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Angrymantium
Jul 19, 2007
Resistant to everything
Question on resettlement - I'm a late game necrophage terravore crisis, I have something like 800 pops and I'm running out of space on my core worlds. When I invade a world far away from my home system, I'm not able to resettle pops from my old worlds there, so my home worlds are becoming overpopulated without anywhere to move them around. I built some habitats but they don't show up on the menu for resettling pops either. Is there a delay between acquiring a world/building a habitat and being able to resettle there?

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Angrymantium
Jul 19, 2007
Resistant to everything

Porkness posted:

Necrophage terravore crisis sounds fun. I should play that next. Eat everything under the sun, then eat the sun too.

Oh it rules. You start the game eating your prepatent species, then everything else. By year 2290 I have like 5k research per month and 800 pops.

ilkhan posted:

You have to colonize the habitat after its been built, same as a world (ringworld segments work the same way). You have to own the world/habitat/ring-segment outright before you can do a lot of things on it.

I'm aware of that, I sent a colony ship to the habitat so it's "built". The problem is terravore+necrophage gives you literally no population growth so without the option to resettle, that's staying at two population forever.

Yami Fenrir posted:

Do you have resettlement enabled at all?

If you're talking enslaved pops, those might have that disabled individually too.

If it's neither of those, it's probably a mod messing something up.

Not sure about resettlement, I'll have to check that. I'm playing on vanilla, every DLC but no mods added. I have no slave pops because terravore makes you purge everything that's not your primary species. I might have to post a screenshot to their tech support because I can't think of any other reason that planets/habitats wouldn't show up for resettlement options.

Edit: I've got other bugs in this game too, the brain slug parasite is preventing me from genetically modifying my species at all, because the gene editing species screen thinks I have too many traits to the point that I can't even remove the bad ones. Going to be a long report.

Angrymantium fucked around with this message at 16:37 on Jun 24, 2022

Angrymantium
Jul 19, 2007
Resistant to everything

Sloober posted:

semi-related the brain slug one is funny because like two pops getting slugs is enough for every planet to get like -15 stability from paranoia to the slugs on the like two guys. oh empire of 1000+ organic pops? 2 of them are now hosts? woah, mass panic time baaaaybeeee. also yeah the genetics stuff is a bit messy with what's intrinsic now, since it clamped down on being able to genemod the rest of an assimilated species into being psionic

And it lasts for 6000 days or something insane! It's not that big a deal as a hivemind but I don't think I'd ever let the slugs in as a normal empire.

Angrymantium
Jul 19, 2007
Resistant to everything

Sloober posted:

yeah i have stopped bothering with it, they have such a low growth rate that the population doesn't expand so it's not worth getting such a huge, long term malus for what is fundamentally zero benefit

you did used to be able to genemod a brain slug onto everyone and it was pretty rad in a way, mostly for thinking how you had to show up to gene therapy to get your government mandated brain slug. real futurama vibes

You still can, or at least I was able to as a necrophage terravore. The growth malus doesn't harm you because your growth is zero anyway, but it does not prevent me from gene modding my population any further from what I assume is a bug. Usually I'll genemod Very Strong on and remove the negative traits in the late game, but the species screen for my slugged race is all greyed out.

Angrymantium
Jul 19, 2007
Resistant to everything

Antillie posted:


I haven't messed around with a non robot hive mind in ages but Progenitor Hive looks pretty good. I assume Clone Army and Void Dwellers are still the meta?

Necrophage Lithoid Terravore is an extremely strong hive mind build and helps you focus which planets your pops get to live on. I tried a non-lithoid Progenitor Hive build recently and it just didn't feel as strong. One thing to note too is that if you're playing a Devouring Swarm, you can't use the vassal features of Progenitor Hives at all.

Question for anyone on that topic-is there a point to terraforming to Hive Worlds if your species is aquatic? The Hive World benefits seem to be mostly defensive army based, and the resource output doesn't increase if you're going from an Ocean World to a Hive World.

Angrymantium
Jul 19, 2007
Resistant to everything

Antillie posted:

To me the reasons to terraform to a hive world are the extra spawning drone job and the +10% resources from jobs. The +10% bonus from aquatic only applies to basic resources (energy, food, and minerals). The bonus from a hive world also applies to everything, which includes alloys, research, and unity. Extra output and some additional pop growth is quite powerful. This is also why machine worlds are so good as they offer these same bonuses. Sadly Gaia worlds do not offer any additional pop growth so they are the weakest of the three "ideal" planets (the happiness is nice but does not make up for this). Ecumenopolises blow everything else out of the water but are only good at a few very specific things, including, notably, making mountains of alloys, while simultaneously being unable to produce basic resources at all.

