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Excitement about implications of the patch name aside, holy poo poo yes an anomaly log.
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# ? Apr 17, 2018 13:08 |
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# ? Apr 28, 2024 10:08 |
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Captain Invictus posted:Late-game is the Contingency, Unbidden and such. Slightly before midgame is the Great Khan, and awakened fallen empires is midgame. No, midgame is the Great Khan. It was specifically created to be a midgame crisis. Awakened empires were changed to endgame in Cherryh, according to Wiz: https://twitter.com/Martin_Anward/status/958031540008685568
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# ? Apr 17, 2018 13:16 |
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Gyshall posted:Yeah I'm hosed if it goes past 13 XIV. You don't even need any new symbols until you want to go past XXXIX.
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# ? Apr 17, 2018 13:18 |
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Gadzuko posted:No, midgame is the Great Khan. It was specifically created to be a midgame crisis. Awakened empires were changed to endgame in Cherryh, according to Wiz: https://twitter.com/Martin_Anward/status/958031540008685568 i think there needs to be another midgame crisis since the khan is often minimally impactful to most of the galaxy poo poo a Khanate war where another marauder wakes up and decides he hates the other khanate
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# ? Apr 17, 2018 13:30 |
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Gadzuko posted:No, midgame is the Great Khan. It was specifically created to be a midgame crisis. Awakened empires were changed to endgame in Cherryh, according to Wiz: https://twitter.com/Martin_Anward/status/958031540008685568
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# ? Apr 17, 2018 13:51 |
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Starting my first game since the big update, it seems like the game's more CPU heavy, my laptop's fans are going nuts. I started an imperial plant species in syncretic evolution with a bunch of cockroaches, maybe i shouldn't have made them repulsive because my pops are permanently gloomy.
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# ? Apr 17, 2018 14:48 |
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If you're doing syncretic evolution throw weak on your main race, you're never going to put them in the mines after you look at your sub-race's mineral bonus. I'm also fairly fond of sedentary, slower migration or a very marginal energy cost is quite low impact.
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# ? Apr 17, 2018 14:59 |
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hell, slower migration is probably good, less downtime on your full planets
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# ? Apr 17, 2018 15:01 |
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Faster migration is better. Each planet can only grow one of each species at a time, so better to parallelise that as much as possible.
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# ? Apr 17, 2018 15:02 |
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Thoughts? Toying with the idea of more starting civics. They're a cool loving mechanic. Death world idea: Precursor world idea: https://i.imgur.com/Dwv4lGk.png Fallen Empire world idea: https://i.imgur.com/tUJrTkS.png
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# ? Apr 17, 2018 15:14 |
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Guilliman posted:Thoughts? Toying with the idea of more starting civics. They're a cool loving mechanic. My thoughts for the FE idea is that if possible, one of the FEs becomes the FE you "split" from... and they want nothing more than for you to "return home". By force, if necessary.
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# ? Apr 17, 2018 15:41 |
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GotLag posted:Faster migration is better. Each planet can only grow one of each species at a time, so better to parallelise that as much as possible. Keep in mind that this really doesn't come into play until later in the game (and if you're leveraging a food bonus that is a static amount of growth no matter if you're making 1 pop or 10 - you'll get the same net growth bonus from food). So if you're getting all on board wanting max migration, leverage those trait points and gene mod off sedentary in the mid game.
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# ? Apr 17, 2018 15:52 |
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Man i made a machine empire and took the faster growth civic, and a starting trait of mass produced, these bad boys had my homeworld filled up in about 12 years, with the parts factory and harmony trads im getting 7% a month growth. might have to create some driven exterminators outta these guys. Far cry away from my synthetic ascension guys who capped at like 4%. Synth ascensions really need that parts factory swap over from cytocenters imo, since it seems like no pop modifiers affect them after it
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# ? Apr 17, 2018 17:14 |
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Anyone rolled a map where like 75% of the empires are robbits? I've always seen about the same ratio of empire types, but this game I'm playing has about 12 machine empires out of the 15 or so on the map. Luck of the draw. Only one of them is an exterminator too, all the rest are just normal ol' friendly robots. What's odd though is they all want my food. I'm constantly being asked for food trades.
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# ? Apr 17, 2018 17:18 |
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Guilliman posted:Thoughts? Toying with the idea of more starting civics. They're a cool loving mechanic. The Death world idea is great, but a bit stifling. I can easily see a post-apocalyptic world end up as a death world thanks to the changed environment. Environmentalist would be a good pick for Deathworlders who fell in with their world so strongly they're now in symbiosis with it. And so on. I think I can come up with a reason to remove most of those restrictions. Except for Free Haven and Agrarian Idyll. Those two really don't work with a "Death World".
