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I realize the scripts say differently but I'm pretty sure that the incomplete terraforming event has a 100% chance of turning your world into an ammonia planet. edit: save scumming: ammonia, ammonia, ammonia, invasion, gaia. huh I guess it is possible!
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# ¿ Feb 23, 2018 06:10 |
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# ¿ May 12, 2024 04:31 |
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Spanish Matlock posted:Hey so the Galactic Nomads decided to set up shop on one of my planets. That's pretty cool, but as soon as they did, their new empire got absorbed into mine. I think that's cool, but it did give me a real dire message about how their nascent empire had been wiped from the galaxy. That seems a little extreme for my new bird buddies, who all seemed more or less stoked to be a member of the space dragon empire. The best is when the new empire rolls fanatic purifiers. Gee wonder why you got kicked out of the fleet.
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# ¿ Feb 23, 2018 16:20 |
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Isn’t there a way to rename systems? Also how is everyone using starbases? The economy possible on one looks pretty solid, I had a colony in a nebula and built trading posts and the mineral building. 24 energy and 6 minerals didn’t seem half bad, though not particularly efficient from a minerals standpoint.
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# ¿ Feb 23, 2018 16:31 |
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Magil Zeal posted:The penalties for settling planets feel a little harsh. I feel as though I should be rushing to colonize every planet I can in a 4X game, not cringing slightly whenever I built a colony ship. I know it's probably good in the long run but ugh it doesn't feel good at all. It feels like each colony is a much more serious investment, at least in the beginning. I kinda like it, for the moment at least.
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# ¿ Feb 23, 2018 16:39 |
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^^^ have steam check your install integrity and disable all mods? That looks like a generic “can’t load” object so your instal might be hosedMagil Zeal posted:It does make small planets a lot less attractive than they already were though (which I have never liked very much). I've been trying out the new Mastery of Nature and can't say I'm impressed as of yet. The 100 Influence cost of the edict is killer, Influence is precious and hard to accumulate. Got more use out of the tile-clearing discount early on but now I'm rolling in energy and basically any energy cost is irrelevant. Agreeing about mastery of nature. It needs to give 3 tiles all the way up to size 20 or something. (Maybe even 22) Kinda disappointed I only got 1 tile on my capital.
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# ¿ Feb 23, 2018 17:14 |
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Hit the upgrade button, you have 0 destroyers matching the new design so 0 is “correct”. I agree that this part of the fleet designer is really confusing.
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# ¿ Feb 23, 2018 17:23 |
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^^ that was it Oh I read that backwards, sorry. I saw that too last night but it seemed to resolve itself somehow? Maybe it was the reinforcement button?
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# ¿ Feb 23, 2018 17:25 |
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Staltran posted:I was really surprised you only get the full 3 tiles if the planet is size 12. I think only 13,14,15 give you +2, too? Seems pretty weak, but on the other hand if tradition cost increases from systems and planets stacking multiplicatively is WAD I can sorta see leaving most systems empty and just dealing with the pirates as they spawn becoming the meta? That would make influence less valuable so you'd get more out of Mastery of Nature. I haven't seen it yet but I saw people complaining that they were getting their stuff blown up by the raiders when the raiders were on their way to another empire through their space. If they're going to go through your space to a rival there should be an option to stay out of their way, possibly with a low cost tribute. SSJ_naruto_2003 posted:Yeah, but it's like they will nearly always equal my navy size or at least start making GBS threads out ships way faster than I can. Do AI get economic bonuses (i hope not) If it hasn't changed they get bonuses on every level but easy, but its not that big. https://stellaris.paradoxwikis.com/Settings#Difficulty
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# ¿ Feb 23, 2018 17:46 |
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Wiz, what are the odds of getting a slider for war exhaustion or something. Like it'd be cool if I could play game with war exhaustion multiplied by 0.1 if I wanted to.
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# ¿ Feb 23, 2018 18:04 |
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Kaza42 posted:War exhaustion is ridiculous right now. I was playing as a dominant power rolling over a mid-sized empire to vassalize it. I never lost a single ship, and the closest fight was something like 3:1 in my favor. And yet I still got forced into a white peace due to war exhaustion before I could complete the wargoal. I'm playing a machine empire, I don't *want* to conquer their land and why are my robots getting tired of war anyway? Seriously gain could be 10% of what it is and it'd be a solid mechanic. I think its a fine mechanic but the gain needs to be dramatically reduced. Or there needs to be more modifiers on it. And exterminators/purifiers/devouring hives should not be able to force a status quo that results in your colonies being purged. Give a penalty or something but against these foes you should be able to fight to the last if you really want. Better to die in battle than be eaten by some giant plant.
