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Electro-Boogie Jack posted:Speaking of a weird minor one, I haven't run into this before but the other day I colonized a planet with 3 presapient pops on it and now I seem to have a permanent -3 open jobs?
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# ¿ Dec 10, 2019 00:35 |
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# ¿ May 9, 2024 23:19 |
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Gort posted:If you're thinking that colonising, conquering and managing the entire galaxy sounds like a chore, well, it is. And even if they're disloyal they very rarely actually rebel since they need a sponsoring empire to also attack you. ShadowHawk fucked around with this message at 00:54 on Dec 10, 2019 |
# ¿ Dec 10, 2019 00:47 |
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AAAAA! Real Muenster posted:I hate having vassals because they invariably find a way to claim a single system halfway across the galaxy that they then somehow "occupy" despite my fleet taking the system then they get it after the war which makes the borders ugly as gently caress and break my starbase chain.
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# ¿ Dec 10, 2019 04:14 |
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LonsomeSon posted:Good thread title, or best thread title?!
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# ¿ Dec 10, 2019 10:02 |
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Major Isoor posted:Speaking of robots, if I was to say, have a big ol' barren world packed with robots mining minerals for me...and they became a machine uprising...how difficult would it be to quell the uprising? (Especially if that planet is my primary source of minerals) As in like, would I be able to have my fleet and army parked on the planet and immediately bombard/attack it before things get out of hand.
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# ¿ Dec 11, 2019 02:48 |
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Major Isoor posted:Argh, that's annoying. Well, I guess if I go down that route (instead of slaves/prisoners toiling away in my mines) then I'll REALLY have to make sure I don't fall victim to the machine uprising. Synths tech only gives your robots +2 points or whatever, it's not the most amazing tech and it's definitely not worth the civil war you sometimes have to fight.
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# ¿ Dec 11, 2019 06:32 |
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Yami Fenrir posted:Can't you just give them citizen rights to stop any rebellion?
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# ¿ Dec 11, 2019 08:08 |
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Captain Invictus posted:yep, I had a game where I was drowning in influence and did this, suppressed the spiritualist faction and promoted the materialist faction. after like 50 years materialists were at 75% and spiritualists were at like 5%, so it DOES eventually work somewhat, but it will take loving forever to do so Ethics attraction only reasonably affects the percentage of new pops that spawn with an ethic, which they effectively have forever. This is clearly a bug, as the game implements features like "Indoctrination" of primitives which takes longer to change their ethics than it takes to promote them to space tech.
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# ¿ Dec 15, 2019 23:34 |
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Soarer posted:I've been out of the loop and distracted with other games for bit. What's this "incident"?
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# ¿ Dec 17, 2019 04:46 |
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I decided to "use" the ship design element of the game and got mining drone lasers and upgraded plasma cannons. I put them on my defense platforms and waited for the AI to attack my fortress world where I had my similarly equipped fleet. Only to discover that, despite all the platforms and ships I'd built, 80% of my fleet power was in my starbase, which ignored the existence of my upgraded weapons to instead use the crappy level 2 lasers and mass drivers.
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# ¿ Dec 27, 2019 23:25 |
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Farmer Crack-rear end posted:Is there a pop cap on planets or do they eventually just choke as pop grows beyond the capacity to build housing and provide jobs? There's nothing stopping you from force migrating even more people onto an overcrowded planet, but you'll take further stability penalties. Since stability raises output of everything, it's generally not worth it. The weirdest gamey exploit with overcrowding/unemployment is to get all the +pop growth due to migration bonuses (diplomacy tree, corvee system, pop trait). Then you overcrowd a few planets such that your pops try to emigrate from there to other planets you own, where you'll get a larger bonus to growth than you lose. The game is literally modelling +50% faster reproduction due to having to travel to another planet. You need to have enough spacious planets to not hit the +5 from migration cap though - the game is also perfectly happy to throw pops into the void by having -6 emigration from one planet and only +5 (max) at another.
