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OwlFancier
Aug 22, 2013

Gadzuko posted:

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.

I think that the cap from pops is substantially less than will fit on most planets. So you won't end up with more bases than planets if you keep colonizing.

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Magil Zeal
Nov 24, 2008

As I understand it you get +1 Starbase capacity per 40 pops but also +1 Starbase capacity per 20 owned systems.

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."
I kinda wish you could get Gate buildings for your starbases in the early lategame.

OwlFancier
Aug 22, 2013

Magil Zeal posted:

As I understand it you get +1 Starbase capacity per 40 pops but also +1 Starbase capacity per 20 owned systems.

Yeah that's about what I've observed too. I really think the starbase cap perk would be better if it changed those numbers as well as giving you a lump sum.

Baronjutter
Dec 31, 2007

"Tiny Trains"

It would be cool if the tooltip explained the math on starbases so you could easily see if you're 2 pops away from your next starbase or 19.

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

Gadzuko posted:

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.

This isn't happening for the reasons shown in the later math (+1 Starbase per 40 pops, which will not fit on a single planet).

unwantedplatypus
Sep 6, 2012
How the hell do i deal with the contingency? Two machine worlds spawned on opposite ends of my empire. Thankfully I had the foresight to build up fortress worlds, gateways, and starbases on the two chokepoints leading in to my empire, however, I’m stuck in this perpetual game of whack a mole whereby I’m building up my fleets at exactly the same pace the contingency is sending fleets at me, meaning I’m in a stalemate, and also meaning my economic development is slowed.

OwlFancier
Aug 22, 2013

unwantedplatypus posted:

How the hell do i deal with the contingency? Two machine worlds spawned on opposite ends of my empire. Thankfully I had the foresight to build up fortress worlds, gateways, and starbases on the two chokepoints leading in to my empire, however, I’m stuck in this perpetual game of whack a mole whereby I’m building up my fleets at exactly the same pace the contingency is sending fleets at me, meaning I’m in a stalemate, and also meaning my economic development is slowed.

You need friends, I would suggest. Crises are supposed to be galactic threats so you won't be able to fight them alone unless you own half the galaxy.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Does planet cleansing still exist? That poo poo was real real useful.

Alternatively, does the Egalitarian faction get pissed off if you have species set to undesirables? It doesn't look like it on the wiki.

PittTheElder fucked around with this message at 19:36 on Mar 9, 2018

Grammar-Bolshevik
Oct 12, 2017

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.

I've been in tight situations where i've temporarily thrown bunch of anchorages on my trade stations to support a fleet expansion.

But on the whole optimal build seems to most often be focus.

Dallan Invictus
Oct 11, 2007

The thing about words is that meanings can twist just like a snake, and if you want to find snakes, look for them behind words that have changed their meaning.

PittTheElder posted:

Does planet cleansing still exist? That poo poo was real real useful.

The Cleanse Planet wargoal is gone, alas. What happens when you lose a war to an isolationist FE? I imagine something like that wargoal/CB could be modded to be accessible to normal empires, I just need to figure out how.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

DatonKallandor posted:

I kinda wish you could get Gate buildings for your starbases in the early lategame.

Gates that allow you to gate only corvettes, and everything larger has a chance of exploding like Stars! would be cool.

Staltran
Jan 3, 2013

Fallen Rib

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.

Seriously, absolute home run on stations. Amazing design.

Hydroponics are buildings, not modules. The module level decisions you actually start with is whether you want more energy, more fleet capacity, another shipyard, or more weapons, armor and hp. Which, early game, is almost always going to be energy. Then later on you add some anchorages, another one or two shipyard-focused starbases, and some bastions. The only building-level decisions early are whether you want more food, even more energy, or another crew quarters. Offworld trading companies are a much more efficient building slot than hydroponics though, so there's basically no decision there either. I'd say (bastion shipyard fleetyard or trade hub) is the decision you start with, too. I don't agree that there's any meaningful zooming out as the game goes on, you start almost fully zoomed out.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

The cultist chain needs a sanity check. right now, its considering gates and wormholes for local star systems to seed the bases and corvette fleets as local, when you are just starting out and have non of that tech.

winterwerefox fucked around with this message at 21:04 on Mar 9, 2018

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.
I think my xenophobe neighbors are uplifting species only to expel them.

That seems inefficient.

Fun, probably, but inefficient.

hobbesmaster
Jan 28, 2008

winterwerefox posted:

The cultist chain needs a sanity check. right now, its considering gates and wormholes for local star systems to seed the bases and corvette fleets as local, when you are just starting out and have non of that tech.

The cultist chain needs to be like 4 jumps max, I don't think I've ever completed when it was relevant because somehow they got 200 fleet power corvettes past 1k of monsters or the dimensional horror.

