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This may have been answered already, but if I take the marauder civic, how do I use the cb? I don't have any valid cb on nearby empires.
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# ¿ Feb 23, 2018 05:14 |
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# ¿ May 10, 2024 01:36 |
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Trogdos! posted:How have people tinkered with their sliders? Any recommendations? I've always done 0.25x on habitable planets, which seems like it's still the same number now. I've been doing 0.75x hyperlanes on a 4 arm spiral, which seems to produce a lot of nice clusters.
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# ¿ Feb 26, 2018 12:37 |
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hobbesmaster posted: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. Teraforming in general is kind of weak IMO. I feel like if you've gone down the route of specializing in it (which pretty much requires you to forgo the other 3 ascension types), it should be a hell of a lot faster and cheaper than it is. And for that matter if it's smaller than size 20 the size should be increased to 20 when teraforming if you've taken the capstone perk.
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# ¿ Feb 26, 2018 20:20 |
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The Wraith spawned in one of my systems, quickly destroying the outpost there. It then jumped one over to my border, destroying that outpost. And then finally it jumped out of my borders, right into the Ether Drake. The Drake didn't even get down to 80% armor by the time the Wraith was dead. I'm glad the Wraith went out of my empire instead of into it, but maybe it's pathfinding should be updated a little bit so it doesn't suicide into other guardians. The Drake is parked at a crossroads, one path of which is a dead-end with the Sanctuary system in it. Maybe that's where the Wraith was going? Also, for whoever it was earlier in the thread that said to trade active sensor links with the Xenophile FE, thank you. As soon as I did that I was able to see pretty much the entire galaxy, because the FE has sensor range through all the wormholes. There are a few isolated blocks I don't know about, but it showed me where all the Guardians are, as well as every other empire + marauders.
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# ¿ Feb 28, 2018 17:51 |
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King Doom posted:Things that are fun: getting the Dragonscale armor for the very first time only to discover that it's literally identically to Crystal Forged Plating. It's entirely different. Dragon armor adds armor, the crystal plate adds hull. Armor is better than hull, since no weapons are crappy against hull, but tons of weapons do bonus damage to it.
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# ¿ Feb 28, 2018 19:05 |
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King Doom posted:Well poo poo, I did not notice that and now I feel like an idiot. Probably a sign I've been playing too long today. It's not to say that the Crystal Plate is bad, especially with how early you can get it. I'm using a mix of Dragonscale + Crystal Plate on my ships, which when combined with the Regenerative bit makes for some really nice EHP.
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# ¿ Feb 28, 2018 19:46 |
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Taear posted:I like choosing the labs because it's REALLY annoying having just one of them and it telling you to upgrade your science lab all the time but realising you haven't got the right one. This is why I research the labs as soon as I can.
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# ¿ Feb 28, 2018 20:22 |
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I can only build two Titans, I thought the limit was 3?
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# ¿ Mar 3, 2018 23:11 |
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raverrn posted:You get 1 Titan +1 for each 200 fleet cap. Ah, thanks! I guess I need to build more anchorages.
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# ¿ Mar 3, 2018 23:27 |
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Do clone armies have a timer attached to them so they all die after a decade or two?
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# ¿ Mar 11, 2018 00:13 |
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200 corvette fleet with scourge missiles is amazing.
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# ¿ Mar 14, 2018 06:27 |
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ConfusedUs posted:Consecrated Worlds is a godsend (see what I did there) for Life-Seeded empires or any run where you find a huge planet right next door. Dropping it on a big-rear end planet does a LOT for you and helps you in the early game where little boosts turn into massive advantages later. The problem with it is that it runs out and you have to redump a bunch of influence. It should be like the Hallowed World where it lasts forever.
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# ¿ Mar 14, 2018 21:49 |
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Start a new game, the very first system I scan is a pulsar with a second signal on a 40 year timer. I guess it's like my own mini End of the Cycle.
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# ¿ Mar 15, 2018 06:26 |
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I really wish that once you fully converted your entire species to whatever new genemodded traits you chose, the original would disappear from the species list. It gets extremely cluttered with all the various species in there with sub-species under them.
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# ¿ Mar 15, 2018 16:44 |
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Splicer posted:If there's 0 of your main species it should be replaced as your primary species with one of the other templates. Then you can modify -> delete it like any 0 pop template. I'm not getting that, both for my main species and then all the various slaves I've uplifted over the course of the game. There is a 0-pop main species, and then a 6 pop or whatever sub-species.