Oh yeah, I didn't realize Hive World applied the bonus to complex resources, that actually is huge. I do think the progenitor hive is still weaker than other hive mind civics militarily, due to the cap on drone ships severely limiting how many functional fleets they have, but that does make Hive Worlds seem worth the Ascension pick.

Angrymantium
Jul 19, 2007
Resistant to everything

Nostalgia4Infinity posted:

Being the crisis and fending off a crisis sure is an interesting combo 😅

For whatever reason the Scourge spawns in one of my systems every single time so the +50% damage from crisis 4 is really necessary to pulling that off. Walking away with Scourge missile tech makes it feel worthwhile at least.

I just finished a run as an Overturned Planetoid DS and it felt pretty strong by the end of the game. Necrophage Lithoid DS still feels stronger because aggression will get you a bigger early lead, but budding + preplanned + mutagenic baths gets you some crazy growth, especially when you can turn everything into a hive world later on. I wish Overturned traits were gates behind an ascension path or tech instead of an origin, because it would be cool to be able to gene mod those onto yourself with other starts.

Angrymantium
Jul 19, 2007
Resistant to everything

Javik the Seer posted:

Came to this game after a long break and the new update. I'm still struggling to figure out what the Best Weapons set up is. Before it was just load big rear end X slot weapons like particle lances and go to town with first strike. It doesn't seem to be the same anymore and I want to try the new strike craft thingie. Are they still awful?


Montu put up a video on it and the new late game meta looks like it's going to be mixed fleets of destroyer screens, torpedo *cruisers* with afterburners that can fly under battleship minimum range, and artillery battleships with kinetic launchers. Neutron launchers got nerfed hard and can't be placed on battleships anymore, so your battleships are either going to be carriers or kinetic artillery lobbers that have a hard time against heavy armor without a tachyon lance.

I just finished a playthrough using fleets with that composition and combat generally went pretty well. One of the funnier side effects of the rebalance and strike craft no longer shooting down missiles is that fallen empires are pretty easy to take out now, since they typically build big carriers with Corvette escorts, none of which provides missile defense. Frigate swarms and torpedo cruisers dumpstered them earlier than I was able to under the old system, allowing for a giant tech leapfrog over everyone else.

I normally play devouring swarms and overturned genetic ascension felt pretty strong with the pop growth and research traits you can double and triple up on, but I'm just starting a necrophage terravore campaign up to try out cybernetic and it feels like I have cheats on. Seems like the drawback of low pop growth doesn't matter too much when you can just steal and convert everyone else in the galaxy!

Angrymantium fucked around with this message at 16:38 on Dec 9, 2022

Angrymantium
Jul 19, 2007
Resistant to everything

Odysseus S. Grant posted:

Decided to try out a Fanatic Purifier run, after realizing I've never actually played one, also tacking necrophage onto it, since I didn't realize you could combine them until just now.



:dogstare: this might be the most obscene first 20 years I've ever had, and the only time I've ever been happy to start next to a federation. Why yes, I would like to eat three capitals worth of pops.

Necrophage + Fanatic Purifier or Devouring Swarm gets insane really fast. Necrophage is supposed to be balanced by low pop growth of your leader race, but any of the civics that autopurge xenos flip that on its head make your pop growth impossible to compete with. It gets even crazier if you take the Become The Crisis perk because it speeds up your purge by 500% without needing to do any other crisis stuff.

Nihilistic Acquisition is also good for taking pops without getting saddled with planets you don't want, since you're not going to be growing many on your own

Angrymantium
Jul 19, 2007
Resistant to everything
I just beeline the Synchronicity/Harmony tradition that gives you leader lifespan immediately when I play Overturned to give myself some breathing room, leaders dying left and right eats up a ton of unity.

Lithoids also are good with Overturned later in because they eat minerals, so when you turn drat the Consequences in later you just need to worry about having a strong mineral economy, which you should have anyway by the midgame, rather than worrying about an additional food economy.

Angrymantium
Jul 19, 2007
Resistant to everything
I've been playing for a few months now and somehow only just opened an L Gate and journeyed to terminal egress for the first time today. Feels like a huge part of the game I've been missing, because up until now I just disabled L Gates and wormholes at launch.

I uh...did not expect to have to fight six 85k fleets before 2300. Had I not lucked out on finding and restoring an abandoned Dyson Sphere there's no way I would have been able to build a fleet big enough to fight that.

This is an all crisis game of course, so with that early Dyson Sphere powering my cybernetic necrophage ant hill, I've got some time to eat the fallen empires before I get slammed from every direction.

