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deathbagel
Jun 10, 2008

Wiz posted:

Excellent thread title.

Stopped in to say this.

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deathbagel
Jun 10, 2008

I only play robits so I don't think the expansion is going to do a ton for me, though the planet changes will be interesting. I am, however, very excited about the first ever Stellaris DevClash!

deathbagel
Jun 10, 2008

Darkrenown posted:

Also confirming that robots are a lot more fun to play now they just get built in a factory instead of building them on each tile. I love machine races and synthetic APs, but having to build your pops was always a complaint I had. Is anyone watching the devclash? I am playing driven assimilators in it.

I'm at work, but as soon as I get home watching today's stream is the first item on my list of things to do! That's good to hear that robits are even better to play now. I didn't mind having to build pops, but I can see how it'd be tedious for some people... but being able to tailor species to get the most out of each tile was something I loved.

EDIT: vvvvv - First rule of Stellaris. Never look at planets that you give to sectors after you give them away. It always hurts. I tried my best by pre-building and populating the early planets I give over, but by late game I lose the patience and just let them go, and never look at them again.

deathbagel fucked around with this message at 22:25 on Oct 25, 2018

deathbagel
Jun 10, 2008

Darkrenown posted:

Also confirming that robots are a lot more fun to play now they just get built in a factory instead of building them on each tile. I love machine races and synthetic APs, but having to build your pops was always a complaint I had. Is anyone watching the devclash? I am playing driven assimilators in it.

Ok, I watched it and I did love that they were making fun of you at the beginning for not expanding as fast as Bratyn, then all of the sudden you swoop in and take a couple of his systems and cut him off from southern expansion and all of the sudden the tune changed to "oh, apparently he was just investing in ships to expand a different way!"

I'm obviously rooting for you and Kaiser, because robots are the superior life form of the galaxy!

deathbagel
Jun 10, 2008

I leave my ships whatever the game names the base ship when I unlock it, then I add Mk 1, Mk 2, Mk 3 etc to differentiate the individual builds.

deathbagel
Jun 10, 2008

prefect posted:

Why isn't it "Primus"?

Because Les Claypool doesn't live there!

deathbagel
Jun 10, 2008

Devouring Swarms are absolutely ridiculous right now.

deathbagel
Jun 10, 2008

Captain Oblivious posted:

The problem isn’t that Habitats aren’t good right now. They are a very good way to focus your specialist goods production. Max housing districts then jam them full of alloy foundries and civillian industries. The problem is two things:

A) They can’t compete with Ecumenopoleis which are a tad busted right now

B) They shouldn’t be an ascension perk at all.

Solve B and most of the problem goes away though.

Yea, habitats should be a high end tech, after Star Fortresses and then the voidborne perk should make them actually usable, grant them production bonuses and more districts.

deathbagel
Jun 10, 2008

I think I am going to see if I can get over 1000 percent upkeep.

deathbagel
Jun 10, 2008

Bold Robot posted:

Which precursor chain gives the ruined ecumenopolis? Seems like that would be easily the best one.

The First League I believe.

deathbagel
Jun 10, 2008

If you just took the planet, the happiness might be super low, that can affect production. Also, districts will take resources to upkeep if the FE had something like an ecumenopolis or a Ring World. Some of their buildings do require resource upkeep too, like fortresses.

You should be able to look at the planet and it will tell you:



You can see this FE ecumenopolis requires upkeep for the districts and there isn't enough production to compensate.

deathbagel
Jun 10, 2008

QuarkJets posted:

Welp, 2 games in a row I started right next to an Advanced Start Driven Exterminator

Hahaha this happened to me yesterday and I immediately built my fleet to maximum and built two starbases to slow them down while getting defensive pacts with all the other races I found around them and managed to fend off their first attack on me.

Then, while exploring the other direction where there didn't seem to be anyone, an advanced start Fanatic Purifier (the little space geckos are too strong!) happened to be on that side and I had 0 resources to fend off their 6k fleet power (mine was around 2500 and that was pretty good at the time) and I couldn't get any bases built in time since I had to build two on the other side just to be sure I could slow them down enough when they attacked.

At least it was a quick and painless loss!

They really need to add some buttons for the late game to re-distribute pops from planets with lots of unemployment to the new empty ringworlds/ecumenopolises/machine worlds/etc. when I have infinite energy income so the cost to move them doesn't even matter. Nothing is worse than manually moving 100 pops from my beginning planets to the fancy new ringworld segment I just finished one at a time.

deathbagel
Jun 10, 2008

Yeah, but I'm weird and feel like I'm cheating if I'm playing with mods. I might have to just do it though because resettling manually annoys me enough to possibly not care about cheating (same as disabling agents in Total War Warhammer.) Can I still get achievements with that mod? I only need a few more to have them all!

deathbagel
Jun 10, 2008

Admiral Joeslop posted:

These are all cool and good so also: is there a build that's really good at Unity, Influence, AND Research? Probably something on a Ring World again. I made the robots on one but couldn't really get good Unity going, probably because I'm bad at the game.

Technocracy gives you unity production for researchers, so the Technocracy on a ringworld start will get you tons of techs quickly AND will power you through your first few ascension perks. Influence is a bit tougher to get, but with all that research, getting first contact with every alien species is easy and will give a fair bit in the beginning as well as being able to declare everyone you meet a rival since you can wall yourself in behind your giant, technologically superior, space fortresses. Once you get your super-fleet running, pick up Nihilistic Acquisition and then you can declare humiliation wars with your neighbor rivals and not only get a bunch of influence, but free slaves as well to do the grunt work while your primary species focuses on their very important research.

deathbagel
Jun 10, 2008

PittTheElder posted:

Technocracy doesn't actually give you that much unity though. It does give you some, which allows you to skimp on unity buildings, but doing that won't be unlocking traditions in much of a hurry.

My researchers produce over 1/2 of the unity that my dedicated unity producers make, this is the same robot species on the same ring world:



I'd say that's pretty good, especially when you'll be filling up that ring with as many researchers as you can so you can park a science ship there and boost it all even more.

deathbagel
Jun 10, 2008

pmchem posted:

someone a few pages back suggested a lithoid ring world start was very strong. how is that the case, what’s the strategy? they start with energy workers and a huge mineral deficit, but need minerals to expand the ring world and also feed their pops. it seems to be a major disadvantage having to buy minerals from market at start until you have a mining planet going to support your ring. right?

phone posting

There's not a mineral deficit. You start with tons of mineral mining stations (something like 35-40ish minerals) which is plenty for your pops to live on until you can get a colony ship out to set up a mining planet.

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deathbagel
Jun 10, 2008

pmchem posted:

I'm looking at a hive mind lithoid ringworld start that is 300 (-11) on minerals. Producing 60/month but consuming 71/month due to jobs and pops. There is only one free mining station spot in system, for +3. I... would be worried about buying food, yes?

Ahh, that's why. Hive minds don't have consumer goods, so every job that normally has a consumer goods requirement changes to Minerals for a Lithoid Hive Mind (It goes to energy for robot hive minds and to food I think for regular hive minds?) so all of the starting jobs all eat up the minerals. The OP start would be without using a Hive Mind, just a normal Lithoid race.

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