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Can megacorps not build branch offices in their subsidiaries or am I missing something?
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# ? Dec 9, 2018 02:57 |
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# ? Mar 28, 2024 08:56 |
Shugojin posted: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 02:58 |
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Shugojin posted: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 How does one even eat robot livestock.
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# ? Dec 9, 2018 03:02 |
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Tried modding the sector_focuses file for district_city to a factor of 100 when free_housing < 0 but whelp, AI still don't think a planet with -10 housing needs more city districts
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# ? Dec 9, 2018 03:11 |
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So any mods for a yellow briefcase yet? I want to know when my planets are jobs=pops instead of just when jobs<pops.
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# ? Dec 9, 2018 03:12 |
It'd also be nice if you got that icon when you have scavengers as a hive mind. 1 mineral doesn't count as a job, game.
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# ? Dec 9, 2018 03:15 |
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Latest minor bug: the "sort by power" in the Contacts screen doesn't always work (ie it goes Equiv, Inferior, Equiv, Equiv, Inferior etc rather than all Equivs then all Inferiors)ZypherIM posted:Well later on it is 30 admin cap worth of penalties (megacorps get 50% worse penalties, so worth 45 of a normal empire). Each size is 0.3 tech, 0.5 unity, 1 campaign/leader/leader upkeep. So it is -9% tech costs, -15% unity, -30% campaign/leader/leader upkeep. So once you've grown to benefit from it it is stronger than several of the other perks IMO. This isn't actually the case unless you go from 30 above to exactly on cap; eg, if you're 200 above the cap, tech costs 60% more - that -30 isn't 9% off actual tech costs, it's 9/1.6 = 3.75% off tech costs and similar for the others. It's one that, somewhat counterintuitively, gets worse the bigger your empire is. TalonDemonKing posted:Is it just me or are the techs to use the space resources (Motes/Gas/Crystals) locked behind the buildings that require it? They are not (as it happens I just drew both rare crystal cards in the same go, which is a pretty good demonstration )
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# ? Dec 9, 2018 03:18 |
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Shugojin posted: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 This exact thing happened to me but it turns out you can sell them as slaves once you have access to the slave market .
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# ? Dec 9, 2018 03:18 |
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Also yeah it was extremely stupid that I was getting a diplomatic malus for eating my robots
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# ? Dec 9, 2018 03:19 |
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MrL_JaKiri posted:This isn't actually the case unless you go from 30 above to exactly on cap; eg, if you're 200 above the cap, tech costs 60% more - that -30 isn't 9% off actual tech costs, it's 9/1.6 = 3.75% off tech costs and similar for the others. It's one that, somewhat counterintuitively, gets worse the bigger your empire is. The thing is, all bonuses in this game are additive. So if you want to get technical, the +10% research doesn't give you +10% to your total research, because you've already got +12% from scientist skill and +5% from a tech and +15% from his specialty. So for stuff like this you don't need to break it down like that, because your other options also work additively. edit: My leader lost re-election, then went to form a xenophobe faction (I'm fanatic xenophile). ZypherIM fucked around with this message at 03:34 on Dec 9, 2018 |
# ? Dec 9, 2018 03:26 |
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Seems I found out why my sector AI is bugged to hell as a hivemind! In the files, a normal empires city district is called district_city, while a hiveminds is called district_hive. Incidently, district_hive does not even exist in the sector AI focus weight file, so it basically do not even know it exists. Added the following code to it:code:
Edit: Yeah it seems that Scavenger Jobs just completly breaks the sector AI, it only checks for unemployed jobs: code:
Noir89 fucked around with this message at 03:40 on Dec 9, 2018 |
# ? Dec 9, 2018 03:35 |
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I really like this mod, makes the new interface much easier on the eyes.
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# ? Dec 9, 2018 04:02 |
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Noir89 posted:This is......wow. I'm not surprised Scavenger jobs gently caress everything up. I'm also really surprised they didn't just rename Unemployed for Hive Minds.
