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Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Without rebel pirate whack-a-mole 2.2 is not shaping into the Victoria 3 that we've waited so long for.

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Splicer
Oct 16, 2006

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

Psychotic Weasel posted:

Without rebel pirate whack-a-mole 2.2 is not shaping into the Victoria 3 that we've waited so long for.
I hope it's going to be both. Passive ongoing penalties which occasional turn into actual targets.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

So... piracy is now just abstract?

I mean, I like that it directly affects trade by taking a percentage from output, but I think I'd miss the actual attacks on infrastructure.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Ice Fist posted:

So... piracy is now just abstract?

I mean, I like that it directly affects trade by taking a percentage from output, but I think I'd miss the actual attacks on infrastructure.
Eh, I dont think pirates would profit by attacking infrastructure and it always puzzled me that their sole objective was to destroy said infrastructure then run away and hide, and nothing else. Piracy is generally a commerce raiding thing so having pirates do just that sounds amazing to me.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Pirate bases forming outside your borders and having a passive (but noticeable) effect on your trade until it reaches some point (over time? at a certain degree of lost trade value?) where it spawns fleets to attack would be a lot better than what we have now tbh. Bonus points if it can actually take over starbases and form a miniature pirate empire in extreme cases.

Splicer
Oct 16, 2006

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

GunnerJ posted:

Pirate bases forming outside your borders and having a passive (but noticeable) effect on your trade until it reaches some point (over time? at a certain degree of lost trade value?) where it spawns fleets to attack would be a lot better than what we have now tbh. Bonus points if it can actually take over starbases and form a miniature pirate empire in extreme cases.
That would be my ideal, where if left on their own long enough they turn into little mini empires. Like:
Stage 1) piracy is reducing your trade because your empire is exposed to lawless systems
Stage 2) a pirate base spawns but just sits there. You're not told about it, but if you stumble upon it you get an event pop-up explaining what it is and can take it out for a temporary piracy reduction.
Stage 3) the base gets bigger and spawns more ships, piracy penalty increases in that area. You're alerted to the latter
Stage 4) the base gets bigger and spawns even more ships, starts actively raiding
Stage 5) this and any other pirate bases within range turn into a small marauder empire

Anno
May 10, 2017

I'm going to drown! For no reason at all!

https://twitter.com/Martin_Anward/status/1044968526879109120

Nice new art pieces are starting to go in. Also a very conspicuously cropped header.

Wiz
May 16, 2004

Nap Ghost

Ice Fist posted:

So... piracy is now just abstract?

I mean, I like that it directly affects trade by taking a percentage from output, but I think I'd miss the actual attacks on infrastructure.

You can still get pirate fleets under certain circumstances. More on this tomorrow.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Anno posted:

https://twitter.com/Martin_Anward/status/1044968526879109120

Nice new art pieces are starting to go in. Also a very conspicuously cropped header.

Looks like world-cities get their own district types. Neat.

Ice Fist
Jun 20, 2012

^^ Please send feedback to beefstache911@hotmail.com, this is not a joke that 'stache is the real deal. Serious assessments only. ^^

Wiz posted:

You can still get pirate fleets under certain circumstances. More on this tomorrow.

:discourse:

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

Anno posted:

https://twitter.com/Martin_Anward/status/1044968526879109120

Nice new art pieces are starting to go in. Also a very conspicuously cropped header.

Going to guess this is our first look at the ecumenopolis planet type. Looks crowded. Love the neon purple though.

The world needs more neon.

Gyshall
Feb 24, 2009

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

Wiz posted:

You can still get pirate fleets under certain circumstances. More on this tomorrow.

love u bb

OwlFancier
Aug 22, 2013

Psychotic Weasel posted:

The world needs more neon.

Can I interest you in Aurora 4X?

Because you can introduce all the neon you want to planets in that, with hilarious effects!

Actually, that would be the kind of thing robots should do, fill the planet's atmosphere with neon to prevent rust and also make everything glow from all the EMF.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE
gently caress gently caress gently caress, I want to play with the new patch so badly.

I sound like a spoiled kid and I don't care, every time they reveal something new, it's amazing.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
That UI is looking pretty polished there Wiz, he said hopefully

Baronjutter
Dec 31, 2007

"Tiny Trains"

206 pops, jesus. I love the bigger numbers possible in this update.

I wonder though, will overall galactic populations be a lot higher now, where 200 is the new 25? Or will 25ish still be a fairly high/full population for a planet, just now we have the ability to choose a few key planets to go nuts with?

OwlFancier
Aug 22, 2013

Baronjutter posted:

206 pops, jesus. I love the bigger numbers possible in this update.