Angrymantium
Jul 19, 2007
Resistant to everything
To people that did well with missiles until being slapped down by FEs: same thing happened to me, the only way I've been able to take out FE fleets is an overwhelming number of x slotted artillery battleships with a picket destroyer screen. My torpedo cruisers with afterburners always got killed before they could deliver their payloads and the FE Corvette equivalent seems good at taking out missile fire, so big artillery with the picket screen has been the only way for me eke out a win. Torpedo cruisers with mixed fleets designs work on just about everything else though, up to and including crisis stuff.

Also if you're fine with becoming the crisis and taking at least two crisis levels, menacing destroyers get torpedoes and a point defense slot, so enough of those will blow up smaller stuff and move on to the enemy's big guns with torpedo fire.

Angrymantium
Jul 19, 2007
Resistant to everything
Not sure if this is an issue for non-hiveminds, but does anyone else feel like genetic ascension is kind of obsolete now? The resource bonuses you get from cybernetic are so much better than anything you can get from genetic ascension, and the population bonuses from cybernetic do a decent job of keeping up.

Genetic ascension is probably more useful if you're getting immigrants from other civilizations so you can tailor species with a variety of traits, but it's kind of surprising how weak genetic ascension feels for governments that purge xenos now. It's especially absurd for necrophage with the stacking upkeep reduction, but that's an edge case that won't come up every game.

Angrymantium
Jul 19, 2007
Resistant to everything

Poil posted:

The khan is really pathetic and useless. Unless they're very early they accomplish nothing at all and unless they get wiped out completely they just revert back to being marauders. I'm on normal difficulty where AI empires don't even get any bonuses. As far as I know the khan is meant to shake up the super stagnant galaxy but now it's just a minor inconvenience for the closest empire(s).

I play on admiral and the Khan is often a decent threat to the AI, or myself if it decides to pop through a wormhole in the middle of my territory while I'm off consuming someone else. The Khan shines if he comes in the middle ie following an intergalactic war and can't be focused down quickly. My most recent game had him emerging with fleets at like 70k fleet power and 100kbfoe his own around 2300, which is a decent threat at that point in the game.

I think mid game criseses are just hard to balance, considering how the grey tempest can definitely feel too strong to deal with if you get it out early

Angrymantium
Jul 19, 2007
Resistant to everything

CapnAndy posted:

Do the bonuses that AIs get on higher difficulties include added Influence income, too? I just bumped up from Captain to Commodore and holy poo poo, I've never met so many aggressively expanding neighbors so quickly before.

And on a completely unrelated note, Income is a terrible goddamn mechanic, has been since the Unity rework, and it's at this point frankly shocking that they keep letting it stand. They either need to bite the bullet and do a total rework so it makes sense and you have control over it, or give up and merge it completely into Unity.


e: Woof, I’ve never been so outclassed in a game before. So hemmed in I could only colonize three planets, assholes bordering me declare war. I’ve got 2k fleet power total and they roll in with multiple fleets of 4K each. I manage to stall that out into a white peace, I make a defensive pact with the guys who also share a border with the assholes, I’m feeling pretty safe. I get back to trying to kickstart my sputtering mini-empire into staying in the green and producing just any appreciable amount of alloys at all. I’m not there yet, but I will be in a decade or so, and meanwhile I’ve built up to 7k fleet power.

Asshiles declare war on my friends to drag me in, every AI empire is swinging around 10-11k like it’s no big thing. Meanwhile, I promptly lose half my ships in a single fleet action, and that means destroyed, not emergency jumped and missing for a bit. I am now quite helpless. This is quite the difficulty spike!

I don't know what the AI bonuses are specifically anymore, but commodore is a lot harder than it used to be now that AIs are better about building federations between themselves. If you're not building a federation of your own you basically have to be on a warpath to snuff other empires out before they can join up with each other.

I just had a game where I was playing an overturned devouring swarm that I gave up on around 2370 because after pounding a federation into dust and decimating their populations, I sued for peace so that I could start preparing to eat a nearby fallen empire. Six months later that federation merges with a different AI and declares war on me once I've already moved my fleets away from the freshly conquered fronts. I probably could have wrestled that game back but getting declared on by the same empires I had just forced into a truce + a big untouched military power was just aggravating.

I will say that the Cordyceptics Drones civic is really powerful for DS empires now, so much so that it can give you that snowball you need to roll over nascent federation builders. Killing and reanimating the Shard dragon from the rubricator event chain gave me an extra 144k fleet power surprisingly early in the game.

Angrymantium
Jul 19, 2007
Resistant to everything

DoctorTristan posted:

Yeah, one thing I dislike about the new vassals/federations/mercenaries is that they’re so powerful they become basically mandatory if the AI has its competence turned on.