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# ¿ Dec 31, 2019 00:38 |
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Gadzuko posted:I'm fairly sure cross empire migration isn't modeled at all, unless migration treaties provide a growth bonus. There's no such thing as real pop migration any more. You just lose growth from emigration and gain it from immigration, but actual pops don't move from one place to another. As far as I know migration treaties just increase the variety of pops available. The immigration system has been... dare I say... abstracted They're most relevant if your partner has a bunch of new colonies (which give them migration push), or in the late game when they're overcrowded, or if you want their pop types in your empire (such as for habitability) The point of empire-wide migration pull bonuses is that they prevent you from losing pops (because your planets pull exceeds push) and that when pops do leave a planet they're more likely to land on yours.
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# ¿ Dec 31, 2019 05:05 |
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Hot Karl Marx posted:this might be a stupid question, but is there a mod that adds more "stellaris like" music to the game?
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# ¿ Jan 2, 2020 01:25 |
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Captain Invictus posted:iirc the last time I had something like that happen where a khan successor had no planets, the instant someone modified their border in any way, I believe it was a determined exterminator, the entire khan successor poofed out of existence, finally recognizing it had no actual homeworld
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# ¿ Jan 9, 2020 04:30 |
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Pop job calculations would probably be faster if there weren't so many different pop types. By late game it's not uncommon to see the AI with 15 subspecies that were modified to be different for no particular reason, then dozens of aliens on every planet as well.
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# ¿ Jan 12, 2020 22:39 |
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AAAAA! Real Muenster posted:I stopped making species that are good at one type of resource income because any time I check to see if they are working that job when there are other species present, they're not.
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# ¿ Jan 13, 2020 10:05 |
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AAAAA! Real Muenster posted:As with my reply to Splicer immediately above in this post, the issue isnt that my pops are promoting - I wouldnt complain about that, the issue is that when pops of the worker stratum have no where to promote and are stuck there, they work suboptimal jobs.
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# ¿ Jan 14, 2020 08:58 |
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If indentured servants working specialist jobs are going to pay the slave consumer good upkeep instead of the specialist one, that sounds like it could be incredibly strong. Like, you'd want a few rulers and the rest entirely slave pops.
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# ¿ Jan 17, 2020 11:23 |
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PiCroft posted:So far, the governor/sector system seems to have been tweaked but not really fleshed out much (in fact its gotten worse since I can't manually create sectors anymore, really fun when you take over another empire of any appreciable size!)
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# ¿ Jan 23, 2020 23:21 |
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Yami Fenrir posted:Destroyed and deactivated gateways are perfectly safe to keep around (they can only be used while people aren't at war with the owner, so your enemies need to conquer the systen to use it) Basically, no, they are not a back door unless they're L Gates
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# ¿ Feb 15, 2020 08:58 |
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Yami Fenrir posted:Yes. But, as noted, there's probably no way that's worth 50% pop growth - this is just under 2 organic pops every 11 years.
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# ¿ Feb 22, 2020 03:52 |
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Deuce posted:Edit: Too late, the Khan colonized all those systems himself, and the fallen empire doesn't seem to give a poo poo. Also sometimes the Khan will send his ships into fallen empire territory where they'll just get immediately killed.
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# ¿ Feb 26, 2020 08:26 |
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The "Reverse-Engineer Arcane Technology" use of minor artifacts also has a 1/4 chance of giving you a random fallen empire building
ShadowHawk fucked around with this message at 09:54 on Mar 5, 2020 |
# ¿ Mar 5, 2020 09:52 |
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Looking forward to sabotaging the AI by giving them 10-year trades of a resource income that they'll replace all domestic production of
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# ¿ Mar 6, 2020 05:32 |
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Serephina posted:Almost certainly the AI gives no shits abound running a deficit and will just keep chugging forwards as normal.
