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OwlFancier
Aug 22, 2013

Splicer posted:

This reads like a contradiction but your words seem to be agreeing with me?

"I'm a little worried it will be overhauled, but the overhaul will be "Need X terraforming gasses/liquids to terraform", which would be... unsatisfying to me."

I'd quite like it if there was a terraforming resource that you use to pay maintenence on terraforming, basically, and I hope that the move away from tiles to a pile of basically planetary statistic will facilitate more granular terraforming.

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

OwlFancier posted:

"I'm a little worried it will be overhauled, but the overhaul will be "Need X terraforming gasses/liquids to terraform", which would be... unsatisfying to me."

I'd quite like it if there was a terraforming resource that you use to pay maintenence on terraforming, basically, and I hope that the move away from tiles to a pile of basically planetary statistic will facilitate more granular terraforming.
Ah, I might not have been clear. My worry is that terraforming will still be "gather resource -> press terraform button" but with energy replaced with the terraforming liquids/gases. What I want is a bunch of moving parts that, among other things, I can boost with terraforming liquids/gases. I want shaping my first world each game to be a Big Deal with a great deal of player input and decision making, which is then streamlined and simplified away through technology as the game goes on and any one individual planet is no longer a big deal.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


I'm leery of making terraforming more granular when the whole point is that collecting all that energy represents your culture doing all that prep work and paying all the specialists. I like just dumping money and time in one end and getting a machine world out the other.

OwlFancier
Aug 22, 2013

wiegieman posted:

I'm leery of making terraforming more granular when the whole point is that collecting all that energy represents your culture doing all that prep work and paying all the specialists. I like just dumping money and time in one end and getting a machine world out the other.

I think the benefit of a granular system is that the time it takes depends on your access to resources, and it also means it's something you may wish to budget between multiple worlds. Especially if there are other uses for those resource.

For example granular terraforming allows the possibility of ecological damage due to exploitation or combat, or events, which can be reversed by terraforming resources but which means that they form a strategic reserve that you may be wary of expending on expansion. You could also make certain extremely hostile worlds become habitable but have them require a constant input of terraforming resources to represent their loss due to the extreme environment, but on the other hand the world may have strong strategic locational or resource value if it allows access to rare materials or forms a major component of a fortification.

Granular spending and maintenence using terraforming resources opens up a lot of options for their use outside of one time expenditures to get another planet.

OwlFancier fucked around with this message at 23:45 on Jul 22, 2018

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

wiegieman posted:

I'm leery of making terraforming more granular when the whole point is that collecting all that energy represents your culture doing all that prep work and paying all the specialists. I like just dumping money and time in one end and getting a machine world out the other.
By the time you hit machine worlds you'd be in the abstracted late-game level I was talking about, where terraforming is no longer cool (so it's back to something similar to a pushbutton again) and you've moved your attention to whatever new mechanical hotness has unlocked (megastructures or what have you). Maybe your first machine world is an eventfest, but once you're mass producing them it should be a low-attention thing.

OwlFancier
Aug 22, 2013

Granular terraforming also means you could have some kinds of development, such as machine worlds or the pictured coruscant-type planet, be a function of things other than clicking the terraform button. You could make it partly influenced by how much infrastructure development you put on the planet, so that it occurs naturally as you invest heavily into a world. It lets you also choose the level of development you invest in, doing things like having more agrarian worlds be less developed but able to produce food with less maintenence etc.

Stripping off water from the atmosphere to make the atmosphere less reflective and increase power output, terraforming it to a desert in the process. Developing lots of agriculture increasing the vegetation level of the world and making it more tropical/temperate.

OwlFancier fucked around with this message at 23:54 on Jul 22, 2018

Strategic Tea
Sep 1, 2012

isndl posted:

Federations are okay if you're a pacifist in a pacifist federation and you use it as a power score inflation tool to avoid fighting/save on fleet maintenance. Sucks if you actually plan on fighting though, yeah.

The EU must pay more! :sad:

Fintilgin
Sep 29, 2004

Fintilgin sweeps!

Taear posted:

Nothing is more poo poo in Stellaris for me than being a pacifist who is unable to create Federations because everyone has a -50 malus towards you because you can't declare aggressive wars.

IMHO pacifist should not exist in a game like this. Instead of militarist/pacifist, it should be something like expansionist/isolationist, where expansionist gets stuff like the extra core worlds pacifist does now, and other "wide" play style bonuses like combat themed stuff, and isolationist is more about "tall" play, but they can still declare war and fight.

Meme Poker Party
Sep 1, 2006

by Azathoth

Fintilgin posted:

IMHO pacifist should not exist in a game like this. Instead of militarist/pacifist, it should be something like expansionist/isolationist, where expansionist gets stuff like the extra core worlds pacifist does now, and other "wide" play style bonuses like combat themed stuff, and isolationist is more about "tall" play, but they can still declare war and fight.