I remember I tried playing militaristic underground bugs who just had No Time For Any Of That poo poo and wanted to just directly conquer and hold territory. They ended up having to have some time for that poo poo after all when a little over half the galaxy got carved up between two allied megacorps and their horde of vassals.

Yeah my experience with that kind of playstyle in 3.6 has been get attacked from empires on one side of my empire, fighting to a standstill against whatever group of empire have blobbed up on that side, and then war declared by the blob on my other side that notices my fleet power has been chipped away. Unless you completely exterminate your enemies, they *will* get vassalized and come back for you in ten years when your back is turned.


CapnAndy posted:

Well, it could be getting unlucky with Advanced Empires -- I do have that set to 1-2, although I noted that both the assholes and my allies were each slinging around fleets of 10-11k strength, so if that was it, I managed to roll 2 Advanced Empries and border both of them. The assholes were federated, though, so that could also be it.

I'm gonna turn off Advanced Empires because I don't feel like the AI needs the leg up at the moment and start again, see what happens... but right now it just feels like the bonus resources they get were enough to tip them over into steamrolling me.

What kind of empire are you playing, and what year were they throwing around 10k fleets? Sometimes you do just get pinned into a small space and forced to stagnate, but it's not out of the ordinary to see five digit fleet power groups by normal, not advanced empires around the 2240s on commodore.

Angrymantium
Jul 19, 2007
Resistant to everything

CapnAndy posted:

I'm still trying to even get out of the 2200s on Commodore. I just can't keep up on fleet strength and I get loving steamrollered, so I switched to a Devouring Swarm to force myself to focus on building navies and also lessen my distractions. Still hasn't helped yet.

I think I need to over-emphasize Alloys to, like, a ridiculous degree? Like, I can't just have +30 to +40 and one forge world, every world needs to be dedicating some of its districts to industrial zones. Because I just do not know how to get to 5 digit fleet strength in 40 years, and it's either learn to match that or go back to Captain, and I kicked the difficulty up in the first place because Captain was feeling too easy.

If you're set no going devouring swarm, necrophage origin + rushing synchronicity then supremacy will get you pretty far. Necrophages get a variant in the Synchronicity tree that gives you unity whenever you're necro-purging, and another ability that reduces your need for amenities. You can either finish that tree for an ascension perk or start filling out the Supremacy tree as needed. Note also that taking the crisis ascension perk (without going full crisis) will radically improve your growth as it will immediately make your necropurge five times as fast at turning xenos into your species, so finishing up three trees as soon as you can will make you scary early on.

Necrophage+Lithoid devouring swarm will lock you out of terraforming and blunt the late game potential you would get with Hive Worlds, but in return you get an insane amount of minerals, alloys, or pop growth depending on your rolls early on. You can make colony ships and settle worlds just to eat in between going to war with anyone around you to avoid the inevitable stagnation necros normally get during peacetime that way too. Taking the cybernetic ascension asap will give you effectively immortal leaders when stacked with Necrophage, and you can give yourself Efficient Processors on top of Very Strong for some insane resource outputs.

Specifically for getting to 10k+ fleet compositions by ~2240, you should be gunning for cruiser tech and making virtually no other ships when you get it, because as soon as you get cruisers, you get strike craft. You get scout craft with the hanger bay part if you haven't researched the strike craft tech, but that doesn't matter as much as the fact that you suddenly have relatively high HP ships that will shoot down the corvettes, frigates, and even destroyers your enemies are probably still using at this point. I've seen a fleet of six strike craft cruisers take out groups of like 40 corvettes at this stage of the game, you will be crazy strong in this window and get the ball rolling into the midgame.

I posted earlier about my latest abortive campaign as an Overtuned Devouring Swarm going genetic ascension, and that definitely fails to keep pace with the AI tendendency to blob up and cooperate with each other because the growth benefits and research boosts don't help you along enough. That was on Commodore, and I ended up giving up in 2370 due to some bullshit alliance stuff the AI hashed out immediately after I won a big conflict. Whereas the Necrophage Lithoid (faster start, weaker late game) and Necrophage non-Lithoid DS builds carry me through Admiral relatively easily. The combination or higher resource output from complex drones and lower upkeep is just too good. Those are the only two origins I've really tried on DS builds, and I'm not really sure if there are any other non-modded origins that would work better. Progenitor Hive really is fools gold, sadly.

Loel posted:

What's a good ship/fleet composition for Fallen Empires? I've got a xenophile and a spiritualist on my borders.

It's going to vary by FE but Battleships with X slot weapons, torpedo cruisers with afterburners, and destroyers to shoot down FE strike craft have worked pretty well against any FE I've come across. A lot of their bigger ships ended up with low hull HP relative to their armor and shield stuff, so you really can knock their big ships out fast with the right amount of torpedos now. Corvettes and Frigates just die too easily against them though, so you really need a *lot* of torpedo cruisers to make it work.

