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Yvonmukluk posted:Oh. Yeah, 2500 fleet power at minimum, and preferably more like 10-15K.
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# ¿ Feb 23, 2018 00:19 |
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# ¿ May 11, 2024 10:32 |
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Another niche issue I ran into with the biological ascension- Xenophobe supremacy factions are very big on everybody in the empire being the same species as them, including subspecies. Attempting to compensate for Fanatic Purifiers being stuck on one planet type by creating a subspecies each for cold/dry/wet will cost you a whole lot of faction-happiness and influence. I couldn't even do anything about the 8 pops out of several hundred who self-modified to bring them back into line, because self-determination matters more than Racial Purity.
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# ¿ Mar 4, 2018 03:50 |
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Nevets posted:I was in that exact situation and avoided taking the habitability genemod tech until after I terraformed all my low habitability planets. I understand they treat them as a different species so you can't just genemod them back to the main template; but I don't remember if there are any restrictions on purging them?
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# ¿ Mar 4, 2018 04:37 |
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Baronjutter posted:Yep, break your pact, wait 10 years, demand vassalization, go to war. Also- I have a Marauder raiding fleet parked outside my borders, just parked there, not attacking. I've tried talking to the Marauders about them raiding somebody else, but they say they're busy. If I destroy this fleet, will they go to war with me, or will they just accept it as "the cost of doing business is that they don't always come back"?
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# ¿ Mar 24, 2018 20:19 |
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Taear posted:They absolutely don't care. You can even destroy everything they have in a system and they still don't care.
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# ¿ Mar 24, 2018 21:22 |
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AAAAA! Real Muenster posted:edit2: gently caress, that really sucks because I would have loved to have them but they will immediately get purged if I accept them into my empire and their species being set to undesirables cant be changed for two years I think they might actually have had a chance, since it'd take at least 5 years to fully purge them, in which time you could change their species policy. E: I found either a bug or a feature I hadn't realized had been added. This planet has exactly two grown pops on it, including one hive-mind, but still has +60 unhappiness from unhappy slaves and +36 from unhappy pops. darthbob88 fucked around with this message at 06:49 on Mar 25, 2018 |
# ¿ Mar 25, 2018 06:44 |
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Wafflecopper posted:I just came back to this game after a long break since just after launch. I'm playing as a xenophobic militarist and I just had a new Archon elected. Turns out he's a xeno from a civ halfway round the galaxy for some reason and now all my pops are unhappy. I have no xeno pops in my empire and closed borders with everyone. How did he get in charge and is there some way I can get rid of him? The usual way this sort of thing happens is that they're a leader of a faction and then get elected from there, but that raises the question of WTF your xenophobic civ is doing giving xenos full citizenship and letting them become leaders. Possibly they came from a shielded world or something?
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# ¿ Mar 25, 2018 16:06 |
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Wafflecopper posted:I haven't touched my policies and couldnt see anything about citizenship there anyway. Can my civ give xenos citizenship/eligibility on its own now? I seem to remember that being an option you could set yourself before. I don't even know what a shielded world is, but my only inhabited planets are my starting planet and three more previously uninhabited planets that I colonised myself. Citizenship is set on a species-by-species basis, under the imaginatively-labeled Species menu. That's where you can declare that certain species of xeno shall live in service to the Emperor, while others shall be purged with fire and sword and barbecue sauce. As far as I'm aware, xenos in Xenophobic empires can't have citizenship or become leaders, so the only real option would be some kind of event, like opening a shielded world left behind by a fallen/awakened empire.
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# ¿ Mar 25, 2018 17:07 |
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Descar posted:I also wish we could build more then one megastructure at once.
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# ¿ Mar 26, 2018 22:25 |
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GotLag posted:Does displacement ever just remove the pops? Or does it keep them forever if there's nowhere to take them as refugees? I swear it's been over 60 years since I conquered this world and declared its inhabitants as undesirables.
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# ¿ Mar 28, 2018 19:42 |
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Improbable Lobster posted:A cannibalism civic that lets you selectively purge for food would be neat too Finally, a better way to deal with unhappy factions than slavery.
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# ¿ Mar 30, 2018 16:25 |
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Stupid question, but is anybody else able to use the Immature Ether Drake in a fleet? I have one, but it's refusing to merge with anything. Even if I go to the fleet designer and add a few ships to its fleet, they just refuse to merge and are left idle in space. I assume my only option is to have it follow another fleet?
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# ¿ Apr 2, 2018 05:00 |
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Xerophyte posted:This is intentionally disabled. It was mergable into fleet for a while, but one of the 2.0.2 patch notes is They're integrated enough I can tell them where to go, and create a fleet around them in the fleet manager. Alright, looks like Combat Fleet 01 is getting a friend.
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# ¿ Apr 2, 2018 06:36 |
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Ham Sandwiches posted:Perhaps that's because the Lando system is not some dumb trump meme from last year Arrath posted:It's almost certainly this. Maybe there was a wormhole they were gunning for, too. Or "Instead of going to the yard 3 jumps away, let's do 2 jumps to a wormhole across the galaxy, 2 more jumps to a gateway back across the galaxy, and then hop out at the yard there."
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# ¿ Apr 5, 2018 19:06 |
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NihilCredo posted:Garfu, Jazerus, Lum: Thanks for the modlists!
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# ¿ Apr 9, 2018 17:50 |
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Gekkoh posted:I've never killed it, nor attacked it. You're probably thinking of the Infinity Machine, which is vanilla.
