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wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Enigmatic is useful just for the fact that I don't want to feed my weapons that are 2 generations ahead to my enemies.

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alcaras
Oct 3, 2013

noli timere
Likely planning on going Genetic as it seems strongest. Also clone vats.

Right now leaning: F. Mil / Auth.

Distinguished Admiralty
Byzantine Bureaucracy

Industrious
Rapid Breeders
Conservationist
Fleeting
Non-Adaptive

Since I'm going Genetic, optimizing for the early game.

..

question on non-adaptive -- does it also increase CG upkeep? in which case Non-adaptive + Conservationist seems to somewhat cancel itself out?

..

I've actually never used slaves -- was planning on just giving "acquired" pops (Nihil Acq. as first pick likely) Residency. Let me know if it'd be better to enslave. I should really do a test game to wrap my head around slavery, it's just I don't like the finicky species rights, and from experience with Robots, it really sucks when you run out of jobs for your underclass.

alcaras fucked around with this message at 20:20 on Feb 12, 2019

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

Splicer posted:

I know it is, I was posting a suggested reshuffle.

:doh:

Sorry, my bad.

Taear
Nov 26, 2004

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

wiegieman posted:

Enigmatic is useful just for the fact that I don't want to feed my weapons that are 2 generations ahead to my enemies.

I've never really noticed the AI even bothering to scan stuff like that. It feels like the sort of thing that's super useful in multiplayer and totally worthless otherwise.

alcaras
Oct 3, 2013

noli timere
It's basically maphack in multiplayer, nevermind the "can't research my techs" aspect.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Raenir Salazar posted:

It's either admin cap or plus 10% research speed either way for me. Hopefully they also do something to make the megastructure perk easier to get since it's so late game in practice.

Maybe!

Fister Roboto posted:

Thanks for this :kiss:

But I did do some personal testing, and even with those weights set to -5 and -10, having charismatic pops still overrides all other job assignments (ie you have to manually close maintenance jobs to prevent charismatic pops from being assigned to them). I had to crank the weighting for the charismatic trait down to 1.2 (from 2) to stop this behavior. I didn't test it any beyond that, so I have no idea what the long-term effects would be. Any chance of looking into this?

Yeah, I adjusted that to 1.5, but I also set it to apply only when free amenities are under 5 so they don't care about their bonus if it isn't needed. Needs testing though, I find jobs can already start jumping back and forth at certain thresholds so I dunno if a pure script fix is gonna cut it.

Mr.Unique-Name posted:

I'm guessing the thing with disabling drone production on a planet also halting bio-trophy growth for rogue servitors is a bug? It kinda hamstrung my unity growth in my current game although I didn't notice until very late.

No, that's WAD. The flavor text doesn't fit with Biotrophies, I know, but it's just Machine Empire's version of "No more pops!"

Darkrenown fucked around with this message at 22:27 on Feb 12, 2019

Baronjutter
Dec 31, 2007

"Tiny Trains"

Has robot-production choice being locked out for egalitarians with pop controls off been retconned into being "WAD" and thus will never be fixed?

MrL_JaKiri
Sep 23, 2003

A bracing glass of carrot juice!

Darkrenown posted:

Yeah, I adjusted that to 1.5, but I also set it to apply only when free amenities are under 5 so they don't care about their bonus if it isn't needed. Needs testing though, I find jobs can already start jumping back and forth at certain thresholds so I dunno if a pure script fix is gonna cut it.

There's always going to be pops jumping back and forth as long as pops are discrete and there are simple threshold based modifiers which are compared.

One way to avoid it is to combine the opportunity cost of switching with the existing calculation - ie, the pop only jumps if (pressure to fill Job B if a worker was in it - pressure that would exist for Job A if you took a worker) > (current pressure to fill Job A - current pressure to fill Job B). Or something like that, I'm tired and you get the idea. Maybe combine it with requirement for the LHS to be positive too? (it's entirely possible that both sides can be negative)

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Baronjutter posted:

Has robot-production choice being locked out for egalitarians with pop controls off been retconned into being "WAD" and thus will never be fixed?

No. Why would you think that?

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

Darkrenown posted:

No. Why would you think that?

A hotfix was not instantly released to fix the reported issue, thus that can be the only conclusion.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Beta patch feedback for you: machine empires are insane, but in a fairly good way. Spreading the +3 society research into +1 all for unity workers is a really good change, because engineering has so much tech and no real sources that give +engineering (compared to +society from various buildings, and +physics from stuff like black hole observatory). The pop growth is way too high, but only compared to other empires. In terms of how fast stuff grows and happens, having the growth steps be a "3 base for colony, 4 base for world, 5 base for developed world" works nicely. I only really felt the need to relocate up to 5 pops for the replicator building.

If you gave the research spread to other empires (+1 all instead of +3 society), and change maybe gene clinics to give +base pop growth (0.25 per worker?) normal empires would be in a similar nice place. And maaaaybe machine traits need a balance pass (also please go and re-do hive civics so they're not the most boring poo poo in the game).