Angrymantium
Jul 19, 2007
Resistant to everything
If I decline a covenant with one of the Shroud entities the first time I go in, do I ever get the chance to form a covenant again?

So I'm playing a non-hivemind for the first time in a while, and I'm going down the Psionic Ascension tradition tree. The first time I went into the shroud, I got the opportunity to form a covenant with the Instrument of Desire, which I stupidly declined because the increase to pop upkeep seemed intimidating and I don't have any slaves in my empire. I've gone into the shroud a few times since then, and have managed to get psi jump drives and a random curse lasting five years. I have not, but I haven't had the covenant forming opportunity pop up again. Am I just locked out of forming a covenant, or do I have to get lucky on RNG and on one of the next times I go back? It's extra frustrating because I really underestimated how long the cooldown for entering the Shroud is.

Angrymantium
Jul 19, 2007
Resistant to everything

Poil posted:

I believe that if you do the more expensive entering the shroud which costs zro you get to pick which one to approach, and you can do it again until you actually form a covenant.

Oh nice, just need to find some Zro and I'll try that out then. It might take me another hundred years but I've definitely got the energy to spare with the ridiculous telepath job buffs.

Angrymantium
Jul 19, 2007
Resistant to everything

The Iron Rose posted:

Just got back into this after a Year and a half. Finishing up a moderately successful toxoid become the crisis run, wherein I was forced to remember why managing multiple species sucks and why single resource planets are important.

I’d like to check out the necrophages or aquatic guys next. Any build recommendations?


standard.deviant posted:

Necrophage Devouring Swarm with Cordyceptic Drones has a really strong chance to snowball rapidly out of control.

In addition to necrophage and devouring swarm having a lot of synergy, you can add in terravore and the aquatic trait for one of the fastest snowball builds out there. Send a colony ship or two our early for the biggest world that you can eat, and you'll be flooded with minerals and alloys earlier than anyone else so you can start your quest to devour the galaxy while others are struggling to get their second research station up.

Aquatic is good with terravore specifically because you lose outnon the ability to terraform, so you at least get 10% to menial drone production even if you'll never get the complex drone bonuses from Hive Worlds. Cybernetic Ascension is good to progress through because you'll really need the resource boost on top of that to maintain your fleets and pop upkee, and the growth you get from genetic ascension will be mostly wasted on you. You have a 33% chance of getting a pop every time you make the consume world decision, so your pop growth isn't too bad if you stay active and have enough food (habitable planets) nearby.

You really do need to stay active as a devouring swarm these days too, due to the tendency of AI empires to roll up into federations. Every species you exterminate/assimilate into your necrophage swarm is one less member of an endgame federation that will come at you in the end.

I'm finishing up a crisis run as a necrophage DS right now and I have effectively allied with the praetorian scourge - the scourge spawned in the back of the biggest member of the galactic federation, and I launched an attack on the other side of their empire to keep them distracted from fighting back against the scourge. I have every crisis enabled in this game so I've got a few years to go stage 5 crisis myself and start blowing up stars before the unbidden and contingency show up to wreck my poo poo.

Angrymantium
Jul 19, 2007
Resistant to everything

silentsnack posted:

Been a long time since I bothered to try it, but when playing with Total War civics: is it still useful to exploit the fact that [being at war prevents vassal/federation changes] to block relatively weak empires from forming/joining a coalition megablob before you're actually ready to attack them?

I actually don't know for sure, but I'm inclined to believe that doesn't work anymore. I've definitely been at war with a federation that drew in more empires as it dragged on.

Angrymantium
Jul 19, 2007
Resistant to everything

CapnAndy posted:

Be a Devouring Swarm and eat one measly civilization into extinction, I guess?

I honestly don't know, I've never had it happen to me before.

No, I didn't. They voted and declared me the Crisis. I never took that Ascension, let alone exploded a single star.

FWIW Become the Crisis should be your third or fourth ascension perk if you're playing as a devouring swarm. You can accrue menace and work up to the fourth crisis before you absolutely get everyone to declare war on you (although you can see that occasionally the GC will just declare you the crisis anyway).

0 level Become the Crisis is a godsend if you're a necrophage, because 500% purge speed really helps when you're devouring entire 60 pop planets in the late game. By level four you'll get all of the menacing ships, including destroyers with a G slot so you can produce a neutron launching battleship defender for a few minerals, and an across the board 50% increase to ship weapon damage. You don't need to go all the way to level 5, but if you've already been declared the crisis you might as well for the upkeep reduction and opportunity to just blow the galaxy up.