Yeah, I agree. At least until such time as there is more actual domestic governance to be done. But in the game as is, you either get into fights over something, or you have nothing to do after the early game survey blitz.

Omnicarus
Jan 16, 2006

I would really like a Planet Tug Boat super weapon that lets me jack habitable planets from other systems and move them to my core worlds. No need to terraform if you can just move all your poo poo planets out and move all the enemies nice places in.

Arrath
Apr 14, 2011


I maintain they should add a new endgame crisis type, very rarely upon cracking a planet SURPRISE it was full of necromorphs.

Fintilgin posted:

IMHO pacifist should not exist in a game like this. Instead of militarist/pacifist, it should be something like expansionist/isolationist, where expansionist gets stuff like the extra core worlds pacifist does now, and other "wide" play style bonuses like combat themed stuff, and isolationist is more about "tall" play, but they can still declare war and fight.

I like this idea.

winterwerefox
Apr 23, 2010

The next movie better not make me shave anything :(

Are there any good guides for the New Horizon's mod? Ive played base Stellaris+DLC to hell and back, decided to give it a shot. and Wow it changes everything.

Staltran
Jan 3, 2013

Fallen Rib

Kaal posted:

So a 20% habitability planet gives its pops -20% production, -20% happiness, and -80% growth (though apparently this is actually only -40% because of Paradox math). Typically this means that your pops will effectively be producing and growing about 2/3 as effectively as on a 60% habitability world.

Uhh... How? A 60% habitability planet is still -10% production, -10% happiness, and +40% growth time. You're growing 78% as effectively as on 60%, and even assuming the happiness gives the full -5%, the extra 15% penalty surely doesn't make the 20% planet 2/3 as effective as the 60% one--that would mean the 60% one was at a net -55% modifier. More realistically, it's between 85%-90% efficiency compared to 60% habitability.

quote:

This isn't the end of the world, and it could probably afford to be higher, but it's a pretty significant penalty. Those unhappy pops will also be joining non-government ethics factions which will drive down your influence gain, and can cause a self-reinforcing cycle if you cannot satisfy them.

Can I get a source for this? Nothing I've found indicates happiness affects ethics at all, except for slaves. And as I understand it, pops cannot join factions that don't match their ethics. Also as I noted before, it's not that difficult to keep the pops from being unhappy.

quote:

This is all in addition to the effective 5% penalty to science and -20% to unity production empire wide from colonizing the planet in the first place, and effectively another 25% penalty to energy and mineral production from probably having to put that planet in a sector. All in all, it takes a lot of investment to get a planet to pay for itself, even before habitability penalties are considered. I'm all for playing wide and colonizing everything you can, but I'm not convinced that colonizing a planet before you're ready for it is better than using those minerals for fleet or stations or building up other planets and systems.

Of course there are those penalties, but they're not very large. Especially early game, the sector can likely use the minerals almost as efficiently as you could, and probably the energy too to clear blockers. It's true that all planets are long term investments, but the difference between 20% and 100%, and certainly not 20% and 60%, isn't that large.

For example, I currently in a fanatic spiritualist game I started yesterday, I currently have 5 planets and 14 systems in 2217. My unity production is 28.85, and my science is at 24.72/9.28/12.39. Taking a new system and colonizing a planet there would raise my tech cost multiplier form 1.33 to 1.39, and tradition cost multiplier from 1.77 to 1.94 (since I have courier network). In order to compensate for the tradition/tech penalties, I'd need the planet produce about 2.77 unity and 1.12/0.42/0.56 science. So with a temple and a single lab, I'd already be ahead. At 5 pop, admin/temple/lab/farm/mine should cover all costs (except physics, but whatever, it'd help balance my science), and produce a small profit even if there were no tile bonuses.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

Fintilgin posted:

IMHO pacifist should not exist in a game like this. Instead of militarist/pacifist, it should be something like expansionist/isolationist, where expansionist gets stuff like the extra core worlds pacifist does now, and other "wide" play style bonuses like combat themed stuff, and isolationist is more about "tall" play, but they can still declare war and fight.

Absolutely.

Elman
Oct 26, 2009

So I've played EU4 and CK2 before. Is there anything I should read/watch before playing this or should I jump right in?

I take it the OP is still accurate and I wanna get Utopia and Apocalypse from the get go.

Captain Invictus
Apr 5, 2005

Try reading some manga!


Clever Betty
Utopia, leviathans should be priority, followed by synthetic dawn, apocalypse, and distant stars.

Pigbuster
Sep 12, 2010

Fun Shoe

Fintilgin posted:

IMHO pacifist should not exist in a game like this. Instead of militarist/pacifist, it should be something like expansionist/isolationist, where expansionist gets stuff like the extra core worlds pacifist does now, and other "wide" play style bonuses like combat themed stuff, and isolationist is more about "tall" play, but they can still declare war and fight.

