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fantastic in plastic
Jun 15, 2007

The Socialist Workers Party's newspaper proved to be a tough sell to downtown businessmen.
Question regarding the racial +resource bonuses (ie, Strong, Industrious, etc): do they only apply to tiles worked by pops of that race? Similarly, do the science ones only work when the scientist is a member of that race?

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Ham Sandwiches
Jul 7, 2000

I get the 2.0 warfare changes, I have some questions about planets / invasions / populations

I'm asking about a playthrough where I was materialists / egalitarians / mechanist

There's an empire of determined assimilators to the north. If I take one of their planets will their pops start dying off? Do I need to set them to be purged? How long does this process take? Is there any difference between regular hive minds and machine empires in terms of pop death?

The other question I had is, the planet would be an arid planet, which is habitable for my dudes. If I want to abandon the planet entirely, does that mean my pops will migrate there while the hive mind pops are dying off? Do I need to turn off resettlement entirely to avoid that happening?

What's the "right way" to deal with enemy planets that you don't actually want for this build since you can't release them as vassals (though I thought about picking up the Domination opener to get it)

In general how does one deal with conquering unwanted planets for non assimilators / purifiers?

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

fantastic in plastic posted:

Question regarding the racial +resource bonuses (ie, Strong, Industrious, etc): do they only apply to tiles worked by pops of that race? Similarly, do the science ones only work when the scientist is a member of that race?

Yes.

(It's a constant little annoyance in my current run: My cyborgs are good physicists, but my logic engine template bots are actually better researchers on both biolabs and engineering facilities. Have to keep the buggers sorted or SHOCK my physics research efficiency may go down a tiny bit!)

Baronjutter
Dec 31, 2007

"Tiny Trains"

The matter converter building is a great idea but can be a huge pain to manage when your income goes up and down. Suddenly you're at -100 energy and can't remember where all your buildings are. It would be nice if their capacity all got pooled together and you could turn them all on/off globally via your energy/economy tab.

Zulily Zoetrope
Jun 1, 2011

Muldoon
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.

I mean, I'm happy that I get to keep my immortal psychic tree friend as eternal president, but it seems like there should be something else to spend influence on.

boner confessor
Apr 25, 2013

by R. Guyovich
what branch/prerequisites do i need for the wormhole stabilization tech? are there any 2.0 tech tree guides out there yet?

Tobermory
Mar 31, 2011

Azuth0667 posted:

The biggest thing for me WRT megastructures is that you can only build one at a time. Why can't I work on a dyson sphere and a science nexus if I have the minerals?

I suspect that they added the limit to keep people from going exponential with dyson spheres. Back in 1.9 before they nerfed the merchants, I had a game with the limit modded out where I made it to 5 spheres and 3 nexi by the time the Prethoryn hit.

hobbesmaster
Jan 28, 2008

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.

I mean, I'm happy that I get to keep my immortal psychic tree friend as eternal president, but it seems like there should be something else to spend influence on.

Habitats everywhere.

Zulily Zoetrope
Jun 1, 2011

Muldoon

hobbesmaster posted:

Habitats everywhere.

Oh yeah, fair enough. It'll have to wait until I've finished building this ringworld and set up my warp gate network, but it'll do.

Zulily Zoetrope fucked around with this message at 00:03 on Feb 28, 2018

axeil
Feb 14, 2006

GotLag posted:

Oh yeah it also removes all the restrictions on simultaneous construction, as well as allowing multiple per empire (except for sentry arrays, you only get one of those).

My main problem with megastructures is how much time and effort you have to sink to even be able to build them. You have to have researched top-level starbases and reactors and then wait for a rare tech to drop (or blow an ascension perk on master builders to just make the tech appear), and ringworlds cost two perks (voidborne and ring of life) in addition to megastructures. I don't have time to look up the numbers but what's the earliest you can get ringworlds, your fifth ascension perk?

