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Ihmemies posted:How can your fleet cap be 133 and even then it be only half used? I'm around 2350 I think and my fleet cap is 400 and even that feels like nothing. I didn’t draw any fleet capacity upgrades for like two decades. Aethernet posted:1. You have no robbits. You are running FanMat and don't have robbits. You should have robbits on all the mineral tiles, and your biopops should be doing everything else. 1. I only just got robotech. I guess I’ll get started on building them. 2. A note for next game 3. Will do 4. Sure gimme a few 5. The “Very Strong” pick was more for roleplay value than for efficiency. I wanted to play a race of ultra strong dino men.
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# ? Jul 20, 2018 12:26 |
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# ? Apr 27, 2024 18:30 |
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Try selective slavery if you can't fix happiness otherwise. If you can use slavery. Slavery type where slaves are in mines and farms fixes happiness issues in those tasks. Edit: I mean even unhappy (like 20%) slaves produce as much as 100% happy non-slaved people do. Giving some welfare to slaves is one easy way to make them happier. Ihmemies fucked around with this message at 12:36 on Jul 20, 2018 |
# ? Jul 20, 2018 12:32 |
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Do I want to run everyone in Utopian Abundance or Academic privilege? I already have over 600 of each research at 11 core systems thanks to a recovered Science Nexus.
Shumagorath fucked around with this message at 16:50 on Sep 24, 2022 |
# ? Jul 20, 2018 12:55 |
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Wiz posted:Let's just say Utopian Abundance has much more significant implications and effects in the new system than it previously had.
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# ? Jul 20, 2018 13:11 |
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I've just realised I've never bothered to go and change the way my pops work and didn't know what Academic Privilege was until just now.
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# ? Jul 20, 2018 13:12 |
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SniperWoreConverse posted:Tile changes could mean habitability changes. The teasers have room in the UI for that. The planets shown are all "100% [Biome type] Size X" - there's room underneath that for different biomes of different sizes. I can totally see multi-biome planets working - maybe. Entirely possible the district mechanics and stuff would stop that from being a thing, but hey, with what little detail we have, it might work.
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# ? Jul 20, 2018 13:14 |
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Applewhite posted:I didn’t draw any fleet capacity upgrades for like two decades. Fake edit: I checked and none of your research is in triple digits and those mines are at level 3 I think with no upgrades available. You need more research. Real edit: You have a lot of influence there, do you have any edicts running? Splicer fucked around with this message at 13:21 on Jul 20, 2018 |
# ? Jul 20, 2018 13:15 |
He seems to need more everything to me. He also has non-adaptive... Applewhite, do you have a lot of uncolonized planets in your territory? If so that’s real bad, you should colonize every size 10 and above planet. You can colonize planets with at least 20% habitability, which normally is everything except tomb worlds and planets with -habitability modifiers. The non-adaptive drops you to 10%, preventing you from colonizing most worlds. If you take non-adaptive (and I’d generally advise against doing that), you need to get a way to colonize more—likely getting droids fast. Which brings us to robot techs—robots are a tier 1 tech, if you’re only getting them now I assume you put off researching their prerequisite, powered exoskeletons. It’s good on its own too, and robots are good unless you’re spiritualist, so you should get it early. Unfortunately the tech card system is really not beginner friendly. You might want to take a look at the tech tree (though that’s slightly out of date).
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# ? Jul 20, 2018 13:35 |
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PittTheElder posted:I've never had trouble fighting the Grey's with just regular fleets; just build regular old KinetiPlas cruisers and you'll do just fine. I tried that at first but found I was taking rather heavy losses after each fight,the Grey Tempest would then be able to regenerate by the time I had finished replacing everything and we'd be back at square one. After looking at their fleets to see what was going on I found switching from 5 to 15 PD destroyers considerably lessened my casualties.
