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quote:* Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system
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# ? Mar 9, 2018 16:46 |
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# ? Apr 28, 2024 09:57 |
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Aethernet posted:If the +5 starbases perk also gave +10% sublight speed in systems with starbases it would turn from a joke into something amazing. Call it "Hyperspace Bypass Construction." Next patch notes: Grasp the void changed from +5 starbases to +6 starbases
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# ? Mar 9, 2018 16:48 |
Inward perfection is a weird civic. It gives you lots of bonuses around being peaceful and keeping to yourself. However there are no win conditions which allow you to be peaceful and keep to yourself. Like you can't get a science or culture victory like you can in Civ, so it's a civic that you're pretty much required to drop at a later point, and loose all those tradition trees you spent time building out to actually win the game.
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# ? Mar 9, 2018 16:48 |
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3 DONG HORSE posted:Five by five!!!!!! Stop triggering me Wait... what
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# ? Mar 9, 2018 16:50 |
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LordMune posted:Wait... what Consider your nerd card revoked, nerd.
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# ? Mar 9, 2018 16:57 |
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Nitrousoxide posted:Inward perfection is a weird civic. There's a victory condition?
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# ? Mar 9, 2018 16:58 |
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I feel as though Synthetic Age is kind of in a weird spot as an Ascension Perk. After you've researched the three +1 trait point techs (and, optionally, completed Versatility) it seems like any further benefits you get from additional robomodding are pretty marginal, and the Ascension Perk requires two others as a prerequisite, so it's not like you can get it early to make hyper-efficient robots very early in the game. I think it needs a little more "oomph", like some advanced robot traits or something.
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# ? Mar 9, 2018 17:01 |
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tooterfish posted:https://www.youtube.com/watch?v=fOZk--oZdQk gently caress
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# ? Mar 9, 2018 17:02 |
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Guildencrantz posted:There's a victory condition? beating the endgame crisis imo.
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# ? Mar 9, 2018 17:03 |
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Magil Zeal posted:I feel as though Synthetic Age is kind of in a weird spot as an Ascension Perk. After you've researched the three +1 trait point techs (and, optionally, completed Versatility) it seems like any further benefits you get from additional robomodding are pretty marginal, and the Ascension Perk requires two others as a prerequisite, so it's not like you can get it early to make hyper-efficient robots very early in the game. I think it needs a little more "oomph", like some advanced robot traits or something. It should give you access to the Synth mods like farming and unity bonuses as a minimum.
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# ? Mar 9, 2018 17:03 |
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Nitrousoxide posted:Inward perfection is a weird civic. The victory conditions in Stellaris are a joke and not worth trying to achieve except as a completionist thing or if you happen to be really close already by accident. That being said, now that war has been focused down on, I would really like to see some more improvements to pacifist play so that you actually have worthwhile options for interacting with the world other than war. Actual non-conquest-based victory conditions would just be the cherry on top.
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# ? Mar 9, 2018 17:05 |
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Magil Zeal posted:As a suggestion in addition to what's already been said, I like to stick anchorages/trade hubs in nebulae and black hole systems when possible, for the Nebula Refinery and the Black Hole Observatory special buildings. I'd do the same for Enclaves if I could ever luck into having one in my territory.
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# ? Mar 9, 2018 17:06 |
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Do you have to actually end the game for the victory to count? I got the most common win screen, the spontaneous non-aligned alliance pop up, but it didn't seem to count. Edit: Also, since we are making wishes: Pirates are lame, give us space critter ecology. There are a lot of fun things you could spawn in an unoccupied system. genericnick fucked around with this message at 17:13 on Mar 9, 2018 |
# ? Mar 9, 2018 17:08 |
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Tomn posted:The victory conditions in Stellaris are a joke and not worth trying to achieve except as a completionist thing or if you happen to be really close already by accident. I play until i get bored with a galaxy/empire and restart. I think i've only reached 'endgame' crisis once or twice?
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# ? Mar 9, 2018 17:13 |
Splicer posted:I ended up with three artist enclaves in my territory, one in a nebula I've never seen more than one Artist enclave. Are you sure a couple of those aren't Trader or Curator enclaves, instead?