Agreed, by the time I'm able to actually build them there's pretty much no reason to do so as I've already won the economic side of the game plus blowing an ascension perk on them seems like a waste.

I could maybe see Voidborne+Ring of Life making sense for life-seeded empires as you'll get the ability to actually expand but it just doesn't seem worth it.

It'd be more interesting if you could conceivably rush megastructures but in doing so cripple your military/expansion.

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.

I mean, I'm happy that I get to keep my immortal psychic tree friend as eternal president, but it seems like there should be something else to spend influence on.

Agreed. The 1,000 infulence cap is also really restrictive (by design?) as there are times that I want to save up a lot and mass declare claims but I can't do so and so instead I'm just constantly pissing off my rival.

axeil fucked around with this message at 00:06 on Feb 28, 2018

tehllama
Apr 30, 2009

Hook, swing.
So my first game in the new expansion is still ongoing, currently around year 2750. I was building very tall and very defensive and was consequently sitting on like 10 planets, a dyson sphere, and the beginnings of a ringworld when the Prethoryn swarm showed up on the other side of the map. I'm devouring swarm and didn't have an array yet so I don't know what their initial fleet strength was but by the time they made it to within vision of me they had like 2 dozen fleets at 300-350k strength each (my total empire fleet power was like...150k). By the time they were a couple of systems from my citadel border I had managed to amass 250k fleet power and felt like I could probably hold their fleets one at a time if they fought on top of a citadel. Meanwhile, literally the entire rest of the galaxy is now in a federation (except one awakened empire) and are failing spectacularly to contain the swarms other borders. The swarms 5 actual planets are all in two systems halfway across the map and every system they hold has a 70k fleet power station in it so committing to going after them required essentially all of my fleets. I did manage to snipe on system and in the chaos of their retreat to defend it cleaned up half their station or so. In the meantime, I continued building extremely tall and now have 4 ringworlds, a fleet at cap with 650k total fleet power, and lots of repeatable technologies. The swarm, despite having taken no additional planets is up to 400k per fleet and still has like 20 or so fleets, about 12 of which are on my border.

I have a big enough economy and enough storage to basically reinforce my fleets indefinitely as long as I only fight one stack at a time, but I can't get them deep enough to strike at the home worlds because reinforcements get cut off. Am I missing something stupid here? Why are they so strong with only two planets? Why are they able to constantly reinforce to over 20 fleets? I've tried parking my fleet on a citadel on the border of their expansion but even if I kill 8 of their fleets they get them back before I've even made it halfway to their planets.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

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.

I mean, I'm happy that I get to keep my immortal psychic tree friend as eternal president, but it seems like there should be something else to spend influence on.

Start claiming. You can claim at any time, and it's a really good influence sink.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

GotLag posted:

Oh yeah it also removes all the restrictions on simultaneous construction, as well as allowing multiple per empire (except for sentry arrays, you only get one of those).

My main problem with megastructures is how much time and effort you have to sink to even be able to build them. You have to have researched top-level starbases and reactors and then wait for a rare tech to drop (or blow an ascension perk on master builders to just make the tech appear), and ringworlds cost two perks (voidborne and ring of life) in addition to megastructures. I don't have time to look up the numbers but what's the earliest you can get ringworlds, your fifth ascension perk?
Yeah, it's like, I get they're for galactic dick waving, but by the time you've finished getting them up there's no-one left to wave your dick at. I think they'd be fine if they kept their current cost and build time, but you actually started building them way earlier and they tended to finish building at around the time you can currently start building them.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

hobbesmaster posted:

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.

How do you flick them on/off? Just moving Pops?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Beer4TheBeerGod posted:

How do you flick them on/off? Just moving Pops?
Click on them and click "disable" I presume.

hobbesmaster
Jan 28, 2008

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.