Mechanical Ape posted:

I think my xenophobe neighbors are uplifting species only to expel them.

That seems inefficient.

Fun, probably, but inefficient.

Fanatic pacifists? :allears:

Sloober
Apr 1, 2011

winterwerefox posted:

The cultist chain needs a sanity check. right now, its considering gates and wormholes for local star systems to seed the bases and corvette fleets as local, when you are just starting out and have non of that tech.



i stopped bothering with that chain with how stupid far away they seem to get

Baronjutter
Dec 31, 2007

"Tiny Trains"

For starbases I usually just have a few hyper-specialized types.

-Defensive bases are all gun and missile batteries, the telescope building, and whatever other combat buff buildings I just sort of hope actually work because I know that +range one doesn't.
-Homeworld or centrally located base will be all shipyards and fleet academy, usually this one production base is enough for all new ships since I play small but if wider it's nice to have a few frontier shipyards to help quickly refit fleets and build replacements during a war.
-100% trade stations around most planets
-If I have spare starbase capacity after all that, I'll make 100% anchorage and logistics stations, toss in some resource storage silos too.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Mechanical Ape posted:

I think my xenophobe neighbors are uplifting species only to expel them.

That seems inefficient.

Fun, probably, but inefficient.

Big fans of Genesis 3, I see.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

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.

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.

There's the one where everyone has to be in the same federation, at least?

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.

hobbesmaster posted:

Fanatic pacifists? :allears:
Regular pacifists, I think.

So far I've welcomed two waves of refugee species branded undesirable by the very empire that uplifted them. And who, presumably, have an "Uplifted" +happiness toward the very species that calls them undesirable.

These guys are unleashing billions of poor sapients with abandonment issues upon the galaxy. It's diabolical.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

Mechanical Ape posted:

I think my xenophobe neighbors are uplifting species only to expel them.

That seems inefficient.

Fun, probably, but inefficient.

I've had to do this already in games, am I a bad AI?

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Nitrousoxide posted:

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.

War and conflict are such central parts of Paradox games, that I don't feel like pacifism really belongs in the game. It's just inherently awkward given the gameplay. I'm not quite sure what you could put as the opposite of militarism. Maybe change it to 'Aggressive/Diplomatic', but it starts overlapping with xenophobe.

On reflection, my inclination would be to maybe allow fanatic pacifists to make claims and do agressive wars, so they can join the rest of the game, but just put penalties in there. Claims more expensive, factions get more upset, penalties to firerate, tank unity when at aggressive war, etc. I'm really, really, really NOT a fan of the 'LOL you just straight up can't do this' mechanics.

Gyrotica
Nov 26, 2012

Grafted to machines your builders did not understand.

Gyshall posted:

I've had to do this already in games, am I a bad AI?

Is God is a bad AI?

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

Mechanical Ape posted:

Regular pacifists, I think.

So far I've welcomed two waves of refugee species branded undesirable by the very empire that uplifted them. And who, presumably, have an "Uplifted" +happiness toward the very species that calls them undesirable.

These guys are unleashing billions of poor sapients with abandonment issues upon the galaxy. It's diabolical.

They are playing the long game. All of those 'undesirables' are just sleeper agents, looking to fill your pop slots prior to their invasion.

hobbesmaster
Jan 28, 2008

Mechanical Ape posted:

Regular pacifists, I think.

So far I've welcomed two waves of refugee species branded undesirable by the very empire that uplifted them. And who, presumably, have an "Uplifted" +happiness toward the very species that calls them undesirable.

These guys are unleashing billions of poor sapients with abandonment issues upon the galaxy. It's diabolical.

Can you think of a better way of clearing a planet without using weapons?

DISCO KING
Oct 30, 2012

STILL
TRYING
TOO
HARD
A quality of life change I'd look into, in a recent game I had a fallen xenophobic empire next to mine, and there was one system in particular that bordered them which they insisted should never be colonized or have an active star base. The result was new pirates every year, and a fleet dedicated to their constant eradication. This really sucked and I hope the pirates know not to set up next to xenophobes in a patch soon, or that said empire will do something about the alien pirates they say they hate.

Young Hegelian
Aug 27, 2012

Mechanical Ape posted:

Regular pacifists, I think.

So far I've welcomed two waves of refugee species branded undesirable by the very empire that uplifted them. And who, presumably, have an "Uplifted" +happiness toward the very species that calls them undesirable.

These guys are unleashing billions of poor sapients with abandonment issues upon the galaxy. It's diabolical.

Pacifists are the real monsters. This is awesome. I love paradox games.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Napoleon Bonaparty posted:

A quality of life change I'd look into, in a recent game I had a fallen xenophobic empire next to mine, and there was one system in particular that bordered them which they insisted should never be colonized or have an active star base. The result was new pirates every year, and a fleet dedicated to their constant eradication. This really sucked and I hope the pirates know not to set up next to xenophobes in a patch soon, or that said empire will do something about the alien pirates they say they hate.