Baronjutter
Dec 31, 2007

"Tiny Trains"

Darkrenown posted:

No. Why would you think that?

Because I've been stressed and depressed lately and taking it out by writing overly negative internet posts about video games :(

pmchem
Jan 22, 2010


I'm going to give 2.2.4 another go tonight. I find myself missing tiles.

What's the best way to make it so workers are intelligently distributed and I'm not running negative of any resource? Can these suckers just automatically find the optimal jobs?

Also it feels like some buildings cause me more problems than value they produce. What buildings should be on every single planet?

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



dogstile posted:

Is there an up to date "getting started" guide?

I bought the base game, no dlc yet. Deadset on being rear end in a top hat humans for the first game until something says "settle down, mate" and swats me down.



The original topic post should probably be updated to reflect the changes in 2.2.4 and the new DLC at some point when the patches smooth out the game more. Humans are great for the first few games. Both the Commonwealth and United Nations ones have radically different goals, even though they're the same species. It sounds like you want the Commonwealth for rear end in a top hat humans, though. Utopia and Apocalypse are must buys (on sale). They add a lot to the mid and late game and give more things to do while you watch all your numbers on top of the screen go up and down. I've enjoyed all of the DLC so far, but you can probably wait on Megacorp for a little bit since things are still unbalanced and slightly buggy.

If you are just starting, follow the full tutorial with the default galaxy options and just remember that it's a sandbox game and there is no real wrong way to play it. I made tons of mistakes with my first few games when I was trying to min-max everything and became overwhelmed. Now I play the game as a roleplaying game for my species and make my decisions based on what story my species have, and find that everything else kind of falls into place eventually. So with the United Nations, they are all about anti-slavery and cultural diversity. So I ended up focusing on diplomatic relations, getting xeno-compatibility and shared destiny as my first perks, and making a Star-Trek Galactic Furry-con civilization. With the Commonwealth of Man, it was basically roleplaying Starship Troopers and putting my focus squarely in alloy production, research, and being a galactic rear end in a top hat.

The only thing you should have to worry, as a player of any skill, about is what ascension perks you want to fill out. You only get 8, and since Arcology, Colossus Project and Galactic Wonders are must-haves, that leads you down to 5. I pre-plan these before choosing one and find that it's better to not select one right away and wait for appropriate research options to come up to fit your species story.

Entorwellian fucked around with this message at 00:44 on Feb 13, 2019

Baronjutter
Dec 31, 2007

"Tiny Trains"

pmchem posted:

I'm going to give 2.2.4 another go tonight. I find myself missing tiles.

What's the best way to make it so workers are intelligently distributed and I'm not running negative of any resource? Can these suckers just automatically find the optimal jobs?

Also it feels like some buildings cause me more problems than value they produce. What buildings should be on every single planet?

Tiles needed to go, but I'm not sure what we got is really much more than a lateral move at the moment. Time will tell.

Workers will not find optimal jobs, the AI is really bad at that. Don't try to manually do it either, you'll go mad. What you need to do is build up smartly and slowly. Only build new districts and buildings if you have unemployed workers. The quickest way to cripple your economy is over-building which will rob your economy of workers. If your planet only has 5/12 mining jobs filled, don't build those new alloy plants and be shocked why your mineral deficit just got worse. Always be aware that more "advanced" jobs will pull workers from lower jobs, so don't build fancy jobs until you've got a good foundation of raw resource production to support it all.

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

pmchem posted:

Also it feels like some buildings cause me more problems than value they produce. What buildings should be on every single planet?

Not many of them. Temples if you're Spiritualist, generic Holotheatre and Monument if you're not. The Energy Grid, Mineral Purification, and Food Processing centres should be built everywhere eventually, since they have <5 year return rates even if they provide the only Tech/Miner/Farmer jobs on the planet.

And that's about it really. The other buildings you generally want to try and centralize for the meager specialization bonuses, but you can easily get by spreading those out.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

PittTheElder posted:

Not many of them. Temples if you're Spiritualist, generic Holotheatre and Monument if you're not. The Energy Grid, Mineral Purification, and Food Processing centres should be built everywhere eventually, since they have <5 year return rates even if they provide the only Tech/Miner/Farmer jobs on the planet.

And that's about it really. The other buildings you generally want to try and centralize for the meager specialization bonuses, but you can easily get by spreading those out.

I don't quite agree with building the +production buildings everywhere. Maybe I successfully specialize my worlds a bit better than you do, but with the way building slots are limited I'd much rather get more alloys/research/naval cap than one basic resource worker. If you have 6 planets, are building each of those on every planet, and can strip that down to even just 2 and fill those 6 slots with strongholds you've gotten yourself 36 base naval cap.

I think the only building I end up with for sure on every planet tends to be the unity monument, and that isn't always the first build.

I don't think any buildings should be causing more problems than value though. Pmchem: did you have a specific one in mind when stating that?

PittTheElder
Feb 13, 2012

:geno: Yes, it's like a lava lamp.