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# ¿ Mar 15, 2018 17:39 |
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Mustang posted:So I had this science crew early in game out scanning planets. It disappears and reappears with some of the crew missing. Later the rest of the crew reappears on a new ship that's similar to other science ships I have but called something like "science ship from the beyond". I used to always delete that science ship because it couldn't be upgraded. Now it's a nice free science ship, too bad it doesn't come with a free scientist too.
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# ¿ Mar 18, 2018 21:27 |
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hobbesmaster posted:I thought it still didn’t upgrade? They auto-upgrade now, same with the constructors and science ships you get from vassal integrations.
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# ¿ Mar 19, 2018 00:15 |
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Is the beta patch still wonky, or is it working now? I didn't want to install it because of all the reports about it breaking the fleet manager and so on, but the scaling difficulty would be nice.
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# ¿ Mar 20, 2018 18:08 |
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OwlFancier posted:Yeah I play on double tech costs and I'm pretty sure my technology is better than that by 2439... It was probably partially researched from debris and hidden at the bottom of the list of techs.
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# ¿ Mar 20, 2018 23:12 |
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Goddamn that would make me cry if I ran into it. The biggest I've made is 45k, I didn't know they could go up that high.
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# ¿ Mar 24, 2018 00:12 |
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OwlFancier posted:You can research some of it but it won't hold it afaik, it'll fall back off the next set, but when it comes back up again I think it retains the research you put into it. This is correct. It can go away, possibly for decades until it re-rolls.
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# ¿ Mar 26, 2018 01:26 |
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Is there any way to build additional construction ships in a sector? With as slow as travel time is, it takes decades for a new sector to build mining stations everywhere. It doesn't help that they will go back and forth from one end of their sector to the next, constantly changing what system they are working in.
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# ¿ Mar 26, 2018 16:19 |
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For 200 influence I'm probably never building another habitat.
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# ¿ Mar 26, 2018 17:38 |
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McSpanky posted:Is there any reason to use missiles after researching torpedoes? Only if you can't get the better version of torpedoes researched. My current game I have missiles 5, but still torpedoes 1 because the next tier just hasn't come up yet.
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# ¿ Mar 26, 2018 20:48 |
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OwlFancier posted:I once spawned with marauders literally next door to my homeworld. My current game has Marauders sitting in a chokepoint that has 3 AI's blocked off from the rest of the galaxy. Each of them has 4-6 systems they can use before running into the Marauders. They don't seem to be doing anything though, and since I'm playing a purifier in this game I can't even hire them.
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# ¿ Mar 27, 2018 19:03 |
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Is there any way to edit the automated dreadnought once it's already spawned, so it isn't stupidly slow? It would pretty much double my fleet power if I could actually use it, but unless I send it somewhere a few years before I actually need it, it will never participate in a single battle.
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# ¿ Mar 28, 2018 20:30 |
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Nevets posted:Fanatic Egalitarian empires should get a tiny amount of influence from each faction that exists within them regardless of their happiness, even the completely opposing viewpoints. That is a good idea, Wiz add this please.
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# ¿ Mar 28, 2018 22:23 |
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nopantsjack posted:e: oh and mods, gimme them mod advices Best mod is Guilliman's planet modifiers: https://steamcommunity.com/sharedfiles/filedetails/?id=865040033
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# ¿ Mar 28, 2018 22:55 |
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AAAAA! Real Muenster posted:if I am selling 2 food I can receive 1 mineral or energy a month. If I remember correctly you have the option of selling 10/20/50 to receive 5/10/25 in exchange. Nice, I can finally do something with the +900 food surplus I have. I mean, I could go into my sectors and replace all the farms with mines, but the whole point of sectors is to not deal with the micromanagement of each planet.
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# ¿ Mar 29, 2018 16:24 |
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Captain Oblivious posted:I've logged 405 hours in Stellaris and still never seen Horizon Signal once Do you only play hive minds or robots? Recently I've been getting it in just about every single non-robot, non-hive game.
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# ¿ Mar 29, 2018 17:28 |
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ZypherIM posted:New systems for like pre-cursor and stuff got a nice boost. My current game I got the old normal unity+influence+etc reward, but the system also has +12 energy, +16 minerals, +10 to each science station spots (the planet for the quest line finisher has the triple +10 science). Holy crap that sounds really nice. Guess I'll bother to do more than just the Cybrex one in the future.