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# ? Dec 9, 2018 04:05 |
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ZypherIM posted:The thing is, all bonuses in this game are additive. So if you want to get technical, the +10% research doesn't give you +10% to your total research, because you've already got +12% from scientist skill and +5% from a tech and +15% from his specialty. So for stuff like this you don't need to break it down like that, because your other options also work additively. Agreed that it's just plain better than the Tech Ascendancy. ZypherIM posted:edit: My leader lost re-election, then went to form a xenophobe faction (I'm fanatic xenophile). gently caress YOU GUYS
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# ? Dec 9, 2018 04:08 |
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MrL_JaKiri posted:I'm not surprised Scavenger jobs gently caress everything up. I'm also really surprised they didn't just rename Unemployed for Hive Minds. I did kinda manage to find a solution! This fixes it: code:
code:
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# ? Dec 9, 2018 04:11 |
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MrL_JaKiri posted:Agreed that it's just plain better than the Tech Ascendancy. It also blows the unity ascension out of the water. I hope they make a pass on the anemic ascension perks and make them interesting now that we have some perks that blow them out of the water and are more interesting in how they do it (consecrated worlds is basically always better than the unity perk along with getting some other bonuses - its pretty good even if they nerf chances for good rolls).
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# ? Dec 9, 2018 04:17 |
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This mod also seems pretty good for people to learn how to grasp the new economy.
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# ? Dec 9, 2018 04:19 |
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Haven’t touched the manual job “prioritization” thing. As others have noted, it’s way too fiddly and easy to forget “oh I disabled a couple clerk jobs on planet 14 years ago so they would work the mines, gotta fix that”. I think it’d be more intuitive for each job type within a strata to have a prioritization, maybe? I dunno, but that’s a micromanagey element of 2.2 I’m straight up ignoring right now.
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# ? Dec 9, 2018 04:19 |
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escalator dropdown posted:Haven’t touched the manual job “prioritization” thing. As others have noted, it’s way too fiddly and easy to forget “oh I disabled a couple clerk jobs on planet 14 years ago so they would work the mines, gotta fix that”. I think it’d be more intuitive for each job type within a strata to have a prioritization, maybe? I dunno, but that’s a micromanagey element of 2.2 I’m straight up ignoring right now. When you disable jobs the pops working them immediately move, but if you re-enable them again without even clicking away the jobs will stay empty unless your pops have a good reason to prioritize (like Industrious).
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# ? Dec 9, 2018 04:23 |
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I've tried four different games with different empire types, and consistently about 23-25 years in the game slows to an absolute crawl. Fastest speed goes from a couple of days per second to a couple of seconds per day. And this is with a medium size galaxy too, so it's not even anything crazy. It's literally unplayable once it gets to that point, as the entire game completely locks up for those 5+ seconds per day. If I pause the game everything is as smooth as it normally is, but if I try to advance time it ends up being impossible to do anything. There are a lot of things that are fun about the 2.2 patch, but this is not one of them.
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# ? Dec 9, 2018 04:25 |
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Miles Vorkosigan posted:Can megacorps not build branch offices in their subsidiaries or am I missing something?
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# ? Dec 9, 2018 04:26 |
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escalator dropdown posted:Haven’t touched the manual job “prioritization” thing. As others have noted, it’s way too fiddly and easy to forget “oh I disabled a couple clerk jobs on planet 14 years ago so they would work the mines, gotta fix that”. I think it’d be more intuitive for each job type within a strata to have a prioritization, maybe? I dunno, but that’s a micromanagey element of 2.2 I’m straight up ignoring right now. I honestly haven't had a big problem with people running off to other jobs and screwing me, mostly because I don't drop an extra pile of jobs on a planet. I'm pretty sure there is a priority that tries to balance out or not overcommit in the worker strata, but as long as you don't flood a ton of jobs you can probably just let it smooth itself out and maybe trade some stuff on the market. Also Wiz posted that they're working on the UI to show outputs and stuff on job creations. So like it'll say "2 metallurgist jobs, base production: 6 alloy, base upkeep: 12 minerals". darthbob88 posted:Not in my experience. You can only build branch offices in empires that a) are part of your federation, or b) have a commercial pact with you, which requires they be independent. Honestly, if they just remove that requirement, I'd be happy; of course I should be able to trade with my subjects, and possibly even other people's subjects. You probably can't do that because it'd be easy as gently caress to abuse. Take over a guy with 6 systems? Spin each one off into a vassal with your ethos and build 6 branch offices.
