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MarquiseMindfang
Jan 6, 2013

vriska (vriska)
That loving thread title.

In other news, Fanatic Spiritualist + Beacon of Liberty finally surpassing Inward Perfection for Unity gen means I'm now free to warmonger all I like. Life-Seeded handily negating Non-Adaptive means I can pick hella traits. I'm planning to beeline for Gaia World Terraforming or Habitats, not sure which. Maybe both and get my Holy Worlds on.

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MarquiseMindfang
Jan 6, 2013

vriska (vriska)
So I have a size 30 fleet and a size 20 one, and my naval cap is 54. I click Reinforce on my size 20 fleet because it's at 18/20, and it ends up at 24/20. Why?

Also pirates are really annoying and make it so you basically have to completely fill in every star of space within your borders or they keep jumping out of random space closets and wrecking poo poo. Even then they just spawn at the edges unless you're completely surrounded. Anyway I think 2% tech costs per system for something you're borderline forced to do or be constantly harassed is a bit harsh.

Other than that I'm having a lot of fun!

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
Ascended my hyper Spiritualist birds into robot bodies for a lark, turns out they utterly despise themselves. I'm equal parts horrified and amused at the idea of immortal robot peacocks who are constantly all WHY DID WE DO THIS.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
Echoing comments that having Marauders spammed either at or through me on cooldown by the AI is a really unfun mechanic. IMO you should be able to grant them closed or open borders, and if they're given open borders they don't wreck your poo poo on the way to someone else. If they're targeted at you they should contact you and you should have the ability to counter-offer 150-200% of the original payment for them to gently caress up the person who ordered the hit instead. At which point they can pay another inflated price... and so on and so on until someone runs out of money or refuses to pay.

MarquiseMindfang fucked around with this message at 18:51 on Feb 25, 2018

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Mazz posted:

As mentioned it’s more beneficial to forcibly resettle 40 pops to each new planet strictly to upgrade the capital and get more replicator jobs than it is to develop more naturally, and that’s not a good long term mechanic at all. At least not with the clunky pop mangement interface.

I came to this conclusion as well, and what I would like is for colony ships to have the ability, when built or launched, to take pops from the source world with them to the colonised world, allowing you to start worlds with more than 1/2 pops on a planet.

Heck, you could start out with them only allowing a max of 3 pops on board (for a starting 4 pops, 5 with the tradition that gives +1) and increase that cap with technologies or ship parts.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)
Tanked my entire economy by upgrading too many buildings at once.

Don't do that, kids.

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MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Sloober posted:

yeah i do wish there was a delay on pops upgrading from worker. Generally when i build an advanced plant, it's to let me reclaim a building slot, and the speed workers promote to specialists is nuts.

That or I'd like the option to have new buildings be built Inactive, until I manually open up their job slots.

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