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# ¿ Mar 6, 2020 05:51 |
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To be clear, the AI is still going to cheat like hell on everything but easiest difficulty
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# ¿ Mar 6, 2020 10:35 |
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Yeah from that design it doesn't look like the AI will be capable of: 1) Purposefully moving pops around to planets where they're more efficient (only natural growth), except maybe a heuristic to migrate off overfull worlds 2) Considering or even altering what pop type will use a building after it's built I'm also somewhat worried it's going to staff all the clerk jobs it can rather than ignore them given that he said "free jobs" was an indicator not to build more
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# ¿ Mar 6, 2020 13:17 |
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Splicer posted:2) this should be handled by the pop shuffling mechanic, and they described how they reworked that in the last diary. This is probably not a terribly significant effect since they'll be counted once they're already working though
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# ¿ Mar 6, 2020 14:20 |
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Gort posted:Urban: The same micromanagement goes for governors with blocker clearing cost reduction.
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# ¿ Mar 6, 2020 14:23 |
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Serephina posted:The devs explicitly said that migration is just a bonus/malus to pop growth, if the numbers are lining up when you're checking that's mostly just happy coincidence. There are many other things other than those two racial traits that can affect the migration numbers, it's very easy to make an empire that summons pops, or accidentally screw yourself horribly by not disabling migration when the numbers are net negative. 1) You have sedentary pops 2) You have migration treaties with more attractive empires 3) You have planets hitting the +5 immigration cap You can solve number 3 by having more planets with high immigration pull (ie free jobs), or by lowering immigration push on some planets.
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# ¿ Mar 16, 2020 07:24 |
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KOGAHAZAN!! posted:I started a game as driven assimilators with the machine world start and whoops can't build agricultural districts Can you make your base race rock people? That sounds like it might be really strong since it would mitigate both problems.
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# ¿ Mar 17, 2020 23:12 |
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Theswarms posted:So I started next to an advance start AI, with its borders 3 systems from my cap. I grabbed the choke next to my cap, it grabs the system beyond that. Great, I've got all my stuff to grab behind the choke. It promptly guarantees me and then cancels the guarantee, making a truce and letting it freely run through my borders to grab my systems.
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# ¿ Mar 18, 2020 01:09 |
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KOGAHAZAN!! posted:They're at 60%. Not great but workable. I don't think the habitability boosting techs are helping any, so I wonder if rocks would actually have a better time.
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# ¿ Mar 18, 2020 08:52 |
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androo posted:Hmm, right. I'm the determined exterminator.
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# ¿ Mar 20, 2020 06:00 |
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Aethernet posted:Reasonable. Any suggestions? standard.deviant posted:Same deal for purge jobs—being exterminated is just another job at the end of the day.
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# ¿ Mar 20, 2020 08:43 |
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canepazzo posted:Yeah I think it was both of these actually, plus sometimes trade "collapsing" so you lose one or two major arteries to piracy. The biggest issue I think is that feedback is not immmediate - the numbers refresh every month rather than every day, so maybe something changes on the 2nd of the month but you only find out the effects 29 days later. The game does monthly trades before monthly production, so you need to have a stockpile to prevent this issue. For instance if you sell 500 minerals per month and produce 1000, but don't always keep at least 500 minerals on hand, then you'll see your energy go back and forth by 500 minerals worth. This gets even more stupid with trade treaties - if you dip too low in stockpile (even with always net positive production) you'll instantly flake on the trade treaty, cancel it, and offend them.
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# ¿ Mar 22, 2020 23:25 |
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canepazzo posted:Nope, I don't. However, it sometimes gives me a popup that tells me that one of my buy orders is too high a price nonetheless.
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# ¿ Mar 22, 2020 23:27 |
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AnEdgelord posted:What does association status do for either the federation granting it or the empire getting it?
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# ¿ Mar 24, 2020 09:57 |
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Libluini posted:(machines as void dwellers would be even more hosed)
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# ¿ Mar 26, 2020 23:12 |
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# ¿ May 9, 2024 23:19 |
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I just got the racket party event outcome where it spawns a "hybrid of your species and the racket" pops on your homeworld. Except rather than being a crossbreed of my savanna humanoid species with psychic mamallian tomb-world rats, I got 3 pre-sapient arthropoids with continental habitability.
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# ¿ Mar 28, 2020 08:41 |