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FurtherReading
Sep 4, 2007

I'm getting back into this game after a bit of a hiatus. I last played back when Nemesis dropped. I picked up the overlord today in the sale, mainly because galactic custodian + hegemony federation leader with mass vassals was one of the silly gimmicks I liked to do and I heard it makes vassals better?

Given how much the free updates that come with DLCs change the game up, I'm wondering if there's much I need to relearn over the last few releases? A few things I remember from when I last played (playing solo with scaling hardest difficulty):

* Corvette spam into cruiser spam then Battleship spam was a solid approach for a fleet deathball. Bullets, Bombers and torpedos tended to be the better weapons.
* The new pop growth curve was ruffling feathers. Did this change or did people get used to it?
* Outside of the midgame crisis the midgame was still pretty slow.
* Internal politics still didn't really exist.
* Espionage was new but pretty poo poo.

Are there any newer DLCs worth getting? I heard there's one that adds cloaking which ends up being so annoying to deal with that you're better off not touching it.

FurtherReading fucked around with this message at 03:41 on Mar 20, 2024

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FurtherReading
Sep 4, 2007

I saw a video from toxoids launch where you could fill up the special habitat with livestock xenos and the stability bonus from all the knights jobs that creates offset the rampant homeless of the huge slave population.

I heard it got nerfed though?

FurtherReading
Sep 4, 2007

I've been playing Knights of the Toxic God and while I love the flavour I'm having a terrible time trying to get my economy going properly. Does anyone have any good tips on how to get off to a decent start?

FurtherReading
Sep 4, 2007

Judgy Fucker posted:

I'm playing it for my first time, and all I can say is hope you have amiable neighbors so you're not having to sink alloys into war right away.

Yeah that's pretty much been my main problem! Last one in particular had a exterminator machine empire kill the 3rd member of the cluster and set its sight on me.

I'm considering going megacorp (maybe with criminal heritage) so I can get some branch offices helping out my economy.

FurtherReading
Sep 4, 2007

AtomikKrab posted:

Megacorp Knights have a special building as well for their corp holdings, if you can vassalize a normal empire you can build both.

Oh cool, I'll try non-criminal megacorp and see how that goes!

Edit:

After looking online a bit more I think I'm gonna try an undead megacorp build for the knights, which feels a good mix of flavourful and optimally overcoming some of the obstacles I had in my previous attempts.



Repugnant should be offset by all my clerks, while decadent will be offset by relying on zombie labour. Thrifty as a spartan knightly order is both good flavour and a powerful benefit for a trade value build, while budding will allow for faster zombie construction. I mainly took conservationist for flavour as we're a spartan knightly order, I'm pretty sure I can offset my CG needs from trade and none of the other 1ers really spoke to me (although natural engineers to get habitats a little faster is tempting). I'm not sure about fanatical spiritualist, thinking maybe bumping it down and grabbing xenophobe so I can get some livestock slavery going, who might be better options to sacrifice. Alternatively xenophile so I can make friends easier. Not sure on the eventual third civic pick yet.

FurtherReading fucked around with this message at 18:25 on Mar 26, 2024

FurtherReading
Sep 4, 2007

Sorry for the double post but holy poo poo is that build going well. I had no economy issues at all and even with max toxic god quest support I have plenty of alloys and energy. It's a pretty clerk heavy build where I basically convert mortal initiates into literal cubicle zombies.

I'm not sure though how the math works out for the sacrifices. I currently do 1 sacrifice pop per world which combined with my vassal is currently getting about +30% energy/minerals from the bounty option. I'm wondering if there's a point where I am better off using the +happiness option with less pops?

FurtherReading
Sep 4, 2007

quote:

As non-Gestalts, their leaders will draw from the standard array of leader traits. This of course includes fan-favorites like Substance Abuser.

I can have bender as one of my leaders. Fantastic!

FurtherReading
Sep 4, 2007

Firebert posted:

This patch looks amazing, the only thing we are missing would be an origin for an organic society ruled by an artificial intelligence. It’s such a staple in sci-fi I wonder why it was overlooked.

That sounds like it's handled by the change to syncretic evolution. Your main, ruler race can be robots and your second race are organics.

FurtherReading
Sep 4, 2007

My toxic knight necromancer megacorp started having issues. I was able to fill all my worker jobs with zombies quickly but the specialist ones tended to stay empty for a while.

Then a space fairy cursed my race with sterility because one of my knights wouldn't sleep with her but gave us a bonus to pop construction, so we gave up on necromancy and embraced prosperity gospel instead.

FurtherReading
Sep 4, 2007

Ghost Leviathan posted:

The kinda thing that could be done in a few ways though, the usual sci-fi plot would be closer to Under One Throne or whatever it's called.

Ah you're right. That'd be pretty cool for sure!