I wonder though, will overall galactic populations be a lot higher now, where 200 is the new 25? Or will 25ish still be a fairly high/full population for a planet, just now we have the ability to choose a few key planets to go nuts with?

I mean I assume given that your penalties are now per district, there's no way to really game the system by colonizing only a few big planets.

So, basically, your population would probably be much higher, because you're no longer limited to 1 pop per tile, your pop numbers are per housing which looks like it's going to average out at much higher than 1 per tile. Your number of city worlds presumably depends on how many resource worlds you have to feed them. And you'll want to colonize everything you come across because even a small world is just as useful for resources as a larger world.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

looking forward to the Mole People special district, tia

OwlFancier
Aug 22, 2013

That's one of the things I'm really looking forward to honestly, looking at small planets and not thinking "ugh, worthless"

Instead I can think "hey more resources to feed a city world"

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Wiz posted:

You can still get pirate fleets under certain circumstances. More on this tomorrow.

I would like you to know that you have ruined 2.1 for me.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
2.2 will come with the release of some kind of paid DLC, right? If so have we learned anything about it?

Nuclearmonkee
Jun 10, 2009


Wiz posted:

You can still get pirate fleets under certain circumstances. More on this tomorrow.

Nice. Having pirates actually do pirate things instead of suicide attacking my stations at regular intervals sounds good. I assume the pirate fleet thing can happen in uninhabited systems along trade routes or via interesting events involving your nation being a crime and pirate infested hellhole.

Truga
May 4, 2014
Lipstick Apathy

Beer4TheBeerGod posted:

2.2 will come with the release of some kind of paid DLC, right? If so have we learned anything about it?

Nothing yet.

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
I bet the DLC is for more specialised world types with unique bonuses, like the Coruscant-o-like in the picture.

In other words, Sexy Planets.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Aethernet posted:

I bet the DLC is for more specialised world types with unique bonuses, like the Coruscant-o-like in the picture.

In other words, Sexy Planets.

Yeah, planetary mega-structures and "wonders" or what ever would be a really nice DLC to tie into the death of tiles.

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."

Baronjutter posted:

206 pops, jesus. I love the bigger numbers possible in this update.

I wonder though, will overall galactic populations be a lot higher now, where 200 is the new 25? Or will 25ish still be a fairly high/full population for a planet, just now we have the ability to choose a few key planets to go nuts with?

Well that's a size 16 planet in the teaser - but it doesn't look like a "normal" planet. From the dev stream a while ago it looks like a little above 100 pops is what the average species gets on a Size 18 full of cities (before you fill it with 900 pops more via cheats and crime rockets to 100%). Population numbers being based on housing (with theoretical room for infinite pops at the cost of overpopulation penalties) is much better than planet size.

Of course unless you have access to an infinite filler job (slavery yay), you don't actually want maximum population. You want just enough pops for no jobs to be unstaffed but not so many that some of them are unemployed. It seems like the high amount of housing to go with city districts is really more of a pentalty than a benefit.

DatonKallandor fucked around with this message at 18:26 on Sep 26, 2018

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
I'm still quite certain that the city planet type is going to be locked behind the DLC, maybe other planet types but there has been no indication of them in any of the teasers or the stream.

I suspect some of the new civics will also be paid features. As we get more details on trade there may be more 'advanced' forms of it that aren't included in the base rework.

It's not like I'm not going to pick this up on day one so it hardly matters to me but I suspect the team wanted to get the basics out of the way before they start addressing paid features and then had to deal with people calling them greedy for 6-8 months.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

DatonKallandor posted:

Of course unless you have access to an infinite filler job (slavery yay), you don't actually want maximum population. You want just enough pops for no jobs to be unstaffed but not so many that some of them are unemployed. It seems like the high amount of housing to go with city districts is really more of a pentalty than a benefit.
I would have to assume that city districts add some sort of jobs and I believe we have seen that some of the other district types add a job-per-infrastructure and infrastructure goes up the most with city districts? Am I talking out my rear end or does that make sense based on what we have seen?

Ms Adequate
Oct 30, 2011

Baby even when I'm dead and gone
You will always be my only one, my only one
When the night is calling
No matter who I become
You will always be my only one, my only one, my only one
When the night is calling



DatonKallandor posted:

Well that's a size 16 planet in the teaser - but it doesn't look like a "normal" planet. From the dev stream a while ago it looks like a little above 100 pops is what the average species gets on a Size 18 full of cities (before you fill it with 900 pops more via cheats and crime rockets to 100%). Population numbers being based on housing (with theoretical room for infinite pops at the cost of overpopulation penalties) is much better than planet size.