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# ¿ Feb 23, 2018 18:09 |
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DrBox posted:Ok, don't delete your only fleet manager template to start fresh because it actually deletes your fleet. A pop-up "are you sure" window would be helpful there. There is one?
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# ¿ Feb 23, 2018 18:30 |
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Magil Zeal posted:Looks like it's always optimal to specialize starbases, like if you build an Offworld Trading Company you want every module to be a Trading Hub, if you build a Logistics office they should all be Anchorages, and if you build a Fleet Academy they should all be Shipyards. Prolly not saying anything anybody doesn't already know but it's something I do appreciate in the expansion because I've always liked specialization and it feels natural and more meaningful than the old approach to starports. What I'm not getting yet is if its ever worth it to put more batteries/hangars on a station instead of whatever? Doesn't seem like a good tradeoff for what you get?
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# ¿ Feb 23, 2018 21:56 |
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I just got a refugee pop with 6600 days left of stellar culture shock and 1600 of "was enslaved". Was that always a thing? Never got refugees with such severe modifiers before.
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# ¿ Feb 24, 2018 02:52 |
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I just got the self modified event chain. When everyone flipped over to xenophobe/militarist their happiness all cratered instantly turning a nice happy 0 unrest core planet into a 140 unrest planet. Guess its time to endorse some american style egalitarianism by declaring martial law and setting up a deep space black site and paving over some labs with strongholds.
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# ¿ Feb 24, 2018 03:12 |
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Reveilled posted:Have they fixed the bug that makes self-modified pops be their own species instead of a sub-species yet? It doesn't look like they fixed it for psionics or cybernetics. I don't think thats a bug, but yes they are a separate main entry.
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# ¿ Feb 24, 2018 04:01 |
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Wiz, with the new maintenance costs any thought of putting in some feature for mothballing ships?
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# ¿ Feb 25, 2018 02:14 |
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Fallen empires sure know how to pick 'em. Think they'll be mad if I declare another one a holy world?
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# ¿ Feb 25, 2018 04:47 |
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Does the AI use jump drives to get past chokepoints? I fear that the 40k+ bastion may not be able to be my only truly fortified station. It and my 5k fleet got a lot of kills against 26k khan fleets at least!
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# ¿ Feb 25, 2018 05:00 |
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Jazerus posted:only the xenophile ones, because they think it's cute that you want to deal with them like you're actually people The guardians will like you if you're spiritualists and declare one of their sacred worlds as a sacred world. I guess that counts as adopting their religion? Their base trade is 50% instead of 75% though.
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# ¿ Feb 25, 2018 09:05 |
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Jabor posted:Sorry buddy, there's no way to make me want to take some podunk 2-energy-and-nothing-else backwater system unless it's actually relevant from a strategic perspective. It’s good admiral xp! Also watching a galleon be lit up by ion cannons hasn’t gotten old yet.
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# ¿ Feb 26, 2018 02:12 |
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What modifiers?
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# ¿ Feb 26, 2018 03:01 |
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Zore posted:Yeah, I'm rolling around with a Titan and it can one shot any star fortress up to 7.7k fleet power or so before any of my other ships gets in range. You probably want to upgrade to neutron torpedos or w/e they're called - they're to lasers like kinetic artillery is to kinetics. Glancing through other forums it appears that the only evolving "meta" is that cruisers are bad - they're large enough to be consistently hit by L weapons and don't have enough hit points. L mount destroyers and torpedo corvettes are hitting way above their mineral cost right now.
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# ¿ Feb 26, 2018 04:25 |
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GreyjoyBastard posted:I've figured out how to handle horrendous shaped empires and am in favor of this. It can be the robot one - its already supposed to be eccentric and broken!
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# ¿ Feb 26, 2018 04:46 |
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^^^the instant you hit 100% you can force a white peace for your alliance can’t you? Expanding habitats to O’Neil cylinders or something for lots and lots of minerals would be cool. Might have to make them a premium over ringworlds though.
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# ¿ Feb 26, 2018 17:07 |
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Blorange posted:Wiz, be very careful about applying this to the defending empire. An empire losing a war against determined exterminators doesn't necessarily have the option to surrender and cut their losses. At a certain point your economy will be wrecked so badly you can do nothing but desperately cling on. Losing influence and unit makes sense here at least. Defense wars need a bonus to war weariness or something though. Or at least it needs to be able to go down after a decisive victory? Or maybe you can always liberate your own planets with a CB even if pacifist?