I like this, especially since civics would still give everyone room to create warrior nations. The problem is that so many mechanics/texts are tied to the ethics at this point that I don't think it's feasible to replace any of them, since that's a way bigger change than the one to auth-ega.

Pigbuster fucked around with this message at 12:48 on Jul 23, 2018

SirTagz
Feb 25, 2014

It's my first game with the new war system.

I see my war exhaustion going up even though I keep taking and keeping enemy systems. Is it a permanent feature that stations do not cause attrition to the enemy? It seems so counter intuitive. I take their systems and I keep getting tired of the war.. They just celebrate having to manage less. How am i supposed to win if all I want is to take a couple of border systems with nothing but mines in them?

Pigbuster
Sep 12, 2010

Fun Shoe

SirTagz posted:

It's my first game with the new war system.

I see my war exhaustion going up even though I keep taking and keeping enemy systems. Is it a permanent feature that stations do not cause attrition to the enemy? It seems so counter intuitive. I take their systems and I keep getting tired of the war.. They just celebrate having to manage less. How am i supposed to win if all I want is to take a couple of border systems with nothing but mines in them?

If all you want from a war are the systems you captured, and you have claims on them, then you'll be fine because you should keep those systems upon a status quo peace.

Kaal
May 22, 2002

through thousands of posts in D&D over a decade, I now believe I know what I'm talking about. if I post forcefully and confidently, I can convince others that is true. no one sees through my facade.

Staltran posted:

Uhh... How? A 60% habitability planet is still -10% production, -10% happiness, and +40% growth time. You're growing 78% as effectively as on 60%, and even assuming the happiness gives the full -5%, the extra 15% penalty surely doesn't make the 20% planet 2/3 as effective as the 60% one--that would mean the 60% one was at a net -55% modifier. More realistically, it's between 85%-90% efficiency compared to 60% habitability.


Can I get a source for this? Nothing I've found indicates happiness affects ethics at all, except for slaves. And as I understand it, pops cannot join factions that don't match their ethics. Also as I noted before, it's not that difficult to keep the pops from being unhappy.


Of course there are those penalties, but they're not very large. Especially early game, the sector can likely use the minerals almost as efficiently as you could, and probably the energy too to clear blockers. It's true that all planets are long term investments, but the difference between 20% and 100%, and certainly not 20% and 60%, isn't that large.

For example, I currently in a fanatic spiritualist game I started yesterday, I currently have 5 planets and 14 systems in 2217. My unity production is 28.85, and my science is at 24.72/9.28/12.39. Taking a new system and colonizing a planet there would raise my tech cost multiplier form 1.33 to 1.39, and tradition cost multiplier from 1.77 to 1.94 (since I have courier network). In order to compensate for the tradition/tech penalties, I'd need the planet produce about 2.77 unity and 1.12/0.42/0.56 science. So with a temple and a single lab, I'd already be ahead. At 5 pop, admin/temple/lab/farm/mine should cover all costs (except physics, but whatever, it'd help balance my science), and produce a small profit even if there were no tile bonuses.

Fair enough, colonize whatever you want. Seems like the habitability system doesn't mean much.

Black Pants
Jan 16, 2008

Such comfortable, magical pants!
Lipstick Apathy
What I'd really like is for Naval Capacity to be removed from the measure of relative power, because really what the gently caress, and have an economic score there instead. Mostly because it really shits me when I can't vassalise an empire because their naval capacity is preventing them from being deemed comparatively 'weak' enough, despite them having no ships and lagging massively behind on research.

SirTagz
Feb 25, 2014

Pigbuster posted:

If all you want from a war are the systems you captured, and you have claims on them, then you'll be fine because you should keep those systems upon a status quo peace.

Ah, thanks

StealthArcher
Jan 10, 2010




Pigbuster posted:

I like this, especially since civics would still give everyone room to create warrior nations. The problem is that so many mechanics/texts are tied to the ethics at this point that I don't think it's feasible to replace any of them, since that's a way bigger change than the one to auth-ega.

Honestly, i think it works better than the current setup, Inward Perfection now being an ethic combo of Isolationist-Xenophobe, and agrarian idyll makes faaar more sense as a "We dont trade much, so food production as lifestyle stuck around" rather than some half assed energy swords to space plowshares attempt.

Epicurius
Apr 10, 2010
College Slice
I'd like to see more alternatives to war, myself. I like a pacifist play style, myself. Ive had games where ive never declared war on anybody, but there's not a lot to do midgame or lategame other than shoot at each other.

