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Jabarto posted:I've been trying to make a democratic crusader kind of empire but the militarist faction is really bugging me. I wish their agendas were more about gunboat diplomacy kind of stuff, like having at least 1 titan in your navy, building up to 90% of the forcelimit, allowing military service from all citizens, etc, and a lot less "kill everyone, everywhere, all the time, always, forever". Now that you can only rival empires that directly border you, and only if they're not too strong or weak, it seems like the longer the game goes on the harder it is to keep them happy. This is extra annoying as a fanatic purifier, because you can't rival anyone at all. There's no way to get the militarists over 60% without capturing alien worlds or killing leviathans, and both are just temporary buffs. Thankfully the xenophobes are pretty much guaranteed to be happy and they're the bulk of your empire so it's not a huge loss. If you go authoritarian you can get a double benefit from capturing worlds because authoritarians love themselves some purges! I do think it would make sense for the militarists to be happy with just being at war, though, since the pacifists freak out even if you're in a defensive war.
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# ? Mar 6, 2018 23:30 |
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# ? Mar 28, 2024 13:50 |
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Hrmm, it seems that as a devouring swarm, invading a planet with pre-sentients doesn't give me food for eating them. Sad.
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# ? Mar 6, 2018 23:32 |
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Staltran posted:You could also have some leaders (presumably older ones) start at a higher level. Updated: What we get right now: You have an open scientist slot... <Click recruit leader button> 1.) Jim Joe Bob | age 25 | Eager skill | cost: 100 Energy 2.) Benny Hill | age 60 | +25 Age cap skill | cost: 100 Energy 3.) Frederick Wester | age 48 | Maniacal | cost: 100 Energy What I would like the most: You have an open scientist slot...one has automatically been generated and has been assigned for free. This leader is relatively unremarkable but if they stay in this position they may develop into something remarkable. It is better than no leader but there are other options out there. <Click here to review potential candidates for this position> pre:# Name Age Level Trait(s) Energy Cost 1.) Wiz 35 4 Genius, Diligent 275 2.) Johan 50 5 Genius, Stubborn 240 3.) DDR Jake 30 3 Eager, Likes New Mana Bars 225 4.) QA Intern 22 1 Young 60 5.) Senior Dev 45 3 Maniacal 175 6.) Junior Dev 25 2 Dutiful Researcher 80 7.) Self-taught Dev 30 1 Strong Work Ethic 65 8.) Junior Dev 26 1 Stubborn 50 Napoleon Bonaparty posted:I don't consider a "peaceful planetary shielding" colossus to be fundamentally different from smashing a planet like a baseball into the sun. Also, it's Fanatically Authoritarian with a dash of peaceful. hobbesmaster posted:Encasing in glass counts as "glassing" right.
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# ? Mar 6, 2018 23:32 |
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What does the "congratulations you won" screen actually look like in this game? A single campaign has never held my interest long enough to see it before. Now i'm doing the victory lap in my current one, have beaten the endgame crisis, taken like 70% maybe of the galaxy (i swear there was a place to see this exactly), and broken the back of the two major federations and anyone who could oppose me. This was the best time according to the game to introduce a bug that gives me the message "The blah blah can now use STOP COLOSSUS casus belli against us!" two times per second forever effectively ending this game unless i want to frustrate myself like gently caress through the spam for like 3+ hours. (deleting the colossi or declaring war on them does not end the spam)
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# ? Mar 6, 2018 23:36 |
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Jabarto posted:I've been trying to make a democratic crusader kind of empire but the militarist faction is really bugging me. I wish their agendas were more about gunboat diplomacy kind of stuff, like having at least 1 titan in your navy, building up to 90% of the forcelimit, allowing military service from all citizens, etc, and a lot less "kill everyone, everywhere, all the time, always, forever". Now that you can only rival empires that directly border you, and only if they're not too strong or weak, it seems like the longer the game goes on the harder it is to keep them happy. I think gunboat diplomacy needs to be a thing, threatening people to open their borders so I can finish that sweet wildlife acquisition event chain
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# ? Mar 6, 2018 23:37 |
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Dongattack posted:What does the "congratulations you won" screen actually look like in this game? A single campaign has never held my interest long enough to see it before. Now i'm doing the victory lap in my current one, have beaten the endgame crisis, taken like 70% maybe of the galaxy (i swear there was a place to see this exactly), and broken the back of the two major federations and anyone who could oppose me.
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# ? Mar 6, 2018 23:39 |
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AAAAA! Real Muenster posted:That is supposedly fixed in the beta patch. Doesn't seem like it cause i'm on the latest beta patch.