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# ? Apr 17, 2018 17:26 |
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Libluini posted:The Death world idea is great, but a bit stifling. I can easily see a post-apocalyptic world end up as a death world thanks to the changed environment. Environmentalist would be a good pick for Deathworlders who fell in with their world so strongly they're now in symbiosis with it. And so on. I think I can come up with a reason to remove most of those restrictions. Except for Free Haven and Agrarian Idyll. Those two really don't work with a "Death World". They're exclusive duo to the significant changes that are done to planets. + The modifiers on Fallen Empires and Precursor worlds really shouldnt stack with eachother (or the other bonuses). While fun to not restrict stuff, it's a balance and script coding concern that I'm not doing it.
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# ? Apr 17, 2018 17:44 |
Baronjutter posted:Anyone rolled a map where like 75% of the empires are robbits? I've always seen about the same ratio of empire types, but this game I'm playing has about 12 machine empires out of the 15 or so on the map. Luck of the draw. Only one of them is an exterminator too, all the rest are just normal ol' friendly robots. I've gotten to the point that I just bit the bullet and made 20 races of my own. That way there's always some of everything, I've got some pre-loaded storylines, and I never have to learn the names of any pre-genned races besides the FEs and Marauders. It's just easier that way.
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# ? Apr 17, 2018 17:49 |
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jng2058 posted:I've gotten to the point that I just bit the bullet and made 20 races of my own. That way there's always some of everything, I've got some pre-loaded storylines, and I never have to learn the names of any pre-genned races besides the FEs and Marauders. It's just easier that way. Yeah that's how I used to roll but it got a bit boring after so many maps. Since 2.0 came out I feel like I've been in full time testing mode, never really playing the game, just testing it. So trying to play as vanilla as possible to try to figure out what's working and what isn't.
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# ? Apr 17, 2018 17:52 |
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jng2058 posted:I've gotten to the point that I just bit the bullet and made 20 races of my own. That way there's always some of everything, I've got some pre-loaded storylines, and I never have to learn the names of any pre-genned races besides the FEs and Marauders. It's just easier that way. I like to do this and leave 1-2 spots open to add some surprise into the mix. Also I kind of have made like 50+ races by now, please send help
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# ? Apr 17, 2018 17:58 |
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I'm just digging into this game and holy crap does it ever effortlessly chew through time Is terraforming worth doing? It seems like it might be worth it to not deal with unrest issues, but thousands of game days into early-mid game is still not nothin'.
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# ? Apr 17, 2018 18:10 |
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Not a Children posted:Is terraforming worth doing? Depends what you're playing. If you're a Xenophobe, or playing with Nonadaptive because those two points are amazing, then yeah absolutely. Or if you're robots, making Machine Worlds is pretty great, though by the time you get them it won't matter.
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# ? Apr 17, 2018 18:18 |
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Reasons machine worlds are great: -wiping out pre sentients -wiping out existing pops -removing all blockers -sweet +20% resource bonus to yields I don't see how you can say they don't matter by the time you get them, endgame fleets are incredibly resource hungry, having +20% more minerals and energy is a huge help when fleet cap approaches 1000+ Also you can 'bank' the energy cost by terraforming planets you don't want to terraform and then canceling the terraform later, since it takes forrrrrrrrrever
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# ? Apr 17, 2018 18:20 |
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Not a Children posted:I'm just digging into this game and holy crap does it ever effortlessly chew through time A lot of things in stellaris are hard to determine if they are worth it. One key thing to remember though is that you have limited resource storage, so sometimes just spending on poo poo doesn't have a big downside. Energy tends to pile up and isn't used for a lot of stuff so if you're sitting on 15k energy why not toss 5000 of that at a planet and forget about it, then decades later, hey, a nice colonizable planet with no tile blockers!
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# ? Apr 17, 2018 18:21 |
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Not a Children posted:I'm just digging into this game and holy crap does it ever effortlessly chew through time Terraforming is sometimes worth it, depends a lot on how much +habitability you have, and excess energy. If you spend a perk later you can terraform to gaia worlds, which is basically always amazing.