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# ? Dec 9, 2018 04:29 |
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ZypherIM posted:
You can already build a branch on every planet of an empire you have a commerce agreement with though
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# ? Dec 9, 2018 04:38 |
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Demiurge4 posted:So Nihilistic Acquisition is a downright amazing starting perk now if you use slaves and start near a pre-ftl planet. Could you post your species/govt setup?
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# ? Dec 9, 2018 04:38 |
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ZypherIM posted:I honestly haven't had a big problem with people running off to other jobs and screwing me, mostly because I don't drop an extra pile of jobs on a planet. I'm pretty sure there is a priority that tries to balance out or not overcommit in the worker strata, but as long as you don't flood a ton of jobs you can probably just let it smooth itself out and maybe trade some stuff on the market. Yeah, exactly. I've been managing job assignment at the "deciding when and what buildings/districts to build" level, and it works well enough. It certainly works well enough that I have zero desire to muck about with the manual job prioritization. But I can imagine using it if it were better designed.
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# ? Dec 9, 2018 04:46 |
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Another display bug: you can have more than 15 E/M/F districts, but the interface only shows 15 at most.
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# ? Dec 9, 2018 04:47 |
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ZypherIM posted:You probably can't do that because it'd be easy as gently caress to abuse. Take over a guy with 6 systems? Spin each one off into a vassal with your ethos and build 6 branch offices.
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# ? Dec 9, 2018 04:50 |
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There's something about destroying your own mining station just to rebuild them to achieve my current democratic mandate that feels totally right. I can totally see that being a thing in real life.
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# ? Dec 9, 2018 04:50 |
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I got a human fallen empire that spawned right next to me
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# ? Dec 9, 2018 05:00 |
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Having terrible luck as materialist in a universe where the great khan exists. The materialist faction gets -20% penalty for "dull edge" if any normal empire eclipses you in technology. Obviously late game threats and fallen empires and the khans don't count. The problem is that when the great Khan dies there's a decent chance they just keep all their gains and switch to being flagged as a "normal empire" except with nearly fallen-empire levels of technology. This instantly makes every materialist faction in the galaxy tank their happiness as they get tech-envy for this power they previously knew better than to compare them selves with. Can anyone think of a way I can get around this in an ongoing game? edit/mod something in the way the materialist faction compares to other empires to add a special case for successor khanates?
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# ? Dec 9, 2018 05:03 |
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Mazz posted:The problem is that you basically linearly scale up your resource drains as you do your additions in a lot of cases I like the new system a lot, but three hours into my first game and keep finding this to be the case. I want to start specializing my planets, but before I can build a new flux capacitor factory I see that this planet is running low on amenities, so I build an amenity whatsit and the next few pops work there. Then I get back to the planet later but there aren't any building slots open for a new flux capacitor factory, and it's starting to run low on housing, so fine, here comes a city district. Which is great but now by the time that fills up and I've got a new slot something else is running low, and decades later when I finally have no pressing needs AND an open slot, it turns out I only get 4 flux capacitors a month, which isn't really a meaningful increase. I'd love to build another factory so I could get 8/month, I guess, but now amenities are low again, or the science building on some other planet is hogging all the consumer goods and now I need more of those instead, or... Maybe as the game progresses more pops and planets and tech will help, but so far it seems like each new working pop produces only 1% more than they consume, which doesn't leave you with a lot of room to pursue your goals. Also not a huge fan of requiring rare resources not just for the construction of advanced buildings but their upkeep as well. Maybe I just have to abandon my space juche ideals, though.