ThatBasqueGuy
Feb 14, 2013

someone introduce jojo to lazyb


Iunno, it'd be cool if the megastructures were the start of the endgame, with your civ managing the transition to a type 2 civ and trying to vie to be the only power that can go to type 3. As is you get some cool end game toys that have a bunch of restrictions on how you can play with them that also don't really make a material difference in the way you approach the late game or strategize in general.

hobbesmaster posted:

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.

Also this is awful micro that should 100% be automated, I'm not sure there's ever a reason to have buildings activated but not used. Unless you want to purposefully burn energy because ???

Zulily Zoetrope
Jun 1, 2011

Muldoon

DatonKallandor posted:

Start claiming. You can claim at any time, and it's a really good influence sink.

That's what I'd normally do, but I'm a pacifist and all my neighbors are either buddies or devouring swarms/determined exterminators.

I did learn that the starbase influence cost caps out at 1000, so you can theoretically claim any system in the universe. I did snipe Sanctuary after my federation buddies had taken out half its defenses, which felt pretty great.

Then I started enlightening its inhabitants, and as soon as the first group hit the space age, they took over the system and set the other observation posts to "Probe." Jerks.

Mightypeon
Oct 10, 2013

Putin apologist- assume all uncited claims are from Russia Today or directly from FSB.

key phrases: Poor plucky little Russia, Spheres of influence, The West is Worse, they was asking for it.
So, for those who didnt try it yet:

New Meta is incredibly Corvette+DD heavy.

I also believe that a combination of Corvettes + Some L/M Artillery destroyers has the added bonus of messing up the enemies target priorisations.

As far as I know, ships like to target things close to their own weightclass. If you have artillery destroyers, they will become fire magnets for everything in the enemy fleet that is mounted on cruisers or larger. However, destroyers are still fairly evasive and fairly far away, and I think that cruisers/BBs with medium/small mounts will try to reach the destroyers in close combat, and wade through the Corvette Swarm in the meantime.

Fleet composition for me is currently 4 Rocket Vettes (Ripper autocannons are good value in the other small slot), 2 Torpedo Vettes, 1 Point defense Vette, 1 Artillery Destroyer. This is a basic "group" which I multiple X times to get an actual fleet. All auxillary slots are Afterburners. Defenses are mixed, if you have crystal hulls use those.

They do pretty well vs Marauders, who have pretty non optimized ships, lack point defense and seem to suffer a lot from firing their weapons at the wrong targets.

My Vette Fleets have seen heavy use vs Empires considerably more advanced then me (1.5 Tech levels), and have performed with quite minimal losses.
They do punch above their weight, and can be quickly refitted.

OwlFancier
Aug 22, 2013

ThatBasqueGuy posted:

Also this is awful micro that should 100% be automated, I'm not sure there's ever a reason to have buildings activated but not used. Unless you want to purposefully burn energy because ???

As far as I was aware, this was how it worked, if a building isn't being worked it doesn't cost upkeep.

Trivially easy to check and yes:




+2 energy, -1 unity when off the tile.

OwlFancier fucked around with this message at 00:43 on Feb 28, 2018

MorphineMike
Nov 4, 2010
Is Orbital Bombardment bugged? I spent 10 years bombing a single planet with 60 Corvettes, 10 Destroyers and 10 Frigates on Armageddon setting. In those years, I placed one tile blocker, killed one pop and ruined 5 buildings. Hovering over the icon on the planet window tells me all about Selective bombardment (I've checked my policy, even swapped it away and back), but even that seems more damaging that what's actually happening.

e: after some time, the planet got stuck on 25% damage. I could still bombard, but even a year later it was on 25%.

MorphineMike fucked around with this message at 00:51 on Feb 28, 2018

Clanpot Shake
Aug 10, 2006
shake shake!

DD stands for what? Destroyer something?

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

MorphineMike posted:

Is Orbital Bombardment bugged? I spent 10 years bombing a single planet with 60 Corvettes, 10 Destroyers and 10 Frigates on Armageddon setting. In those years, I placed one tile blocker, killed one pop and ruined 5 buildings. Hovering over the icon on the planet window tells me all about Selective bombardment (I've checked my policy, even swapped it away and back), but even that seems more damaging that what's actually happening.

e: after some time, the planet got stuck on 25% damage. I could still bombard, but even a year later it was on 25%.