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# ¿ Feb 26, 2018 17:32 |
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Anyone else a bit disappointed with the Gaian creation perk? It takes so long (same as before, was always too long) and doesn't improve things THAT much compared to teraforming to the correct habitability or gene modding. I feel like taking the ascension perk and becoming master terraformers it should take the same time as the other options.
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# ¿ Feb 26, 2018 19:32 |
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It seems reasonable to lock it behind a perk but locking it behind a perk and still making it take forever seems unnecessary.
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# ¿ Feb 26, 2018 20:00 |
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Pylons posted:I have them, because I absolutely love carriers too, but I still don't think they're really worth using. I think it'd take a significant revamp to the way they work to make them worth it. They still seem to succeed at lagging things out at least.
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# ¿ Feb 26, 2018 22:54 |
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Azuth0667 posted:I think there might be something wrong with the demand vassalization war demands. If you completely occupy a on a subjugation CB that should start a timer or something.
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# ¿ Feb 27, 2018 05:11 |
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canepazzo posted:I think they fixed timed events too, got an asteroid sighted within 8 jumps of my fleet and could get there in time. Thats the best event to get at well fortified starbase.
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# ¿ Feb 27, 2018 17:42 |
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Baronjutter posted:Alternatively I'd love to be able to take-in some pops from a local friendly hive mind, have their happiness based on my relations with the originating hive or something. Have mechanical hives able to sell workers to friendly neighbours. "Give me 1,000 minerals and I'll give you 10 robots" that sort of thing. This needs to go in with a diplomacy overhaul that includes spying and a "holy poo poo you really were that stupid" event chain. Gyrotica posted:Talking to a proper Hive Mind drone would probably be really incredible. Honestly it's hard for me to even grasp. One of the few things I would consider fundamentally 'inhuman'. Its so hard to do that most scifi that tries seems to have "independent" drones that have disconnected to make it work. The chapter(s?) from the hive mind perspective somewhere in Peter Hamilton's 4000 or whatever pages of the commonwealth saga were cool though. hobbesmaster fucked around with this message at 19:14 on Feb 27, 2018 |
# ¿ Feb 27, 2018 19:12 |
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Lord Hydronium posted:My empire of authoritarian spiritualist xenophobes has been annexing its neighbor piece by piece over the last century, uses orbital bombardments regularly, has black sites orbiting half its planets to deal with dissent, regularly uses martial law to suppress unrest from its massive alien slave population, has about a third of its own people enslaved, and just genocided the entire population of a planet for rebelling. Do you have a death star?
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# ¿ Feb 27, 2018 22:00 |
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Circle of life still doesn’t seem all that great even with he increased penalties?
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# ¿ Feb 27, 2018 22:40 |
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It’s more that you get 100 tiles for 110k minerals when you could’ve had more tiles in habitats for the same cost. The advantage to the ring world is lesser penalties and mineral production which is pretty meh
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# ¿ Feb 27, 2018 22:52 |
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ulmont posted:Is there an advantage now that the building to go 45 energy: 30 minerals exists? Oh right, I should've remembered that because I filled up a hab with those and flicked them on/off as needed. Those things own.
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# ¿ Feb 27, 2018 23:36 |
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Zulily Zoetrope posted:What do you do with Influence when you stop expanding and can afford to keep all edicts running all the time? The only way I can seem to drain the pool is by rigging elections. Habitats everywhere.
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# ¿ Feb 27, 2018 23:57 |
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Splicer posted:Click on them and click "disable" I presume. Also works for reducing maintenance on stuff you’re not using because you moved pops off planet. Need to remember to turn them back on as pops grow though.
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# ¿ Feb 28, 2018 00:19 |
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Doorknob Slobber posted:deleting a template and having a fleet disappear was a shock The user that doesn't read warning boxes, the bane of every developer.
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# ¿ Feb 28, 2018 18:44 |
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Slashrat posted:How fast is decadence supposed to tick up on average? I'm biding my time right now to gank an awakened empire that is just sitting in a corner at the edge of my empire's backyard. Its pops had a 1.5% production penalty from decadence when I first inspected them, but a decade later that hasn't changed. I believe its based partly on them actually doing something. ie conquering. Alternatively maybe they found the "Straighten up" button.
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# ¿ Feb 28, 2018 19:37 |
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# ¿ May 12, 2024 04:31 |
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Make one of the discovery traditions instant emergency FTL for science ships.
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# ¿ Feb 28, 2018 22:03 |