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TalonDemonKing posted:
Is it not wonderful to love, and be loved by, the Worm?
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# ? Dec 9, 2018 00:57 |
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# ? Apr 26, 2024 04:03 |
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pokie posted:Really? The research districts seem sweet. They make ok research hubs but your honestly better off using an upgraded research complex due to the the time, cost, and the use of two accession perks to really make them shine.
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# ? Dec 9, 2018 01:03 |
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Hellioning posted:I don't think it's a fair comparison. There are no mining stations that give food, you can get energy from trade value, and you can deal with a lack of minerals far more than you can deal with a lack of food. Robot empires don't even need to deal with food, which makes getting energy and minerals a lot easier. Robots (at least Driven Assimilators) need both food for their cyborg pops and don't get access to the trade mechanic (so no bonus energy there, which they could use).
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# ? Dec 9, 2018 01:10 |
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Anybody else seen a Great Khan spawn yet? I just got one and my game is now running like poo poo. Just timed 54 seconds to run a month on normal speed.
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# ? Dec 9, 2018 01:15 |
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What are you guys building as your first building. I restarted again as a criminal space mushrooms but I don't know if I want to go for corporate culture site or hold out for another alloy foundry.
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# ? Dec 9, 2018 01:16 |
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Cynic Jester posted:God I want a tiny outliner mod. Just something to remove the sector dividers would do it. Having to scroll to keep an eye on which planets have unemployed pops is annoying as gently caress. Open the outliner settings, turn off sectors and turn on planets.
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# ? Dec 9, 2018 01:16 |
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Darkrenown posted:Open the outliner settings, turn off sectors and turn on planets. There's no way of getting rid of planets from this part of the outliner though, now sectors aren't working like they used to. Scrolling through an enormous list planets after the midgame isn't great.
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# ? Dec 9, 2018 01:22 |
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I just got into Stellaris with the latest expansion but pretty familiar with Paradox games back to EU2. I dicked around with the generic good guy humans the other day to get a hold on stuff (apparently missed out on tiles, not sorry) and it's really fun. Compared to EU or CK just zooming in on my systems and then back up to the galaxy map, then back down to watch my loyal ships zoom around and do heroic battle is awesome. I feel really invested in my space folk. And in general it feels more Victoria-ish in that I feel a lot of progress and satisfaction whether or not I play Violent von Dicklord XIV or Comrade-Collective-Entity Unit 219596 But this leads me to my main problem: after my base human tutorial I keep dicking around in the empire builder, this poo poo is a game in itself. Space dwarves? Brainiac squidfolk? Stalinist roaches? They're all here! I just keep messing around with it, playing a bit, then going back. Is there hope of an expansion that makes the species more distinct because I'd love that? I want gameplay choices about being a plantoid vs a humanoid. Like, if I'm plantoid, I shouldn't care about food. We have photosynthesis! As fungoid, lemme just drop some spores to gestate in a century when we come back and terraform. As arthropoid, lemme have multiple metamorphoses as pops with different effects. As reptilian, gimme benefits and drawbacks from being cold blooded. Make me choose between exoskeleton and opposable thumbs. Or, if I'm a spiritual plant, do we worship the sun or the water or the earth, or are we polytheistic? Why do I have to choose repugnant as a trait? Wouldn't humans be as repugnant to my sovroaches as they are to humans? I feel like humans and space elves should love each other but also be super racist vs space butterflies, and only hesitantly accept the space foxes as allies. Maybe it's video game honeymoon effect but drat, combing all the different options into whatever crazy space species is so fun it deserves to have more mechanics. I really want to see being a fungus vs being a human vs being a cat have gameplay effects instead of just being aesthetic. Edgar Allen Ho fucked around with this message at 01:25 on Dec 9, 2018 |
# ? Dec 9, 2018 01:22 |
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Have anyone else tried to hand sectors over to the AI? I tried with a few of mine but it seems it doesn't do....anything? I have given it over 10k stockpiles and set it to Balanced.
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# ? Dec 9, 2018 01:30 |
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I've seen them do something, but it was mostly building holotheatres on planets that already had loads of amenities from temples.
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# ? Dec 9, 2018 01:33 |
Aethernet posted:There's no way of getting rid of planets from this part of the outliner though, now sectors aren't working like they used to. Scrolling through an enormous list planets after the midgame isn't great. There are options for hiding sectors with a focus selected I think. Has anyone tried those?