If the icon on the planet window showed selective, you're using selective bombardment. Click your bombardment icon twice to switch to armageddon. The bombardment stopped presumably because you killed all the armies on the planet.

OwlFancier
Aug 22, 2013

Clanpot Shake posted:

DD stands for what? Destroyer something?

Just destroyer, as far as I know. Naval terminology is a bit odd.

Mr. Vile
Nov 25, 2009

And, where there is treasure, there will be Air Pirates.


Man, those cultists really booked it after they fled my homeworld.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

MorphineMike posted:

Is Orbital Bombardment bugged? I spent 10 years bombing a single planet with 60 Corvettes, 10 Destroyers and 10 Frigates on Armageddon setting. In those years, I placed one tile blocker, killed one pop and ruined 5 buildings. Hovering over the icon on the planet window tells me all about Selective bombardment (I've checked my policy, even swapped it away and back), but even that seems more damaging that what's actually happening.

e: after some time, the planet got stuck on 25% damage. I could still bombard, but even a year later it was on 25%.

The policy just tells you what bombardment you are allowed to use. You gotta click the bombardement button on the fleet to toggle it between modes.

Honestly it feels like all ship classes are good now, just for different situations. For example, you can run cruisers with torpedoes and autocannons and that gives you an extremely deadly combination - torpedoes ignore shields and deal massive extra damage to armor, and autocannons shred through shields and deal extra damage to hull. They're bad against armor - but the armor gets torn apart by the torpedoes anyway - from the moment the fight starts, not just after the shields are down. And guided weapon cruiser sections have a lot of small hardpoints, so the combo is just perfect.

vvv It runs on modifiers - two letters for the base hull, extra letters for what exactly it does.

DatonKallandor fucked around with this message at 01:07 on Feb 28, 2018

appropriatemetaphor
Jan 26, 2006

OwlFancier posted:

Just destroyer, as far as I know. Naval terminology is a bit odd.

It's to keep 2 letters for most designations. DD regular destroy, DE destroyer escort, DDG guided missile destroyer (dunno why not DG).

TGLT
Aug 14, 2009

Clanpot Shake posted:

DD stands for what? Destroyer something?

Hull classification has to be at least two letters, to allow differentiation between distinct types (ie CA for armored cruisers, CB for large cruisers). So Destroyers get DD for normal and DE for escorts.

Also apparently there (edit)was DDE for destroyers converted to escort destroyers.

Dongattack
Dec 20, 2006

by Cyrano4747
I hope they add some kinda way to disrupt federations a bit soon, espionage or something to sour relations.

pmchem
Jan 22, 2010


TGLT posted:

Hull classification has to be at least two letters, to allow differentiation between distinct types (ie CA for armored cruisers, CB for large cruisers). So Destroyers get DD for normal and DE for escorts.

Also apparently there's DDEs for destroyers converted to escort destroyers.

Don't forget DMS, the best class of ship. Especially DMS 22

Space Skeleton
Sep 28, 2004

Mr. Vile posted:



Man, those cultists really booked it after they fled my homeworld.

That usually means there is a wormhole near you somewhere. It counts systems connected by wormholes as adjacent to each other for the purpose of distance.

But three wormhomes? Hmm...

OwlFancier
Aug 22, 2013

appropriatemetaphor posted:

It's to keep 2 letters for most designations. DD regular destroy, DE destroyer escort, DDG guided missile destroyer (dunno why not DG).

DDG is what confused me as well, they're fairly inconsistent with it.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Hi thread, I heard that 2.0 is great so I am going to give the game another shot even though I have been a huge naysayer because of the hands-off combat, planetary pop tile management, and sectors sucking complete rear end.