Of course unless you have access to an infinite filler job (slavery yay), you don't actually want maximum population. You want just enough pops for no jobs to be unstaffed but not so many that some of them are unemployed. It seems like the high amount of housing to go with city districts is really more of a pentalty than a benefit.

No, what I want is Mega-City One with an unemployment rate of 97% or whatever it is, just as long as I can pump my pop numbers ever higher.

God can you imagine the mods once 2.2 hits!

Hot Dog Day #82
Jul 5, 2003

Soiled Meat
Just got the “don’t fight anyone for 20 years” pacifist achievement, which was actually more fun than I thought it would be since it gave me time to play as racist space elves who were into using genetics to micromanage their syncretic peasent race.

Anyways, as soon as that was over I used my navy started spreading pacifism throughout the galaxy, as pacifists are wont to do. I’ve now hit a bit of a roadblock and can’t attack anyone else for ideological reasons... so what next? I assume pacifists can’t lay claims and attack people directly, so does that mean my game is over unless I stick around and fight the fallen empires/end game events? It

Conskill
May 7, 2007

I got an 'F' in Geometry.

Hot Dog Day #82 posted:

Just got the “don’t fight anyone for 20 years” pacifist achievement, which was actually more fun than I thought it would be since it gave me time to play as racist space elves who were into using genetics to micromanage their syncretic peasent race.

Anyways, as soon as that was over I used my navy started spreading pacifism throughout the galaxy, as pacifists are wont to do. I’ve now hit a bit of a roadblock and can’t attack anyone else for ideological reasons... so what next? I assume pacifists can’t lay claims and attack people directly, so does that mean my game is over unless I stick around and fight the fallen empires/end game events? It

You could try to engineer your society away from pacifism. It can take awhile but it's not impossible with faction shenanigans.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

It's possible to exploit the AI by plunging the value of your navy (via bad refits, for example) then insulting them repeatedly, getting them to declare war on you. Although i feel this goes against the spirit of things. ;p

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."

AAAAA! Real Muenster posted:

I would have to assume that city districts add some sort of jobs and I believe we have seen that some of the other district types add a job-per-infrastructure and infrastructure goes up the most with city districts? Am I talking out my rear end or does that make sense based on what we have seen?

The loop seems to be City Districts adding the most housing and infrastructure out of all the districts. Infrastructure is great because it unlocks more Building slots and a lot of Buildings have per X-amount-of-infrastrcuture jobs. The other districts have a lot less housing and infrastructure built in, but instead provide (static amounts of) jobs directly instead of through buildings.

I think you're guaranteed some scaling jobs because the planetary administration has some scaling clerk jobs? But getting jobs for a hundred pops on one planet is probably going to be really drat hard, especially since the scaling looks to start fairly low and it takes building upgrades to improve that.

At least that's what the non-final subject to change numbers seem to indicate.

Personally I like that "more pops" isn't necessarily a good thing - might be the first time that's the case in a 4x.

TheDeadlyShoe
Feb 14, 2014

pretense is my co-pilot

i think its mostly buildings that add jobs per infrastructure.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

We haven’t actually seen infrastructure in the last few weeks of screenshots. I suspect it was just rolled into pops/housing in some way.

TalonDemonKing
May 4, 2011

Here's to hoping trade routes also move food around from Agri worlds to more populated places. Blockcading city worlds and watching them starve would really appease my determined exterminators

GunnerJ
Aug 1, 2005

Do you think this is funny?
Want a "Dark Satanic Mill Capitalism" civic where the more unemployed pops there are, the more production you get out of employed pops (because they know how easily they can be replaced).

Dirk the Average
Feb 7, 2012

"This may have been a mistake."

TheDeadlyShoe posted:

It's possible to exploit the AI by plunging the value of your navy (via bad refits, for example) then insulting them repeatedly, getting them to declare war on you. Although i feel this goes against the spirit of things. ;p

I mean, is it really against the spirit of racist space elves?

"Look, we're just so superior to you that we're disarming entirely. Also, we're pacifists, and that makes us better than you in every way."

Do that every month for a decade or so and even fellow pacifists would find a way to murder them to get them to shut up.

OwlFancier
Aug 22, 2013

GunnerJ posted:

Want a "Dark Satanic Mill Capitalism" civic where the more unemployed pops there are, the more production you get out of employed pops (because they know how easily they can be replaced).

I mean that should just be a mechanic where unemployment increases unrest and productivity the worse your living standards are.

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GunnerJ
Aug 1, 2005

Do you think this is funny?
Civic or selectable living standard system, whichever.

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