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# ? Dec 9, 2018 05:07 |
Baronjutter posted:Having terrible luck as materialist in a universe where the great khan exists.
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# ? Dec 9, 2018 05:09 |
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Two questions about trade: 1. What do I have to do to actually increase trade value in a system? I know clerks produce some, what else does? and 2. If I have a starbase with trade collection radius, will is pull trade from any system, even ones outside my borders? What about inside federation ally borders?
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# ? Dec 9, 2018 05:21 |
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Electro-Boogie Jack posted:I like the new system a lot, but three hours into my first game and keep finding this to be the case. I want to start specializing my planets, but before I can build a new flux capacitor factory I see that this planet is running low on amenities, so I build an amenity whatsit and the next few pops work there. Then I get back to the planet later but there aren't any building slots open for a new flux capacitor factory, and it's starting to run low on housing, so fine, here comes a city district. Which is great but now by the time that fills up and I've got a new slot something else is running low, and decades later when I finally have no pressing needs AND an open slot, it turns out I only get 4 flux capacitors a month, which isn't really a meaningful increase. I'd love to build another factory so I could get 8/month, I guess, but now amenities are low again, or the science building on some other planet is hogging all the consumer goods and now I need more of those instead, or... i do nonetheless tend to develop specialized manufacturing planets.. but for early game this is more for organizational purposes than it is for mechanical benefits. the 'flux capacitor' factory i think you're referring to is probably ultimately worth stacking up for.. i think it's a 15% total bonus to all factory-related production? the one early game planet specialization that pays off very early is research--ideally on a world with low resources--because research assist is now a base ability. Zane fucked around with this message at 05:39 on Dec 9, 2018 |
# ? Dec 9, 2018 05:28 |
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I may be wrong, but Habitats kiiiiind of look like hot garbage.
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# ? Dec 9, 2018 05:29 |
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Trade routes will only collect trade value inside systems you control. I'm genuinely unsure if it'll collect from systems you control that are non-adjacent to your empire (like if another empire snatched the system in between during a war or something).
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# ? Dec 9, 2018 05:30 |
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Ok so this is way beyond what I can mod, but here's the materialist faction demands regarding technology compared to others. I think I'm understanding the script here to be saying to compare any "default" class empire you have communications with, is not primitives, and is not a vassal is compared to your country in the category of technology with equivalent being neutral and anything above giving the bonus and behind giving the penalty. The problem being that the "successor" great khan result becomes flaged as a "default" empire. demand = { title = "TECHNOLOGIST_TECH_LEAP" unfulfilled_title = "TECHNOLOGIST_TECH_LAG" desc = "TECHNOLOGIST_TECH_LEAP_DESC" fulfilled_effect = 10 unfulfilled_effect = -20 potential = { exists = owner owner = { any_relation = { has_communications = root.owner is_country_type = default } NOR = { has_country_flag = primitives_can_into_space is_subject = yes } } } trigger = { owner = { NOT = { any_relation = { has_communications = root.owner is_country_type = default relative_power = { who = root.owner category = technology value > equivalent } } } } } } And here is an example successor khanate It has a custom description and a special civic. Would there be any way in the above faction code to add a check to omit a country that has this special civic or special "successor khanate" government type?
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# ? Dec 9, 2018 05:32 |
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People posting screenshots in this thread, and to my horror so many people use the default planet names
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# ? Dec 9, 2018 05:36 |
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Shugojin posted: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 Lmao, that rules. Why is anyone still playing this?
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# ? Dec 9, 2018 05:37 |
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# ? Mar 28, 2024 08:56 |
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wiegieman posted:I may be wrong, but Habitats kiiiiind of look like hot garbage. They need more district space or unique buildings or something, I've tried spamming them like before and they are baaaad in comparison to other things you could do with the resources it takes to build them
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# ? Dec 9, 2018 05:38 |