I've been declared the crisis pre level 5 in probably 10% of my games, not a common thing but definitely not unheard of. It can be frustrating getting declared that early, but hopefully you have the space to devour a fallen empire at this point. It's a faster way to get dark matter tech if you're short on menace points, and their homeworlds are good to have regardless.

Angrymantium
Jul 19, 2007
Resistant to everything

A FESTIVE SKELETON posted:

Perhaps an obvious question, but would genetic ascension be best for a necrophage/reanimated fanatic purifier? I ask mostly because of clone vats; being able to circumvent pop growth penalties by simply, well growing, them.

Clone vats are redundant on a necrophage fanatic purifier imo. Clone vats are nice because of the flat bonus, but genetic growth bonuses like fertile and rapid breeds are still going to be useless compared to just invading and necropurging.

I want to make psionic fanatic purifier necrophage work, but going fanatic xenophobe still feels like a waste. Cybernetic ascension feels like the straight up best pick for necrophage with the resource output bonuses.

Angrymantium
Jul 19, 2007
Resistant to everything

Relevant Tangent posted:

Psychic necrophages makes more sense than robits to me. They're already effectively immortal, deals with various devils are more interesting imo.

Plus you get to circumvent the usual issues with psionic ascension (lack of pop growth) just by necropurging more. The main issue is that if you throw Fanatic Purifier into the mix, the 20% pop growth from Fanatic Xenophobe is kind of wasted on necrophages generally.

ilkhan posted:

I've never actually played as Necro. Need to try that one of these days. What should I be aware of for necromancers?

Get ready to invade your neighbors because your pop growth is nearly non-existent. The trade off in upkeep reduction is huge though, the late game economy is a lot easier to balance as a result.

Angrymantium
Jul 19, 2007
Resistant to everything

ShadowHawk posted:

How so? Pop growth modifiers are all additive in this game. +20% means +0.6 growth per month, ie one more pop every ~40 years, whether you have +80% or -80% pop growth from other modifiers.


isndl posted:

The key word there is necrophages, no amount of pop growth modifiers will surpass eating all the pops from the next empire over. Well, no amount that's possible in vanilla anyways.

Yeah basically that, necropurging gives you a 75% chance of converting one of your own species every *five* months, or as low as every month if (when) you pick Become the Crisis. If you play aggressively you're going to grow very fast regardless of growth bonuses, so the points you're putting into being a xenophobe aren't helping you beyond allowing you to pick the Fanatic Purifier civic. Necrophage still feels best paired with a devouring swarm hivemind. The growth bonus is still wasted, but you don't have to deal with worker promotion/demotion and crime and happiness are basically non-issues. Psionic ascension is theoretically really good with necrophages, but now that hive minds can get cybernetic ascension, they have crazy resource output as soon as they get the common cyborg tech from the engineering tree.

Also I know it's not coming in 3.7, but I really do hope federations get reworked in the future to be something other than every single AI teaming up as fast as possible. I just got declared the galactic crisis in 2296, and while I can probably win this game, it's cutting my game so much shorter for no other reason than the AI more or less all being on the same team. How the hell is the galaxy even that unified that early in Stellaris time?

Angrymantium
Jul 19, 2007
Resistant to everything

Relevant Tangent posted:

Stop eating all other sentient life and it will take longer for the remnants to make ganging up on you a priority.


Well you're not wrong, I'm just surprised by how early it happened. I just wish they would have waited until I took out a fallen empire or opened the L cluster. I have to end the game early now because civs on the other side of the galaxy heard I was on a roll in the early game. I have the final year set to 2500, for reference.


Splicer posted:

I'm kind of optimistic for this patch because it seems to be moving the game in a direction I've been wanting for a while, with exclusive or near-exclusive techs that actually change things beyond +X modifiers.

Also curious about this, since I've mostly been fixated on cloaking and pre-FTL empire stuff. Is the new archaeological tech stuff exclusive to who gets it first?

Angrymantium
Jul 19, 2007
Resistant to everything

isndl posted:

The Contingency does. :ssh:

Missiles and strike craft are also countered by point defense while standard weapons are not. Disruptor damage is garbage. Cloud Lightning can be good but is locked behind random map spawns and still doesn't take off until you're deep into the repeatable techs to buff it.

I thought spamming disruptor corvettes was good now due to the way that disengagement changed in 3.6.

Also finished won my unmodded necrophage devouring swarm crisis run in 2332 after being declared the crisis super early. I'm going to do a Determined Exterminator run next since I've never been able to get that to work - the energy upkeep from robo pops gets crazy in the lategame, and DE doesn't get the armor/hull regen that devouring swarms do so you actually have to take time to go repair your ships after big engagements. Much harder to consume all sentient life in the galaxy that way.