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# ? Dec 9, 2018 01:35 |
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Baronjutter posted:With bugfixes, balance passes, maybe a re-think of a couple mechanics (like the loving inexcusably horrible new sector system sorry guys) 2.2 is feeling pretty good. Yeah rare resources for upgrades feels like a weird minmax deterrent.
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# ? Dec 9, 2018 01:37 |
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Noir89 posted:Have anyone else tried to hand sectors over to the AI? I tried with a few of mine but it seems it doesn't do....anything? I have given it over 10k stockpiles and set it to Balanced.
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# ? Dec 9, 2018 01:39 |
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Ms Adequate posted:Is it not wonderful to love, and be loved by, the Worm? I love the worm
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# ? Dec 9, 2018 01:39 |
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frogge posted:minmax deterrent. This is it. This is what I think is going on with this expansion. I think I'm a still a fan two days in .
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# ? Dec 9, 2018 01:40 |
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Zane posted:They do well enough in my experience. They tend to build a balanced proportion of research, manufacturing, resources. But they don't seem to upgrade -- which may be the problem you're having? This sort of makes sense given how swingy the economy can be. But it definitely increases micromanagement. It was captured planets from enemies. At first I thought it was because I am a Devouring Swarm and the planets had loads of empty jobs and districts after eating everyone. But then I colonized a new planet in the same sector and now, a while later, 11 Scavenger pops, no buildings or districts built. I guess technicaly, the scavengers ARE working but uuuuh.
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# ? Dec 9, 2018 01:42 |
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I'm not too pushed about the extra slots (though that may change) and that production window is a mess but holy hell does that draw attention to how inefficiently the original is using its space. Seriously why is trade value taking up like 10% of the screen. Splicer fucked around with this message at 02:15 on Dec 9, 2018 |
# ? Dec 9, 2018 02:05 |
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If you're playing as a criminal megacorp, I highly recommend being a fanatic xenophile. You get +20 relations with most people which makes up for most of the -25 from being criminal. You also get -50% diplomacy costs, so doing things like guaranteeing independence is pretty cheap and lets you build a lot of trust. I'm at +58 trust with a guy who doesn't match my ethos that I have border friction with, after running a branch office on his place for a while.
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# ? Dec 9, 2018 02:14 |
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Rare resources being required for upgrades is a great idea, because without it you're back to "mash all the yellow arrows" as a no-brainer busywork decision.
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# ? Dec 9, 2018 02:16 |
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Splicer posted:I'm not too pushed about the extra slots (though that may change) and that production window is a mess but holy hell does that draw attention to how inefficiently the original is using its space. I'll be honest, I prefer the current one. Especially when I'm not familiar with everything, having it all mashed together doesn't help.
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# ? Dec 9, 2018 02:18 |
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Tried a reinstall just to be sure, but still same issue with the sector AI:
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# ? Dec 9, 2018 02:23 |
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I think trade value is meant to be like base tax/development in other Paradox games, as in it's an at-a-glance measure of how developed a colony is. And it does work pretty decently for that, so it makes sense to emphasize it. But yeah the new planet UIs need some help. I guess I'm used to it by now, but I remember my first look at the new planet development system was a "what the holy hell am I even looking at?" moment in a way that the tile system was not. Even now I have to squint at stuff like the haphazard list of what the planet is producing/consuming.
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# ? Dec 9, 2018 02:27 |
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I'll tell you what, King Lemming terraforming mods can't come out soon enough. It's depressing to get only a handful of planets before you get boxed in by other empires with no real way of expanding other than through habitats.
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# ? Dec 9, 2018 02:27 |
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Back Hack posted:I'll tell you what, King Lemming terraforming mods can't come out soon enough. It's depressing to get only a handful of planets before you get boxed in by other empires with no real way of expanding other than through habitats. Have you tried beating up people and taking their stuff?
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# ? Dec 9, 2018 02:30 |
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Where does the tech to actually USE Volatile Mote Extractors come from? I have a rare deposit on a planet, but no notion of how to even begin to take advantage.