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# ? Jul 20, 2018 13:48 |
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Nonadaptive is a perfectly valid choice when playing fanatic materialist, you just have to know going in that your chosen planet type will be nothing but bio pops on labs and energy and everything else will be robots on mines. Until you hit synths, then you just go crazy.
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# ? Jul 20, 2018 13:54 |
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Yeah, I've done non-adaptive mechanists before, it's not ~optimal~, but it's not bad at all.
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# ? Jul 20, 2018 14:01 |
While non-adaptive is a valid choice I’d still argue it’s a bad one. Not having any organics growing on most planets slows your snowball enough that I really don’t think the extra trait point is good enough compared to most -1 cost traits. It also takes a while to get tier 2 engineering techs, and if you’re not actively manipulating your draws it might take a while to get droids even after that. That’s a significant delay to colonizing thise planets. What’s the tracking on the Grey Tempest missiles like? I’ve always found that pure corvettes with autocannons/plasma work well against them. The interdictors or whatever they’re called always die first, so not having any good targets for the mothership’s main gun seems like it would be a pretty big deal. I assume that the strike craft are garbage since, well, they’re strike craft. So your point defence might waste time on them, decreasing their efficiency. That’s just a guess though. A mixed corvette/destroyer fleet might be best, the big gun still has no big ships to shoot at and you have pd for the missiles.
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# ? Jul 20, 2018 14:08 |
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Wiz posted:Yeah, it's how much power they contribute to factions and how much their happiness is counted towards planetary stability. Having a single angry ruler pop is a much bigger deal than even several worker pops under more stratified conditions. Wiz, did the Beta already deal with that weird bug where the AI rips the L-Gate open after 100 years and kills the entire galaxy? If not, I'll probably file a bug-report when I get home after work.
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# ? Jul 20, 2018 14:13 |
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Splicer posted:There is something very wrong with your research if you still have unresearched tile blockers and no robits by 2378. How am I supposed to get more research if all my planets are mines? And yeah I have production targets and capacity overload running. I'm trying to save up for a habitat tho. E: at this point those edicts may have elapsed actually. Applewhite fucked around with this message at 14:22 on Jul 20, 2018 |
# ? Jul 20, 2018 14:17 |
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wiegieman posted:Nonadaptive is a perfectly valid choice when playing fanatic materialist, you just have to know going in that your chosen planet type will be nothing but bio pops on labs and energy and everything else will be robots on mines.
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# ? Jul 20, 2018 14:19 |
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lol if you still colonize more than 1 or 2 planets in TYOL 2200
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# ? Jul 20, 2018 14:22 |
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Applewhite posted:How am I supposed to get more research if all my planets are mines?
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# ? Jul 20, 2018 14:29 |
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Splicer posted:It's a balancing act between grabbing minerals and spending minerals. One of the things you need to spend minerals on is science. Then the science lets you generate more minerals! Honestly I just build based on existing tile resources and fill the empty ones in with whatever the planet has a bonus to, it's more a "what do I build first" than "what do I build". Also once you have robots you can spend minerals now to fill in your planets faster to get more minerals later. How do I "spend minerals on science"?
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# ? Jul 20, 2018 14:33 |
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Applewhite posted:How do I "spend minerals on science"? Build labs.
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# ? Jul 20, 2018 14:35 |
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Applewhite posted:How do I "spend minerals on science"? Move a guy from a mine to the lab Build a robit on the mine (minerals)
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# ? Jul 20, 2018 14:37 |
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I like how the robot mechanics mean that most fanatic materialist empires are also weak pasty nerds.
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# ? Jul 20, 2018 14:38 |
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Splicer posted:I like how the robot mechanics mean that most fanatic materialist empires are also weak pasty nerds. Not my doods. They are strong dinos.
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# ? Jul 20, 2018 14:41 |
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Aethernet posted:Build labs. Oh. I was hoping you guys were talking about some way to buy extra science
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# ? Jul 20, 2018 14:41 |
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Applewhite posted:Oh. I was hoping you guys were talking about some way to buy extra science Planetary shields and military bases and whatever frontier hospitals are called now are also real good sources of science. I'll often build labs as placeholders to swap out for them later.