Yeah systems adjacent to FE's should be immune to pirates.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Baronjutter posted:

-Defensive bases are all gun and missile batteries, the telescope building, and whatever other combat buff buildings I just sort of hope actually work because I know that +range one doesn't.

The Command Centre is the best non-platform-capacity buff, as it gives all your platforms +10% fire rate as well as giving the same buff to any ships in the system.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Young Hegelian posted:

Pacifists are the real monsters. This is awesome. I love paradox games.

I played an Inward Perfection game in 1.9 as the default Maweer race that ended up being the best game. We were Passive Aggressive rear end in a top hat Trees.

Colonize like mad. Release tiny vassal states near unfriendly empires. Keep my fleet power low by not building and/or downgrading my ships. Wait for assholes to declare war on my tiny vassal. Take a combination of cede and cleanse wargoals. Immediately ramp up fleet production while the war trounced my vassal states. Win the war. Downgrade all my ships. Colonize all the cleansed planets, cede the closest ones to my original vassals so they're now mid-sized.

Then go back to the beginning: release the colonies bordering enemy space as tiny vassals.

Probably not workable in 2.0 sadly. I'm not sure what kind of claims I can make and enforce against empires that border my vassal states.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
Removing the Cleanse wargoal has unjustifiably hit Inward Perfection in my view. You should be able to demand that people who attack you stay the hell away if they lose.

Sloober
Apr 1, 2011

Napoleon Bonaparty posted:

A quality of life change I'd look into, in a recent game I had a fallen xenophobic empire next to mine, and there was one system in particular that bordered them which they insisted should never be colonized or have an active star base. The result was new pirates every year, and a fleet dedicated to their constant eradication. This really sucked and I hope the pirates know not to set up next to xenophobes in a patch soon, or that said empire will do something about the alien pirates they say they hate.

I just set up a trap system that has a fortified starbase by it so i dont have to bother with a fleet stationed there

they always seem to spawn in the same system unless you've taken that system over

Sloober fucked around with this message at 21:55 on Mar 9, 2018

Free Triangle
Jan 2, 2008

"This is no ordinary poster boy!
No ordinary poster!"
Expansions pretty fun, but I'm not having the same success speed running psionic ascension previously (used to take agrarian ideal and later embrace a non pacifist faction).

In light of this what are some good builds for quick unity that aren't pacifist? What are some good builds in general? I was thinking of grabbing extremely adaptive, but at that point why not just go machine consciousness?

McSpanky
Jan 16, 2005






DatonKallandor posted:

I kinda wish you could get Gate buildings for your starbases in the early lategame.

Yes but, in order to avoid subspace interference with the existing ancient gates, each one would have to be placed a significant minimum distance away from any other gate structures.

A far-gate, if you will.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler
I'm playing on a 400 star map in my current game, and I've gotten the A New Metal living metal anomaly 6 times so far after surveying a little less than half the map. 3 of them are even located in a stretch of 4 systems, and two more are right next to them on the map, but quite a distance along the hyperlanes. It's a shame the bonus from multiple metals don't stack, because I'd be down with free megastructures.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I can't attest to the accuracy of this guide, but someone's sperged out hard and written a nice article on the new ship design meta.
http://steamcommunity.com/sharedfiles/filedetails/?id=911980839

Fututor Magnus
Feb 22, 2016

by FactsAreUseless
every planet should have a population number, it isn't fun to blow up a planet without the number of aliens purged in the process. how many individuals does one pop represent?

another related thing, i don't get why growing pops can't operate buildings. it's not like there's no people in that tile, just fewer than some amount. so, say, a half-grown pop should be able to utilize the building in the tile if there's one, but only at half efficiency.

Jazerus
May 24, 2011


just checking here: am I the only person really skeeved out by the fact that egalitarian empires can use Deep Space Black Sites without even a peep from the egalitarian faction?

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Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Baronjutter posted:

I can't attest to the accuracy of this guide, but someone's sperged out hard and written a nice article on the new ship design meta.
http://steamcommunity.com/sharedfiles/filedetails/?id=911980839

Chap makes good points. Worth noting he doesn't recommend missiles at all, which is correct because they're currently terrible. They should be a good anti-corvette weapon, but they're too slow to reliably hit them - missiles are only twice as fast as a basic corvette, and with level 4 engines a corvette is only 20% slower than a missile. I have seen missiles pursue a swarming corvette around a station twice. Missile engines should be upgraded in line with your engine tech.

Mind you, torpedoes are typically slower than the corvettes that launch them, in a magnificent ignoring of physics. I know Stellaris isn't hard scifi, but when people break the rules of physics it's not normally to make things worse.

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