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# ? Mar 6, 2018 23:42 |
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Dongattack posted:What does the "congratulations you won" screen actually look like in this game? A single campaign has never held my interest long enough to see it before. Now i'm doing the victory lap in my current one, have beaten the endgame crisis, taken like 70% maybe of the galaxy (i swear there was a place to see this exactly), and broken the back of the two major federations and anyone who could oppose me. The situation log has a tab at the bottom for victory conditions that will tell you how close you are to winning. You only need 40% of habitable planets to win so you should be really close.
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# ? Mar 6, 2018 23:42 |
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Splicer posted:That reminds me, I was thinking about how the fiction behind the hiring process is slightly weird now that it's energy credits. When it was influence based it was kind of open ended as to how it worked. Now? You're giving some scientist a one time payment of one-fifth the monthly output of an entire star in return for them working for you unto death. I just assume the costs are all the associated energy costs of raising, building, training and programming (delete as needed) a new leader. The actual resources for supporting/paying a leader are so low compared with the operating costs of an entire space civilization, I see them as abstracted away as a rounding error.
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# ? Mar 6, 2018 23:44 |
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Dongattack posted:What does the "congratulations you won" screen actually look like in this game? It's a summary screen of how many planets, pops, ships, and tech score each empire had when you won, with buttons to continue playing or quit to the main menu.
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# ? Mar 6, 2018 23:46 |
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Nevets posted:It's a summary screen of how many planets, pops, ships, and tech score each empire had when you won, with buttons to continue playing or quit to the main menu. Meh, i'll just say that i won and move on to a new game then. Can't get achievements anyway since Paradox are so stingy with them
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# ? Mar 6, 2018 23:50 |
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So, what would you guys say is the ideal galaxy size to play in? I know the game defaults to large, but I feel like the dates are ticking by slower than they did in 1.9... I guess it could be that I’m playing more attention to them, though.
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# ? Mar 6, 2018 23:52 |
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Dongattack posted:Doesn't seem like it cause i'm on the latest beta patch. checksum 5781? The fix for that one should have come out this morning. Next to the last line of the patch notes. https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-0-2-beta-patch-updated-6-3-2018-checksum-5781.1076103/
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# ? Mar 6, 2018 23:53 |
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ulmont posted:checksum 5781? The fix for that one should have come out this morning. Next to the last line of the patch notes. Yep! Didn't work for my game at least.
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# ? Mar 6, 2018 23:55 |
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Hahaha I went from having like +950 Naval capacity from vassals to +158 Luckily my empire is rich enough to afford it in the short-term but some anchorages are in my future I imagine.
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# ? Mar 7, 2018 00:15 |
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Trip report using that building mod: No improvement at all. It's mid-late game and my eyes have turned to my neighbours, most of their planets have loving unemployed people on them. They can afford 20k stacks but they can't toss an energy plant or something on a blank tile? My sectors had the same problem, sitting on 5000 minerals they ignored unemployed pops on blank tiles. Just build something, anything, a farm, a mine, a lab, something. I'm not sure if it's better or worse than vanilla at this point. Also for fun instead of making a sector I colonized a big area, nearly doubled the size of my empire, built it up, then released the whole thing as a big 5 planet vassal, feeding it a huge amount of systems. Their happiness instantly plummeted from 100% to 55% as they turned off Utopian Abundance. I fed them about 20k minerals but they still sat there with empty tiles and unemployed pops on some of their planets. Eventually it built a single farm on an +2 food tile, and built a galactic stock exchange on top of an existing power plant when 2 free tiles with unemployed pops sat there. It really takes me out of the game seeing this vassal so poorly manage its happiness and resources. I'll have to annex it asap to rescue all those pops from the miserable AI who can't maintain the simple paradise I left it. Baronjutter fucked around with this message at 00:56 on Mar 7, 2018 |
# ? Mar 7, 2018 00:46 |
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I've seen both empty planets and planets paved with power plants. I'm wondering if empty planets is stage 1 of the problem: the AI decides it doesn't have enough energy income to support a new mine, but wants to build one there to take advantage of the tile bonus so it leaves it undeveloped. Stage 2 is when an energy shortage becomes enough of a problem that it has to ignore the tile bonuses and just spam power plants everywhere. Maybe it's a problem with games that upgraded to the beta version halfway through and AI empires hadn't counted on the huge hit from outposts now having maintenance.
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# ? Mar 7, 2018 00:54 |
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ZypherIM posted:Hrmm, it seems that as a devouring swarm, invading a planet with pre-sentients doesn't give me food for eating them. Sad. They haven't properly aged.
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# ? Mar 7, 2018 01:00 |
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The "Conformist" species trait affects my pops only, so that means that with that trait they are less likely to deviate to having other Ethics choices from the Ethics Wheel, right? Is it worth taking?
