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Libluini posted:People do this? Ha ha, now I feel bad 'cause I only do this with robots. When it was like 2260 and the only planet I owned with more than 3 pops was my home planet that felt pretty bad. I'm so used to building really tall and tight. I haven't actually really played since Le Guin launch so I wasn't sure if this was something considered required, thus the question Black Pants fucked around with this message at 18:14 on Jan 24, 2019 |
# ? Jan 24, 2019 18:09 |
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# ? Apr 26, 2024 22:01 |
Black Pants posted:I haven't actually really played since Le Guin launch so I wasn't sure if this was something considered required, thus the question Assuming this is still about if you should transfer pops to new planet then there are two schools of thought 1) It's optimal to do it, but it won't cripple you if you don't, so only do it if you want. 2) Anything less than perfectly optimal play is garbage and I'll do anything, no matter how much I hate it, to ensure optimal play. I'm in the first camp. The loudest folks are, predictably, in the second.
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# ? Jan 24, 2019 18:21 |
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Nitrousoxide posted:You want to get a gaia world so you can get the most efficient planet you can, and so that all pops have 100% habitability on it. Inward perfection is good for the bonuses and pop growth, and you're going to be pissing everyone one off anyway with your slavery/purging so you're unlikely to form good pacts with anyone regardless. What if you drop life seeded for something else (syncretic?) and grab Arcologies instead? You still get the perfect habitability, and can produce a disgusting number of alloys to help keep your fleets in action. Not sure how long it'll take to get that going though.
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# ? Jan 24, 2019 18:25 |
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binge crotching posted:What if you drop life seeded for something else (syncretic?) and grab Arcologies instead? You still get the perfect habitability, and can produce a disgusting number of alloys to help keep your fleets in action. Not sure how long it'll take to get that going though. I bet that'll take at least 100 years to get going
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# ? Jan 24, 2019 18:27 |
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ConfusedUs posted:Assuming this is still about if you should transfer pops to new planet then there are two schools of thought It's not just about optimisation, it's about play experience, and too much play experience is gated behind pop growth (or the pop growth mechanics are insufficiently engaging, whichever) Splicer fucked around with this message at 18:34 on Jan 24, 2019 |
# ? Jan 24, 2019 18:30 |
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hobbesmaster posted:I bet that'll take at least 100 years to get going Also with only one planet you have no food source for the ecu and everyone starves
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# ? Jan 24, 2019 18:35 |
Crazycryodude posted:Also with only one planet you have no food source for the ecu and everyone starves You can feed everyone with livestock. It owns actually I have an abandoned save where my ecu produces all alloys, consumer goods, and in the horrible teeming under city, food. When I got the ability to gene mod the livestock pops to be tasty I deleted my farms and still had a large food surplus. Any proper life seeded species has no shortage of spare slaves to be converted into livestock Nuclearmonkee fucked around with this message at 18:42 on Jan 24, 2019 |
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# ? Jan 24, 2019 18:37 |
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AAAAA! Real Muenster posted:[*]Pop growth rate is dictated by number of current pops (the more pops the higher the growth speed) Nuclearmonkee posted:You can feed everyone with livestock. It owns actually
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# ? Jan 24, 2019 18:46 |
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Thanks, I'll try it out. I assume you replace the buildings with alloy foundries? Also, won't all the factions have penalties for warmongering/slavery? It feels like inwards perfection isn't doing much here-- all the unity comes from trade/unemployment, the growth is from raiding, and the happiness is cancelled by faction unhappiness.
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# ? Jan 24, 2019 18:56 |
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Nitrousoxide posted:Here you go. I'd really recommend changing rapid breeders to something else. Over the course of 100 years that is 3 extra pops (since you're on 1 planet), but only if you're always growing your main species. Does utopian abundance output get effected by the +unity or +research traits? If not maybe +leader level and +leader xp is better (trait slots might be an issue, grabbing leader xp and an open slot for later gene modding of +leader level would be worth it). Also if you build some strongholds on your planet (maybe in place of those other buildings you sacked) you can get some fleet cap to make your first wars a lot easier. Supremacy and 2 soldiers (along with the early tech for +2 cap per soldier) is +18 naval cap, so you can field 2 fleets pretty easily. With ship discounts and not spending alloys expanding this shouldn't be too crazy to get. Splicer posted:This is a good way to make tiny early game gains even more impactful than they already are. It "makes sense" but it can lead to things like a one month delay in grabbing your first colony halving your end game population. Influenced by is one thing (so a large base growth rate that is marginally increased by population), but dictated by is not so good. It also would probably lead to a gameplay loop of still colonizing everything asap but shipping everyone to your homeworld (because 2 free pops per colony means a win), and then at some inflection point you start on colony number 2, with each colony you get to growing faster until you're restricted by building speed and not pop growth rate. Which would be cool for like 2 games I think.