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# ? Mar 9, 2018 17:15 |
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tooterfish posted:https://www.youtube.com/watch?v=fOZk--oZdQk It just means "loud and clear"
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# ? Mar 9, 2018 17:16 |
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canepazzo posted:How do you guys build starbases? Modules are easy enough, but buildings often have me stumped beyond the 1-2 you need for the specific function. Listening posts? Registrars? Disruption Fields? I only build starbases in systems with colonies, barring a really bad need to fortify a chokepoint until I power up, so I've been going with: Offworld Trading Company (+Trading Hubs), Naval Logistics Office (+Anchorages), Resource Silo, Hydroponics Bay, or (lategame) Titan Assembly Yards. That goes with a Module loadout of: 1 Shipyard (I spread these out so upgrading is more convenient) 2 Anchorages 3 Trading Hubs and I don't think upgrading to Citadels is worth it unless you really really really gotta fortify a chokepoint or get the related cheevo.
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# ? Mar 9, 2018 17:21 |
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ConfusedUs posted:I've never seen more than one Artist enclave. Are you sure a couple of those aren't Trader or Curator enclaves, instead? There can be up to three Artisan Troupe Enclave stations, but they share one government and thus only have one entry in the Contacts list.
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# ? Mar 9, 2018 17:23 |
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ulmont posted:I only build starbases in systems with colonies, barring a really bad need to fortify a chokepoint until I power up, so I've been going with: That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck. The starbase system is nice, but right at the moment it heavily favors super-specialization to the point where there aren't really that many interesting choices to make once you work out a given starbase's role. I'd love to see more buildings that add more subspecializations and focuses beneath the broad umbrella of "trading hub, shipyards, anchorages," something like the variety that defense bastions get. Like, say, different buildings that add extra armor or hull or evasion or whatnot to given ships, so that you can have one shipyard that slowly produces elite big heavy bruisers and another that focuses on pumping out cheap dodgy throwaway corvettes.
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# ? Mar 9, 2018 17:29 |
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Tomn posted:The starbase system is nice, but right at the moment it heavily favors super-specialization to the point where there aren't really that many interesting choices to make once you work out a given starbase's role. Absolutely. Stations, at the very least Trading Hubs and Anchorages, should be hyper-specialized in terms of modules. You need to think of the Offworld Trading Company in terms of how much Energy it provides. It can be +2 or +12. If you have six trading hubs it's +12. You want it to be +12. You don't want to build it if it won't be +12. Anchorages and the Naval Logistics are the same. Trading Hubs are also the ideal place to put your Deep Space Black Sites since they have the same requirements. Shipyards typically want to go with the +100 starting EXP building, so an optimal Shipyard setup is probably 6 Shipyards as modules with Crew Quarters, Fleet Academy, and Titan Assembly Yard. However, there's something to be said for putting a shipyard or two on the front-end Bastions or whatever other setup you have for quick upgrades during war time or cold wars, but I try to disassemble those when they're not necessary so they don't produce ships without the +100 starting EXP.
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# ? Mar 9, 2018 17:36 |
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Tomn posted:That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck. Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot. The question is more - what else are you gonna do with the building slots? If my starbases ever touch combat I have hosed up (and similarly, they aren't on the border for Listening Post purposes). ulmont fucked around with this message at 17:43 on Mar 9, 2018 |
# ? Mar 9, 2018 17:38 |
Sloober posted:Forming 'shortest route' network between starbases with registrars would be a cool idea (if it buffed your move speed down said route), as it stands i dont really think the buff is all that worthwhile to even bother slapping on a system. Rather have another silo or even hydroponics bay Interstellar Highways mod maybe a bit too strong, but the upkeep is fairly expensive so it feels fair enough
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# ? Mar 9, 2018 17:41 |
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ulmont posted:Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot. I think the point is you're getting less out of each individual building by not specializing. Basically, if you specialized, you could get the same amounts of energy you're getting now but with less Offworld Trading Companies. You can use the remaining building slots for Hydroponics Bays, Resource Silos, Deep Space Black Sites, Crew Quarters, etc. Personally, I don't upgrade starbases to Citadel level unless it's necessary (it's a Bastion/Shipyard). Just a waste of minerals, additional upkeep (remember, Starbase upkeep increases for each level now), and usually you don't need the last building slot. You do eventually want 6 module slots but I usually hold off on Star Fortress upgrades even until I'm flush with minerals. A Starhold is pretty efficient in terms of cost/output.