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# ? Mar 7, 2018 01:02 |
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AAAAA! Real Muenster posted:The "Conformist" species trait affects my pops only, so that means that with that trait they are less likely to deviate to having other Ethics choices from the Ethics Wheel, right? Is it worth taking? If you are worried about your pops falling prey to false ideologies it's a good pick. Honestly the whole ethos flipping system is so opaque I have no idea it's its worth it. I get almost the exact same faction support spread by the end game regardless of taking conformist or trying to support/suppress factions. The game absolutely doesn't want you to have a ideologically consistent society and will just flip vast segments of your population the moment some trigger has been reached. Allowed a single xeno into your empire? Congrats, like 20% of your population suddenly become xenophiles. In a seemingly endless brutal war against marauders, pirates, and space creatures? Those don't count as wars, enjoy 20% of your population suddenly flipping pacifist. Had a few wars? Surprise, huge chunk of your population have taken up the militarist faction which will never ever be happy or give you influence because of the new rival system.
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# ? Mar 7, 2018 01:09 |
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Baronjutter posted:My sectors had the same problem, sitting on 5000 minerals they ignored unemployed pops on blank tiles. Just build something, anything, a farm, a mine, a lab, something. I'm not sure if it's better or worse than vanilla at this point. I have never seen this happen in vanilla 2.0, not for a long time before that either. Maybe Utopia? Sectors are perfectly capable of building up a decent planet from scratch, it won't be perfectly min maxed but that's the way it should be. If there are unemployed pops it's because there is something else being built at the time, I have noticed that sectors tend to prefer upgrades over new buildings so sometimes it takes a while for them to fill everything in but they get there. Also, nowadays you can manually intervene and set your sector's build queue for them if you want.
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# ? Mar 7, 2018 01:27 |
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Baronjutter posted:If you are worried about your pops falling prey to false ideologies it's a good pick. Honestly the whole ethos flipping system is so opaque I have no idea it's its worth it. I get almost the exact same faction support spread by the end game regardless of taking conformist or trying to support/suppress factions. The game absolutely doesn't want you to have a ideologically consistent society and will just flip vast segments of your population the moment some trigger has been reached. In other news:
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# ? Mar 7, 2018 01:27 |
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AAAAA! Real Muenster posted:In other news: Free ringworld! At a later date. In the meantime, enjoy your hassle-free chokepoint.
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# ? Mar 7, 2018 01:40 |
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Magil Zeal posted:Free ringworld! At a later date. In the meantime, enjoy your hassle-free chokepoint. They really need to work on adding that constellation logic that someone mentioned because I find myself restarting games if I am in a messy spot, but dropping density down to 75 is just far too low :\
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# ? Mar 7, 2018 02:03 |
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AAAAA! Real Muenster posted:The "Conformist" species trait affects my pops only, so that means that with that trait they are less likely to deviate to having other Ethics choices from the Ethics Wheel, right? Is it worth taking? In my experience conformist doesn't make a huge difference, but it's a complex system. Basically the way the system works is that each pop has a chance to change ethics on a regular basis. Not sure how often, think it was once a year at one point but that may have changed. When that chance comes around there's a dice roll and the pop might shift to a new ethic based on its current attraction to that ethic. Your pops will be most attracted to ethics matching your government type at first, but the farther they get from the capital the more likely they are to stray. You can also get modifiers to ethic attraction from unrest or events. If enough pops switch ethics, a new faction is formed and then you can either try to please them, ignore them or suppress the faction which is a major malus to that ethic's attraction. In my experience, if you have a solid amount of governing ethics attraction from black sites and such (conformist helps slightly here), suppressing a faction usually slowly erodes their support and they switch back to the government ethics. Sometimes the faction disappears entirely. If it's just a handful of pops in a large empire they can be safely ignored.
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# ? Mar 7, 2018 02:07 |
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Playing rogue servitor for the first time, is it a good idea to let my initial pops breed a bit or should I focus on finding more?