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# ? Jan 24, 2019 18:58 |
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Splicer posted:This is a good way to make tiny early game gains even more impactful than they already are. It "makes sense" but it can lead to things like a one month delay in grabbing your first colony halving your end game population. Influenced by is one thing (so a large base growth rate that is marginally increased by population), but dictated by is not so good. ZypherIM posted:It also would probably lead to a gameplay loop of still colonizing everything asap but shipping everyone to your homeworld (because 2 free pops per colony means a win), and then at some inflection point you start on colony number 2, with each colony you get to growing faster until you're restricted by building speed and not pop growth rate. Which would be cool for like 2 games I think. edit: and, again, I am not a game designer and I am not sitting here banging the table for the mechanics I outlined - I am simply stating what I think would be cool and also maybe fix the current problems, but I doubt that I am right that it would fix it!
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# ? Jan 24, 2019 19:11 |
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hobbesmaster posted:I bet that'll take at least 100 years to get going drat, didn't think it was that long. I've only played with the one that I consoled myself, but it's an amazing thing.
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# ? Jan 24, 2019 19:52 |
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Maybe other empires shouldn't suggest migration treaties if their species would end up enslaved, or worse, upon arrival. Unless they don't give a crap of course. Nuclearmonkee posted:You can feed everyone with livestock. It owns actually
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# ? Jan 24, 2019 20:41 |
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Poil posted:Maybe other empires shouldn't suggest migration treaties if their species would end up enslaved, or worse, upon arrival. Unless they don't give a crap of course. Just call them 'guest workers' and 'au pairs' and nobody will mind.
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# ? Jan 25, 2019 01:14 |
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Imagine my disappointment when the L-gates let out L-Drakes instead of a bunch of nanite fleets to gently caress with everyone. It would have been like shaking an ant farm.
Shumagorath fucked around with this message at 03:32 on Jan 25, 2019 |
# ? Jan 25, 2019 01:24 |
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As much as I like seeing the little pops in their jobs, when you get more than like, 20 pops it's just a hopeless jumble. Like the new in-progess UI a lot better. Just gotta add the ability to shuffle sectors around. I liked just making sectors out of conquered empires and naming it like "The Subjugated Realm of the [conquered race name]".
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# ? Jan 25, 2019 01:57 |
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Shumagorath posted:Imagine my disappointment when the L-gates let out L-Drakes instead of a bunch of nantie fleets to gently caress with everyone. It would have been like shaking an ant farm. Who let the Drakes out? (You, you, you, you you)
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# ? Jan 25, 2019 02:55 |
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appropriatemetaphor posted:As much as I like seeing the little pops in their jobs, when you get more than like, 20 pops it's just a hopeless jumble. Like the new in-progess UI a lot better. I would do this, with the exception of the homeworld, Set up the homeworld and a sector worth of systems as a vassal. Worst case, they do nothing all game, best case, they spice things up, band together with the other vassals, and rise up.
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# ? Jan 25, 2019 03:20 |
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I, too, am a fan of the new UI they presented.Sardonik posted:Who let the Drakes out?
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# ? Jan 25, 2019 03:46 |
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Just want to chime in the raiding based play is really fun. The key is to not expand. Or just expand a little bit, the minimum. Save the alloys for a fleet. I've been starting to hit neighbors right after I finish the supremacy tree which is usually after when I pick up destroyers. Generally after raiding the first neighbor you are way ahead after that. Don't vassalize anybody. They'll screw up your raiding.
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# ? Jan 25, 2019 04:54 |
BrandorKP posted:Just want to chime in the raiding based play is really fun. The key is to not expand. Or just expand a little bit, the minimum. Save the alloys for a fleet. I've been starting to hit neighbors right after I finish the supremacy tree which is usually after when I pick up destroyers. Generally after raiding the first neighbor you are way ahead after that. Don't vassalize anybody. They'll screw up your raiding. Can turn your early victim into a tributary if it doesn't have enough pop to merit continued abuse on a 10 year rotating basis. Real distance to your planets is not terribly relevant so you can just continue being an rear end in a top hat to neighbors by proxy with your devastated tributary's stations acting as jump off points for the raids The ai doesn't understand raiding as a threat either so non targets will happily sign agreements with you while a quarter of the galactic population languishes as your slaves. Nuclearmonkee fucked around with this message at 08:26 on Jan 25, 2019 |
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# ? Jan 25, 2019 08:22 |
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Did 2.2.4 fix the bug with planetary deposits
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# ? Jan 25, 2019 09:45 |
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In our MP game someone opened the L gates 100 years in and it was empty . A crisis would have really shook up the balance of power.
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# ? Jan 25, 2019 10:47 |
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I thought there was no empty outcome any more?
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# ? Jan 25, 2019 10:56 |
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Aethernet posted:I thought there was no empty outcome any more? "Empty" except for Gray, who is cool as hell. Although Gray cannot solo the Stellarite Devourer. (He also can't beat it when he's teamed up with a psionic entity.)
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# ? Jan 25, 2019 11:16 |
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Yeah, I don't count Gray as empty, as plonking him as a governor on a busy sector is a massive buff.