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# ? Jul 20, 2018 14:54 |
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Splicer posted:If you have leviathans and a curator you can spend energy on science by buying curator scientists and research pacts. Yeah I have a curator on staff and a pact with them. They are really helpful.
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# ? Jul 20, 2018 14:56 |
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Splicer posted:If you have leviathans and a curator you can spend energy on science by buying curator scientists and research pacts. Don't military bases generate unity?
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# ? Jul 20, 2018 14:57 |
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Applewhite posted:Yeah I have a curator on staff and a pact with them. They are really helpful. turn off the TV posted:Don't military bases generate unity?
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# ? Jul 20, 2018 14:57 |
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Is there some way or mod to disable or make the empire background color in map more opaque? I admit thick rear end empire borders and background color make it easy to differentiate empires. But I'd like to see how the galaxy actually looks sometimes.
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# ? Jul 20, 2018 15:02 |
I'm kind of at a loss as to where you're having trouble, to be quite honest. So here, I'll spell out my general planet building strategy. For every planet: Build every unity building. Always. Replace something if you research/receive/buy a new unity building and the planet has no free tiles. Don't bother clearing tile blockers unless you're out of space or you literally can't spend all your energy. New buildings for unemployed pops take precedence over upgrading a building in most circumstances. A new mine will get you more minerals than upgrading an existing one. For my first 3-4 planets: Respect tile resources, except maybe food. So if it's a tile with science, build a lab. If it's a tile with minerals, build a mine. Etc. For food, you either go ALL IN for the growth bonuses or keep just enough to have a surplus. There's no point in anything in the middle. Empty tiles get mines. The big exception to everything is if you find a world with a huge (25% or more) modifier on a specific resource. Then dedicate that entire planet to that thing (after unity buildings), and make up the difference by converting/building extra of the other stuff on your other planets. Once you've established your core worlds, start specializing your new worlds. Don't forget, every planet (even habs) gets all the unity buildings available to it. Try to match your planets to their bonuses (if any). One in every 4-5 planets is dedicated to science. My goal is for my top tier techs to take no more than 4-6 years to research, and this strat tends to work. Dedicate one in every 3-4 planets to energy. This lets you dedicate most of your starbases to anchorages. Every other planet is mineral production. Big exception to the specialization rule: Any tile with 2+ of a resource gets that building. (Again, food can be an exception, although sometimes you can grab a couple big +food tiles to replace several +1 food farms.Anyway, big tile bonuses end up monsters of production once you put happy pops and upgraded buildings on them. If you're using habitats, every hab is either energy or science (and unity), no exception. Habs are baller at these two things and kind of mediocre at the others. Change all your planets to minerals. Once you get a couple of specialist planets, you can go back and slowly convert your original worlds to be more specialized, if you want. I almost always end up with a pure unity/energy/science homeworld, but not for quite some time.
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# ? Jul 20, 2018 15:10 |
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ConfusedUs posted:I'm kind of at a loss as to where you're having trouble, to be quite honest. So here, I'll spell out my general planet building strategy. Thanks! I'll try starting off like this in my next galaxy.
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# ? Jul 20, 2018 15:27 |
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Applewhite posted:Thanks! I'll try starting off like this in my next galaxy. Advice is strong. One addition: build the Mineral Processor instead of your fifth mine, as the 20% bonus of the upgraded version plus its base production will equal a fifth mine and provide pure profit after that. Always build the energy nexus as with the relevant Prosperity tree tradition it gives +2 unity.
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# ? Jul 20, 2018 16:15 |
there is absolutely no need to ever specialize your planets. the "match the tile resource and build the resource you need the most on blank tiles" rule is the only guideline you really need to follow
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# ? Jul 20, 2018 16:17 |
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Jazerus posted:there is absolutely no need to ever specialize your planets. the "match the tile resource and build the resource you need the most on blank tiles" rule is the only guideline you really need to follow It can be good to specialize planets if there are some good planetary bonuses. Edit: Also as general advice get the Miners Guild civ choice.