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# ? Mar 7, 2018 02:29 |
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Gadzuko posted:In my experience conformist doesn't make a huge difference, but it's a complex system. Basically the way the system works is that each pop has a chance to change ethics on a regular basis. Not sure how often, think it was once a year at one point but that may have changed. When that chance comes around there's a dice roll and the pop might shift to a new ethic based on its current attraction to that ethic. Your pops will be most attracted to ethics matching your government type at first, but the farther they get from the capital the more likely they are to stray. You can also get modifiers to ethic attraction from unrest or events. If enough pops switch ethics, a new faction is formed and then you can either try to please them, ignore them or suppress the faction which is a major malus to that ethic's attraction. In my experience, if you have a solid amount of governing ethics attraction from black sites and such (conformist helps slightly here), suppressing a faction usually slowly erodes their support and they switch back to the government ethics. Sometimes the faction disappears entirely. If it's just a handful of pops in a large empire they can be safely ignored. I actually managed to successfully root out pacifism in my empire a while ago. I didn't go to war for long enough so the faction popped up and went from 1 member to about 20 over night. I instantly got into a war, suppressed the faction, supported the two official factions (not sure if this helps or not), built blacksites everywhere, gene-modded everyone conformist, and a good century later I noticed the pacifist faction didn't even exist anymore!! Still, it's a very opaque system that's not fun to interact with. Give me something more black and white. Let me spend influence to directly change a pop's ethos, something more concrete. Just tell me the cost, tell me what to do to get the result I want and let me decide if the price is worth it. *edit* Also this Glavius's AI mod guy seems pretty cool, I reported my results with his mod and he instantly looked into it and let me know there's actually some bugs in a release he just pushed out last night along with the beta update. Baronjutter fucked around with this message at 02:45 on Mar 7, 2018 |
# ? Mar 7, 2018 02:41 |
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Just turn on selective purging and stamp out undesirable factions that way, comrade.
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# ? Mar 7, 2018 02:45 |
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Jabor posted:Just turn on selective purging and stamp out undesirable factions that way, comrade. Can't do that because my egalitarian faction will get mad. I don't know why I can't selectively purge with displacement. The whole faction demands and policies/species rights is a real confusing mess of arbitrary limitations. It's too many systems and options taped onto the original game design to work in an elegant or intuitive way. I love the idea of species rights and factions and all these policies, I just hate how it's been implemented.
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# ? Mar 7, 2018 02:50 |
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Anyone else have weird pathfinding issues in 2.0? Here's a clear view of the connections:
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# ? Mar 7, 2018 02:50 |
I just accept that, yeah, some people are just crazy and won't be happy. It's not worth dealing with them. If I'm authoritarian I just enslave them, otherwise...whatever.
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# ? Mar 7, 2018 02:52 |
Fart Cannon posted:Anyone else have weird pathfinding issues in 2.0? There are clearly FTL inhibitors between you and the destination thing along one path. The other goes through a system you've marked as no-go. So there isn't a path to get there.
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# ? Mar 7, 2018 02:53 |
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I feel like the UI for FTL inhibitors needs to be more obvious in what it’s doing, like marking the hyperlanes themselves or something. We might be getting close to the double digits of people asking that question. Hell, it confused me for a while because I was hyper-focused on a different war front.
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# ? Mar 7, 2018 03:29 |
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AAAAA! Real Muenster posted:Both my guaranteed same-type planets were size 10 and there was some other bad news stuff so I quit the game 83% seems like it would be around the sweet spot.
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# ? Mar 7, 2018 03:29 |
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ConfusedUs posted:There are clearly FTL inhibitors between you and the destination thing along one path. The other goes through a system you've marked as no-go. It wouldn’t let me jump to xolton, the first one adjacent, either. It worked after I took the planet on jhapp??
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# ? Mar 7, 2018 03:32 |
Fart Cannon posted:It wouldn’t let me jump to xolton, the first one adjacent, either. It worked after I took the planet on jhapp?? Jhapp has an inhibitor. You can't leave the system (except the way you came) unless you take out the inhibitor(s) in the system. Starbases and/or planets can have them. It's the U icon kind of under the fleet icons.
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# ? Mar 7, 2018 03:33 |
Fart Cannon posted:It wouldn’t let me jump to xolton, the first one adjacent, either. It worked after I took the planet on jhapp?? there are two sources of FTL inhibition: starbases and stronghold buildings. only outposts or planets without strongholds can be bypassed - if either is present in a system, it prevents further movement. the magnet icon next to a system indicates an active inhibitor.
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# ? Mar 7, 2018 03:33 |
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Fart Cannon posted:It wouldn’t let me jump to xolton, the first one adjacent, either. It worked after I took the planet on jhapp?? Right, you blew up the FTL inhibitor on the starbase and controlled the FTL inhibitor on the planet. I'm guessing you blew up the starbase FTL inhibitor in the next system but there wasn't a fortress on the planet.
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# ? Mar 7, 2018 03:34 |
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Thanks guys, I loaded an old save to check and there was a fortress on the planet. This also explains why sometimes fleets take circular routes around systems.
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# ? Mar 7, 2018 03:37 |
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# ? Mar 28, 2024 13:50 |
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Lunchmeat Larry posted:goddamn late game wars are kind of miserable, I just want to vassalise/wipe out these tiny dudes but in order to do it I have to occupy every single planet belonging to their big federation friends on the other side of the galaxy who aren't helping them and don't care, otherwise their occupation warscore thing never goes above like 6% BECAUSE THEY'RE SO TINY Just status quo end the war and you keep all the systems.
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# ? Mar 7, 2018 03:54 |