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
https://twitter.com/Martin_Anward/status/1021382423689531392?s=19

SPACE DENMARK IS GO

Edit: 'Unemployment Subsidies" is amusing inasmuch as I assume it means pops now don't stop growing and if they're not shipped off world will start running out of factories to work in. Clearly, futureStellaris subscribes to the Lump of Labour fallacy.

Serf
May 5, 2011


can't wait to set all my pops to utopian abundance

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Aethernet posted:

https://twitter.com/Martin_Anward/status/1021382423689531392?s=19

SPACE DENMARK IS GO

Edit: 'Unemployment Subsidies" is amusing inasmuch as I assume it means pops now don't stop growing and if they're not shipped off world will start running out of factories to work in. Clearly, futureStellaris subscribes to the Lump of Labour fallacy.

The "all effects must be false" is an awkward way to put things, but I guess it's less verbose.

Randarkman
Jul 18, 2011

So looking at that it seems that the highest strata of POPs (rulers?) always have a high luxury maintenance that is not affected by policies(?) and that the living standards policy adjusts how much luxuries the lower strata of POPs need in upkeep, presumably up to utopian abundance where they are either equal or close to equal in maintenance with the upper class. Academic privilege then probably works as before in that it makes those POPs doing research happier and makes them more effective at research at the cost of higher maintenance.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Randarkman posted:

So looking at that it seems that the highest strata of POPs (rulers?) always have a high luxury maintenance that is not affected by policies(?) and that the living standards policy adjusts how much luxuries the lower strata of POPs need in upkeep, presumably up to utopian abundance where they are either equal or close to equal in maintenance with the upper class. Academic privilege then probably works as before in that it makes those POPs doing research happier and makes them more effective at research at the cost of higher maintenance.

https://twitter.com/Martin_Anward/status/1021383519946395648

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

Fedor Petrov, Vice Provost for University Affairs posted:

The Academician's private residences shall remain off-limits to the Genetic Inspectors. We possess no retroviral capability, we are not researching retroviral engineering, and we shall not allow this Council to violate faction privileges in the name of this ridiculous witch hunt!

Meme Poker Party
Sep 1, 2006

by Azathoth
Ah so Academic Privilege is the American system.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Where's the option for "Leaders earn poo poo, workers profit from their labour" Wiz? Wiz???

Truga
May 4, 2014
Lipstick Apathy

Splicer posted:

Where's the option for "Leaders earn poo poo, workers profit from their labour" Wiz? Wiz???

It's called hive mind.

Queens have to spit out drones all day, drones work on whateverthefuck the hive consensus is today.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Utopian Abundance abolishes class which I am immediately going to combine with the space hammer and sickle icon and never play anything else.

E: Oh I'll play hiveminds too, haven't run a devouring swarm in a while

Crazycryodude fucked around with this message at 16:29 on Jul 23, 2018

Hunt11
Jul 24, 2013

Grimey Drawer

Splicer posted:

Where's the option for "Leaders earn poo poo, workers profit from their labour" Wiz? Wiz???

That's what Utopian Abundance is for.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Hunt11 posted:

That's what Utopian Abundance is for.
I want workers swanning around in jewels while management and tech nerds grub in the dirt for worms.

Or less hyperbolicly, before we hit full utopian abundance I want the option to reduce leader QoL and raise worker QoL to a comfortable "everyone gets nice stuff, if not literally everything they want".

Praseodymi
Aug 26, 2010

Splicer posted:

I want workers swanning around in jewels while management and tech nerds grub in the dirt for worms.

Or less hyperbolicly, before we hit full utopian abundance I want the option to reduce leader QoL and raise worker QoL to a comfortable "everyone gets nice stuff, if not literally everything they want".

Yeah, forget FALGSC, I want to work my way up to that through Partially Automated Comfortable Queer Space Socialism.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Social welfare looks like it ups working class standards of living to acceptable levels without being FALGSC, but it doesn't take the ruling strata down a peg. That would be a nice option if you have Egalitarian or maybe a special civic, a special standard of living that sets everyone to the social welfare/decent/whatever level so you can save early game on maintenance for the rich but causes unhappiness in upper strata pops.

Meme Poker Party
Sep 1, 2006

by Azathoth
Eat The Rich civic when?

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Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Crazycryodude posted:

Social welfare looks like it ups working class standards of living to acceptable levels without being FALGSC, but it doesn't take the ruling strata down a peg. That would be a nice option if you have Egalitarian or maybe a special civic, a special standard of living that sets everyone to the social welfare/decent/whatever level so you can save early game on maintenance for the rich but causes unhappiness in upper strata pops.
I don't think it needs to be locked behind ethics or civics. Authoritarianism where the ruling caste pointedly does not waste resources on frippery, bread and circuses is for the weak minded, our asceticism is what makes us fit to lead. Ruling is not a privilege, it is a duty.

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