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# ? Mar 9, 2018 17:47 |
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So, issue with Federation mechanics - once the AI gets it into their head that they want a war with someone, they will not shut up about it, and they are completely willing to tear a federation in half demanding I go along with their dumbass plans. I didn't realize there was an opinion penalty on the option, so when i saw that my fleets were ~2 years away from the front lines, and my ally's fleets were also on the wrong side of their empire, I voted no. Two months later, same vote. Same no. Fastforward -600 opinion later, and suddenly I discover there's a problem when my neighbor - who by now is 70% human anyway - annuls all our non-federation treaties. What i'm saying is, when it takes literal multiple game years to fly a fleet from one side of your empire to the other, a three-month timer on a wardec vote just isn't enough. I really need buttons here for 'yes', 'I'm down, but give me a minute here,' (small opinion penalty, hold vote again in a year, exponential penalty increase if you keep choosing this), and 'just gently caress right off' (large penalty, whatever they wanted out of the war gets kicked to the bottom of the AI's priority stack)
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# ? Mar 9, 2018 17:48 |
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Tomn posted:That seems kinda inefficient. Colonies are the only place you can build Trading Hubs and Offworld Trading Companies, so from an efficiency standpoint it makes more sense to pack them full of those and nothing else to maximize your energy collection (which you will need to pay for all those starbases). So once you've got that, you need naval capacity so it makes sense to build naval capacity starbases in some quiet corner of the galaxy packed with nothing but anchorages, maybe with a single shipyard for upgrading purposes. That leaves a need for shipyards, and those are better centralized in strategically-located super-shipyard systems with nothing but shipyards and the Fleet Experience-boosting building so, again, you get the most bang for buck. Seriously, absolute home run on stations. Amazing design. Splicer fucked around with this message at 17:55 on Mar 9, 2018 |
# ? Mar 9, 2018 17:50 |
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Ceebees posted:So, issue with Federation mechanics - once the AI gets it into their head that they want a war with someone, they will not shut up about it, and they are completely willing to tear a federation in half demanding I go along with their dumbass plans. Ignoring a war in Iraq joke... Just put a 12 month timer on offensive war decs. Or an option for it. You've committed to the war either way.
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# ? Mar 9, 2018 17:51 |
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ulmont posted:Building starbases only in colony systems means you can always build Trading Hubs, so they don't need to be specialized. Similarly, an Anchorage on one starbase is worth as much as an Anchorage on another starbase. I haven't really worried about the Fleet Experience building, but it could take that last slot. That only applies if you have a ton of colonies, though. Odds are, you're going to end up with a good deal more starbase capacity than you have colonies for most of the game. When you're limited by how many colonies you have, it makes more sense to have all your colony starbases hyperfocused on Trading Hubs so as to wring the maximum potential energy you can get out of your colonies, and then have separate hyperfocused anchorages that give you the most naval capacity for the cheapest cost, and then have hyperfocused shipyards so that you can parallel-produce experienced ships en masse to reinforce a given front. Like, if you have let's say six colonies, filling all those starbases with Trading Hubs and Offworld Companies means you can make +72 energy off them. Putting any other module on them at all reduces that maximum potential - so it's better to offload your anchorage and shipyard modules onto other starbases elsewhere.
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# ? Mar 9, 2018 17:52 |
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hobbesmaster posted:Ignoring a war in Iraq joke... Just put a 12 month timer on offensive war decs. Or an option for it. You've committed to the war either way. Yeah. Guys, I want to kill the Blotchulons too, just let me get my ships into position first.
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# ? Mar 9, 2018 17:58 |
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Splicer posted:Yup, once you get past your first two or three and have the respective specialisations unlocked there's no good reason not to specialise. I see that as a feature though. You start off with module level decisions (I need more food, stick a hydro in there. Argh my energy, I'll shove some more kiosks on the space lounge), then when you have enough stations that that degree of granularity stops being meaningful or fun the game smoothly swaps it out for one decision (bastion shipyard fleetyard or trade hub), letting you focus on positioning and buildings instead. I can see that argument, and I can see the idea that increasing granularity for all the possible late-game starbases could be a bit of an issue, but...still, I find it kinda boring myself to just build according to a pre-set template in the mid-late game. I would love to add individuality to starbases, with different starbases focusing on different aspects of the same job. That might just be differing design preferences, though.