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# ¿ Apr 17, 2018 01:56 |
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Nessus posted:Could strands of militant atheism be modeled as religious? More seriously if there was some kind of ideological package that could handily cover "religions" as well.
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# ¿ Apr 18, 2018 01:21 |
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Splicer posted:The others should get megastructures too. The Yuht probably built a sentry array during their hunt, give them a ruined one. Put a gate in the First League Headquarters system and turn the planet into a functional machine world. The Irrassians built a lot of science stations, maybe they built a science nexus. The Vultaum... well, a disabled planet cracker would make the most sense, but probably not feasible. Machine world is obviously only useful for machines, better to go with Gaia, or possibly Gaia-or-machine-depending-on-who-finds-it. Science nexus should go to Vultaum, IMO, since their whole deal was that they studied the world and decided that they were living in a sim. Irassians don't really scream anything other than social research from the remains of their society, so I'd give them a Dyson sphere just to round things out.
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# ¿ Apr 21, 2018 22:22 |
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Splicer posted:How do destroyed strike craft work? Do they just keep spawning indefinitely or can you "run out"?
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# ¿ Apr 23, 2018 16:58 |
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iospace posted:For the devouring swarm, is purging them "eating" them, or do you need to have one of your pops on that planet to actually eat them?
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# ¿ Apr 25, 2018 22:37 |
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StashAugustine posted:Btw I had a game as a devouring swarm where I conquered a planet during a war and it tanked my food output because no one was working but apparently were still eating and weren't being turned into food. Is that a bug or something?
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# ¿ Apr 26, 2018 17:23 |
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Black Pants posted:Raiding Bombardment is funny but more of an RP thing. Barbaric Despoiler civic gets it for free, and what it does is when you bombard with Raiding stance you do a little damage to their infrastructure but sometimes teleport their pops to one of your worlds.
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# ¿ Apr 29, 2018 00:35 |
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Shibawanko posted:Yeah I know, I don't want to lose the ability to customize my empire but some different kind of compromise must surely be possible. Maybe add a layer of biological traits that only apply to certain kinds of organisms, maybe have a few with small special traits, just anything to make it feel like the visuals are not just window dressing for a numbers game. Yeah, going back to the Endless well, I'd be extremely OK with adding something like "The Humanoid portrait group comes with +5% habitability on all worlds and an event chain about humanoids, Plantoid get +10% of their energy income as food and events about being a plant", WTFever. Although obviously, this would all fall apart as soon as somebody noticed whichever portrait group got +minerals.
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# ¿ Apr 29, 2018 22:47 |
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Fuligin posted:I like this idea. Maybe add some unique ship modules unlocked by the ethos makeup of your fed What, like "Fanatic Militarist as a weapons officer means you get +5% fire rate", "Spiritualist helmsman gives +5% evasion from zen navigation"? Cool, but questionable utility/viability.
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# ¿ May 1, 2018 21:10 |
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SniperWoreConverse posted:You should get an asteroid belt with an ex planet modifier regardless of what you crack. Can't shield uncolonized worlds; only the planet cracker works on empty worlds.
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# ¿ Jun 19, 2018 21:28 |
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Ice Fist posted:But aren't there only 4 total choices? Crack/Sweep/Bubble/Nanobot? Five. There's also the God Ray.
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# ¿ Jul 10, 2018 17:35 |
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TalonDemonKing posted:Is it true that bees ignore the laws of aviation as well?
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# ¿ Sep 3, 2018 01:59 |
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OwlFancier posted:Authoritarian is the best voice by a mile. Agreed, though xenophobe is also pretty cool. That extremely snooty/British tone, that speaks of somebody who knows the difference between animals and people, and on which side the people he's talking to lie. https://www.youtube.com/watch?v=H91JK1bDw9A
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# ¿ Sep 21, 2018 05:09 |
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GunnerJ posted:The whole idea of tech prereqs for perks is weird tbh. At the same time, though, I don't think you should be able to build enormous space habitats/rings/sensoria without the technology to build enormous things in space, or to manipulate genes without the tech for gene manipulation.
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# ¿ Oct 22, 2018 21:50 |
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Miles Vorkosigan posted:Can megacorps not build branch offices in their subsidiaries or am I missing something?
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# ¿ Dec 9, 2018 04:26 |
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ZypherIM posted:You probably can't do that because it'd be easy as gently caress to abuse. Take over a guy with 6 systems? Spin each one off into a vassal with your ethos and build 6 branch offices.
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# ¿ Dec 9, 2018 04:50 |
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Tarquinn posted:Don't know what that means yet, but I'll find out. Thanks!
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# ¿ Dec 29, 2021 00:10 |
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# ¿ May 11, 2024 10:32 |
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CapnAndy posted:Now I want to make a fungoid devouring swarm with cordyceps, set their homeworld to Earth, and name them the Clicker Empire. The free fleets you can get with Cordyceptic Reanimation Facilities are neat, but in the long run they seem to be a burden. If I use the space amoebae in fleets with regular ships, the amoebae slow down the whole fleet and I really like my strategic mobility. If I use them by themselves, they're still slow and also kinda weak. The only thing they have going for them is that they're free, which I acknowledge is extremely useful in the early game, and means I can use them for mopping up minor outposts while my main fleets beeline for the important stuff. CapnAndy posted:Be a Devouring Swarm and eat one measly civilization into extinction, I guess?
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# ¿ Feb 25, 2023 21:16 |