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# ? Jul 20, 2018 16:26 |
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Very late to the party but I'm gonna guess that the blue lightning icon in Wiz's teasers is labor power. We've only seen it generated by poor strata/worker pops, so presumably it's what things with high manual labor requirements like mines and farms consume in addition to normal energy maintenance to represent the fact that you need the proles to actually go dig poo poo up. Can't have a mining/industry planet full of just middle/upper strata nerds who don't want to get their hands dirty because then nobody's around to run the mines. Also means that if your poor strata pops get pissed and go on strike or rebel or whatever it can be very bad for your economy, so you'd better keep them either happy or thoroughly oppressed.
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# ? Jul 20, 2018 16:32 |
Hunt11 posted:It can be good to specialize planets if there are some good planetary bonuses. of course, if there are good modifiers take advantage of them! what i meant was that there's no reason to follow relatively complicated rules like '25% of my planets will be for energy, 25% for minerals, etc' because you'll end up plowing over tile bonuses that way and it's just as easy to balance your resource gain through careful blank tile management instead
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# ? Jul 20, 2018 16:33 |
I don’t see why you would ever specialize planets that don’t have modifiers. Even with (vanilla, don’t know about Guilli’s) modifiers, tile bonuses are probably more important. I guess if you were genemodding the planets, but even then the bonuses aren’t really enough. Plus if you hate your wrists you could resettle different strains around. The problem with mineral processors is that they open up 4(?) different strategic resource techs to pollute your engineering tech pool. If you actually have some deposits in your territory I suppose that’s fine, but I’m starting to think you’re better off not researching the tech early. The mineral bonus isn’t that big and the processor has less base minerals than an upgraded mine, and you probably have a bunch of other bonuses like mining guilds and production targets and industrious/robot stuff. So it’s likely not a big boost until you have planets with big populations to work a lot of mines. Do the penalties for spiritualist faction happiness from robotic workers allowed and AI servitude (but not outlawed) stack? I’ve been considering a spiritualist run enslaving synths. Even if they stack I suppose you can still get 60% happiness pretty easily with positive shroud outcomes, but if the AI law overrides the worker policy penalty it’d make it much easier (especially before transcendence).
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# ? Jul 20, 2018 16:35 |
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Jazerus posted:there is absolutely no need to ever specialize your planets. the "match the tile resource and build the resource you need the most on blank tiles" rule is the only guideline you really need to follow
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# ? Jul 20, 2018 16:36 |
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Crazycryodude posted:Very late to the party but I'm gonna guess that the blue lightning icon in Wiz's teasers is labor power. We've only seen it generated by poor strata/worker pops, so presumably it's what things with high manual labor requirements like mines and farms consume in addition to normal energy maintenance to represent the fact that you need the proles to actually go dig poo poo up. Can't have a mining/industry planet full of just middle/upper strata nerds who don't want to get their hands dirty because then nobody's around to run the mines. Also means that if your poor strata pops get pissed and go on strike or rebel or whatever it can be very bad for your economy, so you'd better keep them either happy or thoroughly oppressed. There's no blue energy upkeep on anything in the teasers (and that teaser includes a "this entire planet" summary for income and upkee) and the robots don't produce blue energy (or sparkly ring). It's also produced by clerks, not miners. Must be Mana.
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# ? Jul 20, 2018 16:40 |
and for what it's worth, i almost always build science on my blank tiles. minerals and energy are fine, and if you desperately need them then go ahead and build a mine or power plant, but a science lab is a much larger proportional gain in the early and mid game and getting ahead in tech will put you in a good position on energy and minerals most of the time
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# ? Jul 20, 2018 16:42 |
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# ? Apr 27, 2024 18:30 |
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Oh, whoops.
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# ? Jul 20, 2018 16:43 |