Angrymantium
Jul 19, 2007
Resistant to everything

Torrannor posted:

The Baol were underwhelming for a long time now, and their building being at best useful for niche builds just adds insult to injury.

Not only that, but the Baol building is bad for the niche build that makes the most out of the Baol relic: Terravores. Since Terravores can't ever terraform, the Baol relic is their only option for getting the 10% bonus from jobs planets. Making the building give food is kind of insulting.

Angrymantium
Jul 19, 2007
Resistant to everything

Comte de Saint-Germain posted:

Did this game get a lot harder with a recent (last 6mo) patch? I was playing on Admiral last time I played and found that reasonably difficult in the early game but pretty easy later on. I came back recently and I'm finding that I'm struggling in the early game even on Captain. I started a game last night as the UN (not my normal playstyle) and I had what I thought was a decently hi-tech fleet at double my naval capacity (two fleets of 1.8k), and I still got invaded and crushed early on (rival empire had 4k doomstack and a 1.2k support fleet).

EDIT: Part of my problem is undoubtedly ship design, it's changed a lot, but it also feels like the AI is getting much bigger bonuses than before

The AI getting good at vassalizing each other/blobbing up into Federations was a big buff to their difficulty. I think 3.6 added a lower difficulty that previously existed in the game because every difficulty got harder

Angrymantium
Jul 19, 2007
Resistant to everything
Has anyone played far enough in to deal with cloaking from AI empires? I'm holding off on getting the expansion because everything they've described sounds like a pain the rear end to deal with, from fleets potentially parked over your capital to rival empires sniping your anomalies.

Angrymantium
Jul 19, 2007
Resistant to everything
One of the devs said on Twitter that there's a bug causing pre FTL civs to nuke themselves too often, seems to be happening to any of them that stays undiscovered too long.

Also as someone who plays almost nothing but genocidal civs I would really like to say gently caress the Habinte. They feel as unbalanced as something out of gigastructures without the corresponding wacky tech needed to take them out

Angrymantium
Jul 19, 2007
Resistant to everything
I didn't see anything about it in the patch notes, but the AI does seem less likely to blob into one or two federations in 3.7, definitely enjoying the late game more now.

Also I take back what I said about the Baol food building. I'm running an overtuned plant hive mind going genetic ascension and the extra food really helps stop my clone vats from crippling my economy. I've only gotten the Baol and the Irrassians this patch but the Irrassians still seem like the weakest precursor even with the their pseudo megashipyard building

Angrymantium
Jul 19, 2007
Resistant to everything
Criminal syndicates are part of the reason I mainly play gestalt empires. Few things are more frustrating than getting massive hits to your stability out of nowhere because a criminal syndicate on the other side of the galaxy finally got their branches built in your empire. The fact that there's basically no way to undo it beyond demolishing your buildings and replacing them with precinct houses to force crime down is so badly thought out that it feels wildly out of place in this game.

Luckily hive minds don't have to deal with that mechanic at all but it's weird that it's stayed in it's current terrible form for so long

Angrymantium
Jul 19, 2007
Resistant to everything

CoolHandMat posted:

What are good bench marks to shoot for?

By year 2275 I tend to see my Research around 1k and my unity in the 500-800 range.

Its pretty random as to if this is enough to stay alive on commodore and higher. Feels like it depends on if I get a driven exterminator to spawn right next to me and or if the Kahn spawns near by.

By end game I'm typically I'm a comfortable lead position that 5x crisis is relatively easy to beat.

What build are you using to get to 1k research by that time? I usually aim for 1k research by ~2230 if I'm playing a necrophage empire, or ~2250 if I'm playing another origin that doesn't kneecap your growth.

Angrymantium
Jul 19, 2007
Resistant to everything

IthilionTheBrave posted:

I'm playing a devouring swarm necrophage and I'm about to start trying to eat my closest neighbor. Is it better to wait for the ascension perk that lets me raid to abduct pops via bombardment (assuming that's still an option as a devouring swarm) and keep the empire theoretically alive and functioning to use as a "free" pop source periodically, or should I just invade a world, move everyone off it onto my own worlds, and eat them that way?

The former sounds better longterm, assuming my neighbor doesn't become a vassal or enter a defensive pact somesuch, but it would also be dependent on waiting long enough for their pops to replenish so I'm not sure how effective it would actually be.

If it helps any said neighbor is also a hivemind.

FWIW I play necrophage hive minds a lot and I never take Nihilistic Aquisition, you're pretty much always off just invading the planet. Raiding bombardment stance takes a surprisingly long time to actually abduct pops until your fleet power gets north of 50k, so it's pretty much always better to just invade, resettle, and pay the influence of cost of abandoning planets that you don't intend to keep or terraform later.