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# ? Mar 9, 2018 18:02 |
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It is a bit weird that there is basically no reason whatsoever to not fill a starbase with 100% of the same module. You could remove modules and replace them with an extra building slot that does the same thing and it would achieve the same goal.
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# ? Mar 9, 2018 18:10 |
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Aethernet posted:Yeah. Guys, I want to kill the Blotchulons too, just let me get my ships into position first. Well, the other half of my issue is if i don't want to kill the Blotchulons, for instance because the Great Khan is chewing through the last empire before he hits our border, there's no option to say that. No doesn't mean no, it means 'i'm going to get mad at you and ask again in five minutes anyway' I just want being the only member of a federation who understands how positioning fleets works, to feel less like being the driver of the minivan in the mcdonalds meme. Ceebees fucked around with this message at 18:16 on Mar 9, 2018 |
# ? Mar 9, 2018 18:13 |
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OwlFancier posted:It is a bit weird that there is basically no reason whatsoever to not fill a starbase with 100% of the same module. You could remove modules and replace them with an extra building slot that does the same thing and it would achieve the same goal. There are edge cases (there are always edge cases) but in general yeah.
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# ? Mar 9, 2018 18:13 |
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Hey Mune I don't know if the whole Great Khan event chain is your doing, but I've run into the same problem a few times. If they lose their constructors early on they never seem to get new ones and can then only destroy systems, not claim them. A little event that checks if they don't have any constructors and gives them a couple new ones every X months might be handy. Or just letting them conquer/flip star systems like any other power instead of having to outright destroy them and rebuild might make things easier too. Also the last couple Great Khans I had were wiped out super fast because a random fallen empire on the other side of the map zoomed over and destroyed them the moment the event triggered.
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# ? Mar 9, 2018 18:17 |
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Tomn posted:That only applies if you have a ton of colonies, though. Odds are, you're going to end up with a good deal more starbase capacity than you have colonies for most of the game. I have had more colonies than starbase capacity for all but the early early game in my Apocalypse plays (which admittedly haven't been that many, probably only 20 hours into Apocalypse), but I am like the platonic ideal of the "wide" player.
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# ? Mar 9, 2018 18:24 |
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Tomn posted:I can see that argument, and I can see the idea that increasing granularity for all the possible late-game starbases could be a bit of an issue, but...still, I find it kinda boring myself to just build according to a pre-set template in the mid-late game. I would love to add individuality to starbases, with different starbases focusing on different aspects of the same job. That might just be differing design preferences, though.
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# ? Mar 9, 2018 18:25 |
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Magil Zeal posted:There are edge cases (there are always edge cases) but in general yeah. The only edge case I've ever had is putting a single shipyard at border forts to refit ships. but even then it's barely worth the hassle you incur by breaking the reinforcement origin. I would replace the shipyard requirement with allowing ships to refit at any sufficiently large starbase.
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# ? Mar 9, 2018 18:26 |
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I do wish you could automate the starbase building/upgrading process a bit for ones that are just energy or ship capacity farms so I don't have to keep checking up on it. Just let me pay a lump sum and queue up all the associated buildings and upgrade through to citadel.
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# ? Mar 9, 2018 18:40 |
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LordMune posted:gently caress I mean, "by the by" is a valid phrase with zero relation to "5 by 5" so I'm kinda confused about why this all started.
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# ? Mar 9, 2018 18:41 |
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ulmont posted:I have had more colonies than starbase capacity for all but the early early game in my Apocalypse plays (which admittedly haven't been that many, probably only 20 hours into Apocalypse), but I am like the platonic ideal of the "wide" player. Starbase cap is based in part on pops, so as your colonies fill in you will find that you have more bases than you can fit on your colonies. Particularly once you get to the point where your pops are swarming to migrate to new colonies and filling them in lightning fast.
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# ? Mar 9, 2018 18:42 |
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# ? Apr 28, 2024 09:57 |
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Pigbuster posted:I mean, "by the by" is a valid phrase with zero relation to "5 by 5" so I'm kinda confused about why this all started.
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# ? Mar 9, 2018 18:46 |