FurtherReading
Sep 4, 2007

This conversation has added "syncretic evolution slaver robots" to the list of empires I wanna try in this DLC.

FurtherReading
Sep 4, 2007

I'm still used to having a paper planet to raise admin cap and haven't gotten my head around managing empire size yet. I've looked a bunch online to figure out what a good target of unity/science for a given size is but I see a lot of vague answers when people ask.

I'm trying in particular to gage if I'm doing a terravore campaign well - here's how things look in a game where midgame starts at 2250:



I'm feeling like I'm eating too many planets at once and that's pushing size up too far for my current science and unity. That being said, my science world is full and I'm wondering if I should settle one or two more worlds to pump it and my unity up, especially as I'm about to go to war and need to figure out if I should hold the systems I take or release them to manage size.

Is there like a rough consensus on what is considered a good income to be at various stages of the game, depending on empire size of course?

FurtherReading
Sep 4, 2007

Angrymantium posted:

I don't think there's a real consensus yet. The patch hasn't been out that long, and technologies that let you upgrade your science buildings and refine the exotic gases you need to power them take longer to get to anyway. If you're playing a terravore, the main metric you should be judging your empire against is if you think you can consume your neighbors or not. Even if the planets you're consuming push your empire size up, they're generating free alloys, minerals, or pops every year, all of which will feed your war machine more than more science or unity at that point in the game. Imo just eat as many planets as you can, turn them into ships and armies to eat your neighbors, and just keep doing that until you win.

I had an unmodded terravore game on this patch at year 2405 where I had like 20k science from a filled up ring world and it still took years to research a level 2 repeatable tech, the difficulty scaling for tech is really annoying and I'm turning it off in future play throughs.

Ah okay, that helps a lot - my fleets are superior and overwhelming to my neighbours right now so I'm very comfortable in my military strength.

FurtherReading
Sep 4, 2007

In my current terravore game the xenophile fallen empire keeps dressing me down for all the purging I'm doing. My options are to ignore it or apologise. Apologising gives me a penalty to happiness, diplomatic power and influence gain - basically no downside. So I keep just apologising and continuing my massacres.

FurtherReading
Sep 4, 2007

What's the first failure?

FurtherReading
Sep 4, 2007

Aw I thought you were teeing up a joke for why the list started at 2.

FurtherReading
Sep 4, 2007

Lots of good stuff there. I'm particularly excited about the automod stuff.

The paperclip maximiser civic sounds hilarious, especially tied with determined exterminators.

Tactical algorithms sounds very interesting. If you go for a max enclave build it seems you can get a decent amount of shield hardening which might spice up the fleet design meta.

The augmentation bazaars are very cool flavourwise. The fact the trait they give is random is a little meh and it seems you don't get pop construction or trait manipulation right out the gate but as a civic I feel that's an okay limitation.

FurtherReading
Sep 4, 2007

two fish posted:

Is it possible to double consecrate a world, like if you border a spiritualist fallen empire and you take the consecration perk and consecrate one of their holy worlds?

Yup, and it always gets the maximum consecrated bonus too.

FurtherReading
Sep 4, 2007

Yami Fenrir posted:

I think it might even make them like you a bit more, but that might be part of some mod I'm using.

Yup that's true!

I think they also get extra unity too but I'm not sure.

FurtherReading
Sep 4, 2007

I've made a bunch of namelists too but yeah I'd much prefer an import/direct edit option. Especially since namelist mods disable achievements.

FurtherReading
Sep 4, 2007

I made an edgy fantasy namelist which worked great for my toxic knights. I was getting messages about the adventures people like Knight Aegon Heartsplitter were going on.

I have a lovely robot namelist I use for a determined exterminator empire I add them to all my games. I had Admiral "Glitchy Sentient Toilet" leading a massive fleet against me during this last game.

FurtherReading
Sep 4, 2007

I got to the end of my crisis run and it crashed when I tried to blow up the universe. Now it's crashing after 10—20 minutes of play.

I think my terravores ascended out of the game into my computer and now they're devouring it too.

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FurtherReading
Sep 4, 2007

Ghost Leviathan posted:

You should be proud. Terrified, but proud. I think this is Stellaris' equivalent of the Undertale Genocide ending.

Thematically, still kinda weird that there's only one kinda Crisis ending, someone put it that the default Become the Crisis ending is a very suiting mad scientist/doomsday device kind of thing but seems a bit unfitting for most takes on Devouring Swarms and such. I suppose eating suns is a fitting escalation, but still.

Would be a lot of fun if there were multiple options for Crisis Ascension paths!

You get unique text that makes it fitting imo - the lore for hiveminds is that you're absorbing the shroud into your collective. Machines also get their own explanation of what they're trying to do but I can't recall what exactly it is.

The new dlc is also adding a new player crisis though! So far all they've said is it is focused on technological ascendancy at any cost. I think we get more detail in the next dev diary.

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