This is also a huge reason why Terravore is great - you actually do want a ton of planets that you aren''t going to inhabit anyway. The drawback of terravores not having access to hive worlds is pretty big in the late game, but you also get going really fast because every planet you eat just dumps minerals, alloys, and pops all over you.

Angrymantium
Jul 19, 2007
Resistant to everything
I'm curious if hive minds/gestalt consciousnesses are going to be effectively left out of this DLC, since they're probably not going to have a council or anything. Reworked leader leveling might be interesting for progenitor hives but unless it's a situation like Grey, where any race/ethics combination can get some of the unique leaders, hive mind players (me) are mostly locked out of new content

Angrymantium fucked around with this message at 18:49 on Apr 26, 2023

Angrymantium
Jul 19, 2007
Resistant to everything

PittTheElder posted:

Change my mind: L-Gates were a mistake

Having poo poo randomly warp all over the galaxy ignoring FTL inhibition isn't fun, and half the time you open it up there's nothing in there anyway, let alone something interesting. Going to have to go looking for a game rule to turn them off next time I play.

I don't think they were a mistake, but I think the events as written are pretty undercooked.

The gray tempest is annoying to fight, bland from a storytelling perspective, and there's no real benefit to beating them beyond ending their attacks on you.

L-Drakes are just meaningless, the rewards for killing or taming them are insignificant to the point they're better off just being ignored.

The Dessanu would be a lot more interesting if you actually got to keep their Gaia worlds after you beat them, but as it stands they just feel like a prototype to the Habinte that were recently introduced.

Gray is by far the most interesting and good option, but is kind of an afterthought once you decide what you want him to turn into.

As it stands, there are a finite number of L-gates in the galaxy, which you can fortify before you open. Jumping around FTL inhibition isn't really the issue when you can identify specifically which portals they're going to jump out of, it's more that they're a half-baked crisis/fallen empire hybrid without the the crazy relics or techs that normal crises or fallen empire give. Even the Khan gives you a throne for winning.

Angrymantium
Jul 19, 2007
Resistant to everything

ConfusedUs posted:

I only do genetic ascension as a hive mind because then I have exactly one species to deal with.

Cyborg is still way better than genetic for hive minds with the production bonuses and empire size reduction. Overturned is kind of weak for hive minds, and even if you're doing that origin with Genetic Ascension, the great traits that you get don't reduce population/job upkeep, so you run into the situation of needing to specialize entire planets to food production to keep up with the pops your cloning cats are pushing out, or using up trait slots that improve resource production to get you to where cyborgs are getting for free, without the other benefits of going cyborg.

I could see Genetic being better on any Overturned empire with a strict slave/ruler caste split where the (preferably lithoid) leaders get the multiple brain enhancements and the slaves get stacking production bonuses, but hives having all the same race mean that specializing in one area is going to make you weaker elsewhere, either with lower boosts to research, growth, or resource production you would get otherwise. I haven't played Progenitor Hives since before the GP update but imo Necrophage Cyborgs are still the best bet for hive minds. Psionic would probably be even better, but at the moment there aren't really any good up to date mods to let a hive go that route.

Angrymantium
Jul 19, 2007
Resistant to everything

ilkhan posted:

Yes, but also requiring 2 perks picked first.

Big nerf to Overtuned as getting to do an ascension path as their second tradition tree was one of the only things it had going for it.

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Angrymantium
Jul 19, 2007
Resistant to everything

Major Isoor posted:

Alright so, I haven't played in three years according to Steam, so I've just bought the new DLC to bring me up to speed and I'm now looking at running a Necrophage campaign. Are they particularly good, as a 'friendly to new/returning players' race? I'm also wondering about their end goal achievement, "With great power", as it's not 100% clearly worded, IMO. To confirm, does that mean I can still get it if I build nine observation posts, then occasionally perform a 'raid' bombardment to abduct pops to throw into my unique pop-converter building? (Also, what if they then become a normal civ? Gloves off, or do they still count as pre-FTL for the achievement, as they were pre-FTL at game start? I'm not much of an achievement hunter, but in Paradox games I like having one 'major'/game-end one to go for, each run.)

Necrophage is probably the most powerful aggressive/genocidal option available. Abducting pops is pretty slow through despoilers; you're way better off just invading and taking slaves.

Imo they're easier to play as a devouring swarm/terravores, you don't have to balance your slave pop vs your Necrophage pops because everyone gets auto purged. If you're not playing a gestalt consciousness, focus on getting as big a slave base as possible to support your Necrophage pops, and take psionic ascension. Psionic necro pops are crazy good.

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