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# ¿ Apr 1, 2018 00:41 |
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I wonder if it considers gates to be a mega structure as well.
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# ¿ Apr 2, 2018 02:21 |
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Libluini posted:Trip report: While most space nations seem to struggle at Captain or below, exterminators and ravenous hives don't have this problem. I've put one of each into my current game and they are rampaging across the galaxy, aided by the dumb decisions of their enemies. I agree, and always have one of each in my games. The only problem is that they are the exact same empires every time. I wish there was a way to tell it to auto-generate 1-15 (slider + random button) of the 'always war' empires. Purifiers, exterminators, assimilators, etc. Like what we have with the marauder slider now.
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# ¿ Apr 2, 2018 15:43 |
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I'm a fan of Medium, 4-arm, 0.75x. Larger maps make both my desktop and laptop slow to a crawl, and I much prefer the extra chokepoints of 0.75x over 1x. I do turn Wormholes + Gateways up to 2x, so mid-game there are a lot more options for fast travel.
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# ¿ Apr 2, 2018 20:07 |
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If I have 88k power in a torp corvette fleet, think that is good enough to take on a 90k FE fleet? I think it's the Xenophile one, they have the Mother/Brother/Sister gaia planets. I have a second 50k fleet of corvettes, but they are on the other side of the galaxy in another war. I could build a couple layers of defensive stations and pull them back to help out, but if I don't need to it would be a lot better. They are the only FE in this game, so I didn't taken the damage perk. I did psionic in this game though, so they are at 90% evasion.
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# ¿ Apr 3, 2018 20:37 |
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Shadowlyger posted:I'm pretty sure you'll get clowned on. FE fleets tend to have lots of point defense. That's what I'm worried about. I need to fight them soon though, since I'm in danger of them waking up before I'm ready. I guess if I insult them they'll attack me, which at least means I get the defensive war bonus. And it's probably time to start building a battleship fleet.
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# ¿ Apr 3, 2018 23:57 |
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binge crotching posted:That's what I'm worried about. I need to fight them soon though, since I'm in danger of them waking up before I'm ready. I guess if I insult them they'll attack me, which at least means I get the defensive war bonus. And it's probably time to start building a battleship fleet. Follow-up to this. I insulted the FE, and they attacked me a few months later. Except instead of sending their fleets the 6 jumps they needed to in order to get to my border, they started off on a 60-70 jump trip in the opposite direction. So I waited until they were about 15 systems into their trip, and just attacked their home worlds. I lost about 8 corvettes and 10 of the 30 cruisers I built, but managed to take out both of their stations. I'm guessing it would have been a much closer fight if I had been forced to defend against their fleets. I have no idea why they didn't just come straight into my empire, or at the very least use their jump drives to hurry back once I started attacking them. They just continued on their merry way, and when I finally invaded their last planet they still had 30 systems to go before they made it to my other border.
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# ¿ Apr 5, 2018 16:55 |
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Fast/fastest. In war I drop to fast, but if I'm not doing anything and just waiting for resources/research fastest it is.
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# ¿ Apr 6, 2018 22:40 |
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iospace posted:Did it involve throwing several scientists into a black hole? There is another event chain where your pops start gene modding themselves, making a superior race, etc. It's a pain in the rear end because they are considered an entirely separate species.
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# ¿ Apr 8, 2018 02:26 |
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# ¿ May 10, 2024 01:36 |
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Gadzuko posted:No, the sector ai builds as much as it can with the minerals it has available. You can check this easily on the sector screen, mousing over the small thought bubble icon will show you exactly what the sector is building and what it is saving up minerals for. There is a delay of a few days after a build completes before it starts a new one but it's not much. I'm not certain the sector AI is working properly either. My last game I had a sector with 120k minerals saved up, and tons of mostly empty planets. As someone else mentioned earlier, I think it's 1 building at a time per sector, not one per planet. Also, a sector bug I've run into. Never let them colonize, always do it yourself. The only place the sector AI will build colonization ships from is the sector capital. This wasn't so bad with the old jump drives where crossing the galaxy wouldn't take 5 years, but it's a horrible problem now.
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# ¿ Apr 11, 2018 21:09 |