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# ? Dec 9, 2018 02:31 |
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ZypherIM posted:I'll be honest, I prefer the current one. Especially when I'm not familiar with everything, having it all mashed together doesn't help. Splicer fucked around with this message at 10:30 on Dec 9, 2018 |
# ? Dec 9, 2018 02:33 |
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Things I dont like: The removal of the research point production on the main resource bar. Things that bewilder me: Amenities? What are they?
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# ? Dec 9, 2018 02:39 |
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I need a button that says "move all unemployed pops here" because jesus christ I'm doing that a lot.
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# ? Dec 9, 2018 02:41 |
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Do planetary classes still mean anything in terms of resource generation?wiegieman posted:I need a button that says "move all unemployed pops here" because jesus christ I'm doing that a lot.
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# ? Dec 9, 2018 02:42 |
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ZypherIM posted:Have you tried beating up people and taking their stuff? I would normal, but the AI makes a bee-line for defensive pacts and federation in my games, so before 50 years have gone by, the entire galaxy been carved up into powerblocks already.
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# ? Dec 9, 2018 02:43 |
Wasn't it changed in 2.2 that you can use a race you have a migration treaty with to colonize planets in your empire? Got a migration treaty with a Tundra preference fungus, but my main (continental) race is the only option to colonize.
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# ? Dec 9, 2018 02:44 |
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Gaj posted:Things I dont like: Gaj posted:Things that bewilder me:
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# ? Dec 9, 2018 02:44 |
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Captain Oblivious posted:Where does the tech to actually USE Volatile Mote Extractors come from? I have a rare deposit on a planet, but no notion of how to even begin to take advantage. more generally: the 2.2 research trajectory feels like it has a very different tempo. for the first 100 years research is much slower. then you hit a breakpoint with research facilities at around 2300 and zoom through dozens of techs. Zane fucked around with this message at 02:48 on Dec 9, 2018 |
# ? Dec 9, 2018 02:45 |
ZypherIM posted:If you're playing as a criminal megacorp, I highly recommend being a fanatic xenophile. You get +20 relations with most people which makes up for most of the -25 from being criminal. You also get -50% diplomacy costs, so doing things like guaranteeing independence is pretty cheap and lets you build a lot of trust. I'm at +58 trust with a guy who doesn't match my ethos that I have border friction with, after running a branch office on his place for a while. considering what "guaranteeing independence" is, you're literally running a protection racket
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# ? Dec 9, 2018 02:45 |
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Also, god drat I hate that Repugnant isn't just a diplomatic malus now, thems were some good free trait points.
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# ? Dec 9, 2018 02:46 |
Zane posted:the extraction techs are pretty late in the tree. they are typically subsequent to: 1) the first tier of upgrade buildings that require them; and 2) a 'synthetic' tech that converts minerals into the equivalent resource.
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# ? Dec 9, 2018 02:48 |
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turn off the TV posted:
"Please stop self-actualizing" is a wonderful euphemism. dialhforhero fucked around with this message at 02:53 on Dec 9, 2018 |
# ? Dec 9, 2018 02:50 |
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Amenities keep your populace happy and productive. Insufficient amenities causes hefty penalties to stability and can cause all sorts of negative events. Extra amenities provides a boost to happiness and stability, increasing productivity. canepazzo posted:Wasn't it changed in 2.2 that you can use a race you have a migration treaty with to colonize planets in your empire? Got a migration treaty with a Tundra preference fungus, but my main (continental) race is the only option to colonize. For some reason it doesnt show up with the Colonize button. But you can still manually build the colony ship at your shipyard.
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# ? Dec 9, 2018 02:52 |
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Ahhh gently caress I accidentally kept the stupid rudimentary robots on the one world as a hive mind and now I have 2 pops of robot that I'm apparently somehow keeping as livestock and everyone has a malus on me for it but I literally cannot change their rights to disassemble them or whatever because I can't have robots
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# ? Dec 9, 2018 02:54 |
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# ? Apr 26, 2024 04:03 |
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Gaj posted:Things I dont like: Research points are still on the main resource bar though? Just to the right of your unity, there is a microscope of your total research. Hover over it and you get a breakdown of per-type of research. Amenities are like.. fancy watches and starbucks and royal parades and poo poo that make your dudes happy. Increasing your guy's happiness does things like decreasing their crime rate and increases the planet's stability (which improves worker job production, trade value, and immigration pull). I'm not sure if super high happiness gives a general bonus still or not, but it might.
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# ? Dec 9, 2018 02:54 |