubbles containing all of 4 tiles.
|
# ¿ Apr 26, 2017 16:41 |
|
Also the pysichic ascension species swap bug and migration treaties not doing anything for some people.
|
# ¿ Apr 28, 2017 02:32 |
|
Lol if you don't run uBlock on your eyes. Even if it voids the guarantee.
|
# ¿ Apr 30, 2017 10:23 |
|
I do think the rewards for the Fortress were by far the most powerful rewards there were and I understand that they scaled them back. I'd still be salty if I drew the decoder or encoder though. Edit: Also in single player you tended to end the game with exactly the same load out each time so that isn't optimal. genericnick fucked around with this message at 08:29 on May 11, 2017 |
# ¿ May 11, 2017 08:21 |
|
Truga posted:My friend was playing materialists yesterday, and apparently they fixed the problem where cyborgs were flat out better than synths? ??? Cyborg admirals were stronger than Synth admirals. Is that what you mean? The only other problem was that synths are micro hell in that you have to build them all manually. Edit: That is actually a very elegant way to solve this. Though personally I think they should have put 50% on the second level only to make it really worthwhile to press the button. genericnick fucked around with this message at 18:36 on May 13, 2017 |
# ¿ May 13, 2017 17:58 |
|
Anyone have a suggestion for a good ethics mix for going psionic? Would be the first time for me to play non materialist.
|
# ¿ May 14, 2017 19:18 |
|
binge crotching posted:I made my dudes into cyborgs and they are pretty awesome. What happens if I take the next step and make them into robots? Is it worth doing, or should I just stick with the cool cyborgs guys I have now? I think robots are good now. Synths are better than Cyborgs in all but edge cases and the ascension makes them cheaper and you can build them faster now. Edit: Also don't listen to me. I still spend a lot more time being exited for updates than actually playing the game. genericnick fucked around with this message at 16:01 on May 31, 2017 |
# ¿ May 31, 2017 15:46 |
|
One silly thing I just thought of: In Multiplayer you can trade planets. Does that mean you could have psychic cyborgs with 9 trait points?
|
# ¿ Jun 2, 2017 04:29 |
|
Reads like a buff to robots to me.
|
# ¿ Jun 15, 2017 17:31 |
|
Crazy voices are good. Does the VO come up for NPC empires, like in the diplo menu?
|
# ¿ Jul 14, 2017 12:42 |
|
Maybe make planet capitals immune to being turned into bio reserves when invading planets as a servitor? It's können nda a pain.
|
# ¿ Sep 25, 2017 08:58 |
|
|
# ¿ May 19, 2024 19:49 |
|
Wiz posted:This is kind of a new thing with 1.9, honestly. I'm aiming to add an easy mode in 2.0. I suppose the easiest way to do that would be an option for player advanced starts?
|
# ¿ Dec 14, 2017 13:07 |