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# ? Apr 17, 2018 18:25 |
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Baronjutter posted:A lot of things in stellaris are hard to determine if they are worth it. One key thing to remember though is that you have limited resource storage, so sometimes just spending on poo poo doesn't have a big downside. Energy tends to pile up and isn't used for a lot of stuff so if you're sitting on 15k energy why not toss 5000 of that at a planet and forget about it
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# ? Apr 17, 2018 18:26 |
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Splicer posted:Because you're killing the native biomes I like how moo3 actually had biodiversity as a thing. So a planet could be extremely fertile but have low biodiversity and just be good for growing food, but it could also have a very high biodiversity meaning it was full of strange and valuable poo poo to harvest and I think translated into more money and science from your farms since you were finding new medicines or tastey fruit and poo poo. It's weird how much Stellaris makes me appreciate what moo3 tried to do.
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# ? Apr 17, 2018 18:30 |
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Those reasons and things like "internal factions" is why I find more and more playthroughs as a base robot empire to be the most enjoyable way to play stellaris 2.0. Get hosed meatbags, no food just energy and minerals and ownage. Aside from the pop building which sucks all loving game long.
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# ? Apr 17, 2018 18:33 |
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Splicer posted:Because you're killing the native biomes They deserve it for not being optimal enough.
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# ? Apr 17, 2018 18:43 |
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Ham Sandwiches posted:I don't see how you can say they don't matter by the time you get them, endgame fleets are incredibly resource hungry, having +20% more minerals and energy is a huge help when fleet cap approaches 1000+ Well by the time you're in a position to have many Machine Worlds, you're usually powerful enough that you've basically won anyway. They're really helpful in the late game, but it's pretty rare for it to make a decisive difference.
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# ? Apr 17, 2018 18:51 |
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PittTheElder posted:Well by the time you're in a position to have many Machine Worlds, you're usually powerful enough that you've basically won anyway. They're really helpful in the late game, but it's pretty rare for it to make a decisive difference. I still disagree, I guess. When contingency spawns a 150k fleet you really have to be able to deal with that 150k fleet, and that really requires a ton of mineral and energy upkeep. If you have 15 planets and they all generate 20% more that means way more headroom with all your costs staying the same. There's no "by then you've basically won" because of the 500 drags and taxes on the players from starbase cap to fleet cap to navy cap to shipyard cap to resource storage cap, and spawning mega crises against these caps you'll have to deal with. Having money and resources and the ability to build and dump it into megaprojects (50k a pop, 2/3 of your storage) and trade energy for minerals seems handy, to me, all game long. Like +1000 energy and +2000 minerals seems about right to be a serious contender during endgame and having the planets yield 20% more helps get there. Ham Sandwiches fucked around with this message at 18:57 on Apr 17, 2018 |
# ? Apr 17, 2018 18:53 |
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I still hate the habitability and terraforming system. In other games you'll have cool poo poo like one race wanting terran planets, another wanting an ammonia hellscape, and so on. In stellaris the planet types are all just slight variations on earth climates that humans can mostly live in fine as is, let alone with space tech. It's just so boring. But then you have gaia planets which everyone can live in at maximum habitability? What does that even mean? If species are so fussy about the climate how can an entire planet be suitable for everyone? "Oh it's just really diverse so there's a climate zone for every taste" then how come I can fill it up 100% with one species? Where's the diverse climate zones on other planets? Either make the game something like moo where everyone pretty much wants the same type of planet and terraforms towards it, or have very different mutually exclusive planet preferences and no magical planet where everyone gets 100% habitability. With the current habitability system I really wish habitats were built with a specific climate and gaia planets just didn't exist, or "gaia" was just a planet mod that could be applied to any planet.
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# ? Apr 17, 2018 18:58 |
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Baronjutter posted:I still hate the habitability and terraforming system. the only game i recall that did something dissimilar was Master of orion 3, with their gas giant races etc. it was pretty clever there, and it would have been cool of stellaris to have a gas giant habitability setting which flat out does not let you live on standard planets e. also paradox please make machine built ringworlds machine world. you dont get a gaia benefit as machines.
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# ? Apr 17, 2018 19:29 |
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Baronjutter posted:I still hate the habitability and terraforming system. Yeah man, this is my biggest complaint about this game and scifi games in general. Why can't we have fun and weird planets? I'd love having aliens with alternative biochemistries that live in different niche environments and try to terraform other people's worlds against their will. Why always this cliche poo poo with "OCEAN" "JUNGLE" "DESERT" and so on? As the game is now, anything to do with the surface of the planet is the most boring part of the game. Building buildings isn't fun at all, it feels more like a tedious minigame. I also kind of hate surface battles because of how abstract and dull they are.
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# ? Apr 17, 2018 19:32 |
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Endless Space 2 has a race that lives on ice planets because they come from a weird blank white octagon dimension, and color is horrifying to them. I think the MoO reboot had some planet diversity in that some races would terraform towards a unique biome that only suited them, but it wasn't a huge deal otherwise. It's not much of a deal in 4X games right now and I'd definitely like it to be more of a thing.