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# ? Jan 25, 2019 11:21 |
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AAAAA! Real Muenster posted:Obviously I am not a dev and its not my decision and there are other factors that have to be considered, but, to me, a system like that would feel much more natural. I think the general problem with pops is that they're still discrete units, rather than something more like Vicky 2 where the size of a pop matters. So like you could have a planet with 100 million human miners and 50 million blorg technicians or whatever. Each pop would grow individually each month at like 0.02% or whatever. Promotions and demotions would be like Vicky 2 as well. Instead of job slots you would have total pop capacity for a job. The current system is still a tile system without the tile grid. Basically the problem is that they didn't just make Vicky 2 in space.
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# ? Jan 25, 2019 17:58 |
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exponential growth would be extremely bad, imo, unless there's also some kind of exponential way of slowing down progression. i dunno, more people eat more amenities/consumer goods due to inefficiencies in logistics or something.
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# ? Jan 25, 2019 18:03 |
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It would be good though if it was a challenge that you had to deal with. Another part of the problem is that unemployment isn't a very serious issue, and in some cases it's actually a good thing.
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# ? Jan 25, 2019 18:05 |
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Fister Roboto posted:I think the general problem with pops is that they're still discrete units, rather than something more like Vicky 2 where the size of a pop matters. So like you could have a planet with 100 million human miners and 50 million blorg technicians or whatever. Each pop would grow individually each month at like 0.02% or whatever. Promotions and demotions would be like Vicky 2 as well. Instead of job slots you would have total pop capacity for a job. The current system is still a tile system without the tile grid.
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# ? Jan 25, 2019 18:07 |
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Whoever suggested turning habitable planets down to 0.25 was right. It feels good to find a planet you can use, and the 20% habitability doesn't really matter, when it's all you got. It also makes each planet that more special, and you have time to really go to work on each you have.
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# ? Jan 25, 2019 18:11 |
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THE BAR posted:Whoever suggested turning habitable planets down to 0.25 was right. It feels good to find a planet you can use, and the 20% habitability doesn't really matter, when it's all you got. I always used x0.25 since they added that option, but with sectors in 2.2 I've gone back to the default x1 modifier. With only 1/4 the number of planets I ended up with every single sector being a single planet sector because there is no way to merge them. If they add a way to consolidate sectors (and make it so that automated sectors didn't pop up messages about building completions), then I would happily go back to x0.25 planets again.
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# ? Jan 25, 2019 18:20 |
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THE BAR posted:Whoever suggested turning habitable planets down to 0.25 was right. It feels good to find a planet you can use, and the 20% habitability doesn't really matter, when it's all you got. That reminded me: it feels really weird to me that you can't exploit non-habitable planets like, at all (it's hilarious when you are playing as humans that you got a bunch of planets already and you can't do jack poo poo with Mars until you have terraforming). If you have droids or whatever, shouldn't you be able to establish perhaps a sort of "exploitation" bases or colonies? (if this is a dlc plan I want 2% paradox)
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# ? Jan 25, 2019 19:04 |
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aren't those what orbital stations are for
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# ? Jan 25, 2019 19:12 |
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come on we all know a itsy bitsy station can't do justice to massive strip mining operations in a barren moon with millions of droids working the crap out of it (or prisoner pops with proper atmospheric equipment, BUT STILL)
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# ? Jan 25, 2019 19:15 |
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dead comedy forums posted:come on we all know a itsy bitsy station can't do justice to massive strip mining operations in a barren moon with millions of droids working the crap out of it Yeah it would be nice to set up some sort of droid mining base that gets upgraded separately but similarly to colonizing a planet. Plus it would make robot uprisings more interesting if this gives them resource and forge worlds ready made.
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# ? Jan 25, 2019 19:28 |
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Or just go all Concredance Extraction Corporation on uninhabitable planets and skip the mining base building phase. May cause other issues down the line when you start throwing orbits of other planets out of whack though. And releasing terrors from beyond the stars.
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# ? Jan 25, 2019 19:31 |
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dead comedy forums posted:come on we all know a itsy bitsy station can't do justice to massive strip mining operations in a barren moon with millions of droids working the crap out of it maybe mining stations should have +5 mineral jobs instead of +5 minerals, that would make it more justifiable.
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# ? Jan 25, 2019 19:32 |
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The idea of treating the outpost/starbase for a system like an artificial planet, with a few slots for pops and then more for every mining station, was floated in the lead up to LeGuin and I would be for it if there was any evidence that the AI would be able to take advantage of it, but as it is pop-free space development seems to be the sector of the economy which AI players are rock solid on. Of course, having such a system would open up some cool poo poo, like having Habitats be folded into the spaceborne pop UI as serious upgrades to the size and capabilities of a system's spaceborne population, and providing a very natural hook for another proposal, that megastructure construction involve small numbers of pops working in construction jobs gradually escalating as progress is made.
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# ? Jan 25, 2019 19:48 |
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# ? Apr 26, 2024 22:01 |
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LonsomeSon posted:The idea of treating the outpost/starbase for a system like an artificial planet, with a few slots for pops and then more for every mining station, was floated in the lead up to LeGuin and I would be for it if there was any evidence that the AI would be able to take advantage of it, but as it is pop-free space development seems to be the sector of the economy which AI players are rock solid on. I think that'll probably be coming at some point, but not with this DLC release. Maybe in the next story pack?
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# ? Jan 25, 2019 19:59 |