Is there a good centralized spot where I can read up on what is new since pppbbbbtt, a month after the game released? Things like Habitats, Ascension perks, new traits and government forms, and that kind of stuff? e.g. is the wiki up to date, or is there a better spot to read up?

Gadzuko
Feb 14, 2005

AAAAA! Real Muenster posted:

Hi thread, I heard that 2.0 is great so I am going to give the game another shot even though I have been a huge naysayer because of the hands-off combat, planetary pop tile management, and sectors sucking complete rear end.

Is there a good centralized spot where I can read up on what is new since pppbbbbtt, a month after the game released? Things like Habitats, Ascension perks, new traits and government forms, and that kind of stuff? e.g. is the wiki up to date, or is there a better spot to read up?

The wiki is probably not up to date with 2.0 stuff yet and literally the entire game has been overhauled multiple times since then so it's a bit much to cover. Just fire it up and take a look, everything is explained in game well enough. Sectors are really good now and they pretty much eliminate tile micro unless you really want to do it.

Dongattack
Dec 20, 2006

by Cyrano4747
If you set Abandoned Gateways to 0 in the game start settings you also can never get the tech to build gateways in that game and you can't solve it with the console commands either. Have to restart :negative:

appropriatemetaphor
Jan 26, 2006

Totally blocked by mining drones, buuuut have a load of planets. Going tall I guess for now.



edit: found another habitable planet :psyduck: all within a few jumps of the start. .25x planets my butt.

appropriatemetaphor fucked around with this message at 02:03 on Feb 28, 2018

nessin
Feb 7, 2010

OwlFancier posted:

DDG is what confused me as well, they're fairly inconsistent with it.

If you strip out the whole Frigate/Destroyer Leader/Destroyer Escort ridiculousness, it mostly makes sense and is consistent. It isn't that codes have to be two letter, that's just a minimum. You add on letters to identify operation significant variants (thus, DDG is a Destroyer with Guided Missile capability, which is still a destroyer but with a significantly enhanced operations capability). That's also why stuff like why the original CVN used to exist, which was carrier with night ops upgrades.

Cruisers are also a bit weird thanks to the cruiser gap modifications and the fact that in the 20s no navy (let alone the US) could really settle on a cruiser baseline. So instead of something like a CAG or CCG for Guided Missile Cruiser, you've got CG because if they were going to reclassify cruisers and frigates anyways, might as well start from a fresh two letter code.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


appropriatemetaphor posted:

Totally blocked by mining drones, buuuut have a load of planets. Going tall I guess for now.

Mining drones aren't too hard to defeat actually. They have no shields and their mining lasers suck against shields but IIRC ignore armor and slice up hulls easily, so just load up on lasers and shields and you'll punch above your supposed combat power vs them.

appropriatemetaphor
Jan 26, 2006

Galaga Galaxian posted:

Mining drones aren't too hard to defeat actually. They have no shields and their mining lasers suck against shields but IIRC ignore armor and slice up hulls easily, so just load up on lasers and shields and you'll punch above your supposed combat power vs them.

Yeah they're all under 1k, just like 6 systems all in a line now. Luckily I could edge my science ships past them to get some surveying done.

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NoNotTheMindProbe
Aug 9, 2010
pony porn was here
I've been adding the faction from Twilight Imperium IV to my pre-made roster and Stellaris is flexible enough to handle all of them except the Embers of Muaat and the Ghosts of Creus. They're both energy beings who use contact suits to interact with other factions, so it would make sense to have them as machine empires for now except I don't think either species has a gestalt consciousness. Also, the Embers live on a lava planet that may best be substituted with an apocalyptic start and the Ghosts live on the other side of a wormhole in a pocket dimension, but there is no wormhole world start yet.

tldr: WIZ where's the energy being story pack and wormhole starting civic? :argh:

e. actually robots don't have to have gestalt consciousness. Is that new?

NoNotTheMindProbe fucked around with this message at 03:11 on Feb 28, 2018

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