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# ? Apr 17, 2018 19:48 |
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IIRC in the Gal Civ series some of the more interesting ideas for genuinely different planet types were Toxic, Radioactive, and High Gravity. Throw in molten worlds and gas giants. It would also make migration treaties much more interesting when there are entirely different classes of worlds that different species cannot cross habitate.
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# ? Apr 17, 2018 20:21 |
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Baronjutter posted:I still hate the habitability and terraforming system. Shibawanko posted:Yeah man, this is my biggest complaint about this game and scifi games in general. Why can't we have fun and weird planets? I'd love having aliens with alternative biochemistries that live in different niche environments and try to terraform other people's worlds against their will. Why always this cliche poo poo with "OCEAN" "JUNGLE" "DESERT" and so on? I totally agree that 'ammonia hellscape' would be way cooler than 'tundra world', but on the gameplay side I think Stellaris has it right. If the planets were totally incompatibile between species it would make planets even less interesting. It would be a binary flag - either Species X can live on Planet Y, or they can't and it's effectively a dead planet to them unless they terraform it. And multi-species planets become much rarer. The more granular system of Stellaris is a better design - if you conquer a planet that's kinda lovely for your species, you can realistically (a) suck up the -happiness penalty (b) find another species that likes it (c) invest in robots (d) genemod your species to like it (e) partially or wholly terraform it (f) any combination of a/b/c/d That said, I do think habitability is a little too easy to manage right now, and that numbers could be tweaked a little harsher, if nothing else as a boost to xenophile empires.
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# ? Apr 17, 2018 20:46 |
Ham Sandwiches posted:Those reasons and things like "internal factions" is why I find more and more playthroughs as a base robot empire to be the most enjoyable way to play stellaris 2.0. Get hosed meatbags, no food just energy and minerals and ownage. This is why assimilatiors rule. The cyborgs happily grow like normal pops and work most everything, and I build a handful of robots for the tiles that suit their specially tailored bonuses.
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# ? Apr 17, 2018 21:19 |
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Ham Sandwiches posted:I still disagree, I guess. When contingency spawns a 150k fleet you really have to be able to deal with that 150k fleet, and that really requires a ton of mineral and energy upkeep. If you have 15 planets and they all generate 20% more that means way more headroom with all your costs staying the same. Could just be a different in style. If I get to 2400 or whatever the default endgame year is now, and I only have 15 planets, that means things are already seriously wrong. Sloober posted:e. also paradox please make machine built ringworlds machine world. you dont get a gaia benefit as machines. Pretty sure you do. I was checking modifiers just yesterday, and was surprised to see I was picking up +10% production or something for machines on an FE Gaia world.
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# ? Apr 17, 2018 22:14 |
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I'm kinda in love with genetic ascension non-zerg hivemind. Without the hungering swarm whatever civic, you're basically just playing one person with lots of arms and the dialog changes are pretty rad. And I also definitely love the genetic ascension path most of all three of them. (It is nice to capture -other- psionics though.) By the way, there was a War in Heaven in this game I've been playing as the hive mind (Holy Guardians awakened as Doctrinal Enforcers, and then the Enigmatic Observers.. also awakened as Doctrinal Enforcers?) and I stayed neutral because I wanted to make -everyone- part of me. There was a big war and all and eventually I fought my way into the homeworld of the Holy Guardians and captured them all and they ceded victory.. at which point I gained all of their vassals, which I wasn't expecting. Especially when one of their vassals turned out to be their rival in the War in Heaven. So now I have an awakened empire as a vassal and the game doesn't really seem to have any way of dealing with that. I can't integrate or release them and the only thing they say when I speak to them is "Greetings!", but they do join in with my wars. Edit: oh yes, please add more origin civics. I love the Origin Civics mod but it could always use more options. I was playing Voidborne in this game and it was a fun little thing working my way through the Society research and genemodding to live on regular planets. It was especially nice with planet modifiers that gave habitat bonuses so I could put a habitat down over a planet and automatically get like +40 minerals and +60 energy from it as soon as I colonised it. Black Pants fucked around with this message at 22:35 on Apr 17, 2018 |
# ? Apr 17, 2018 22:15 |
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# ? Apr 28, 2024 10:08 |
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There need to be religion mechanics, it makes no sense that spiritualist empires like each other simply for being religious. That's not how it works!
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# ? Apr 17, 2018 22:58 |