Oh yeah I guess I don't bother building them on specialist heavy worlds either come to think of it. I was more thinking of the sea of rural worlds with excess building slots that you'll be holding in the midgame. Even if it has 0 mineral districts on it, Mineral Purification hubs are still worth building.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

PittTheElder posted:

Oh yeah I guess I don't bother building them on specialist heavy worlds either come to think of it. I was more thinking of the sea of rural worlds with excess building slots that you'll be holding in the midgame. Even if it has 0 mineral districts on it, Mineral Purification hubs are still worth building.

I mean, yea you'll make your investment back eventually I guess. I'd still rather produce some extra alloy/tech/rare resources/naval cap though. If you're a trade type of person making GBS threads out some clerks is probably better value as well (you could plop down a resource silo for 1 clerk and 2000 resource cap for example).

Fister Roboto
Feb 21, 2008

Darkrenown posted:

Yeah, I adjusted that to 1.5, but I also set it to apply only when free amenities are under 5 so they don't care about their bonus if it isn't needed. Needs testing though, I find jobs can already start jumping back and forth at certain thresholds so I dunno if a pure script fix is gonna cut it.

:discourse:

Pretty much exactly what I was hoping for.

binge crotching
Apr 2, 2010

The naval cap buildings seem to be pretty much worthless to me. A starbase is going to provide so much more naval cap, and going over your starbase cap just makes them cost a bit more energy from what I can tell. Building slots are too important for things like research and alloys.

Staltran
Jan 3, 2013

Fallen Rib

binge crotching posted:

The naval cap buildings seem to be pretty much worthless to me. A starbase is going to provide so much more naval cap, and going over your starbase cap just makes them cost a bit more energy from what I can tell. Building slots are too important for things like research and alloys.

Going over your starbase cap is more expensive the bigger the cap is, since you have more starbases for the +25% maintenance to affect. If you have 20 star fortresses, the base maintenance is... about 260? So going over the cap will cost you about 65 energy+the maintenance for the new starbase. After you get ecumenopoleis building slots become much less valuable, and 2 fortresses (and possibly a mote synthesis building) instead of a starbase is often preferable.

Gyshall
Feb 24, 2009

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

binge crotching posted:

The naval cap buildings seem to be pretty much worthless to me. A starbase is going to provide so much more naval cap, and going over your starbase cap just makes them cost a bit more energy from what I can tell. Building slots are too important for things like research and alloys.

All the military buildings should give housing in addition to the jobs. Otherwise research and alloys Uber alles.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

binge crotching posted:

The naval cap buildings seem to be pretty much worthless to me. A starbase is going to provide so much more naval cap, and going over your starbase cap just makes them cost a bit more energy from what I can tell. Building slots are too important for things like research and alloys.

A soldier job provides the same cap as an anchorage (if you have the +2 building as well). There are trade-offs for each to consider.

One of the major ones is that starbases and anchorages cost alloys. To get a full 36 cap (6 anchorages) you need to spend 300 on anchorages, 100 on the logistics building, and 1950 on the starbase itself. There are some cost savings options that you can get, most notably the -20% cost in the supremacy tree. With that you spend 1560 upgrading the starbase for a total of 1960 alloys to unlock your 36 naval cap. Upkeep is going to be around 10 energy (since you should have -20% upkeep).

A stronghold costs 200 minerals, a building slot, and a pop. It provides a housing as well so you don't have to worry about that. A fortress has 3 soldier jobs, has a mote upkeep, but gives you a warp inhibitor (actually really loving valuable, because now they have to take your planet to progress and you've got 9+ defense armies on it). Say you build 2 fortresses, it costs you 2 building slots, 6 pops, 1200 minerals, 100 motes. Your upkeep is 1 energy and 1 mote, or around 11 energy (less if you've got that -10% building upkeep from prosperity). If someone wants to pass that system they need to take a planet with at least 20 defense armies on it.

So about the same upkeep, and if you aren't pressed for time or alloys starbases are better because you can have those pops doing something else. It is a similar discussion between the perk that gives +5 starbases and galactic force projection (which is raw +cap). In the time you take to make up the up-front loss of 2000+ alloys you could have spent those on building ships for your new naval cap.

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



Gyshall posted:

All the military buildings should give housing in addition to the jobs. Otherwise research and alloys Uber alles.

I agree. I've never really built military buildings at all except at borderworlds with dangerous enemies. Being able to build a military world and not have to worry about housing would be kind of cool.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Gyshall posted:

All the military buildings should give housing in addition to the jobs. Otherwise research and alloys Uber alles.


Entorwellian posted:

I agree. I've never really built military buildings at all except at borderworlds with dangerous enemies. Being able to build a military world and not have to worry about housing would be kind of cool.

? https://stellaris.paradoxwikis.com/Buildings#Army

They provide as much housing as they do soldier jobs. 1 job 1 housing for the stronghold, 3 jobs 3 housing for the fortress.

I mean, I guess the +army xp building doesn't, but you only need 1 of those for where-ever you're building your army units. The planetary shield is also not something you'll be looking at shoving on every planet either (though you could do it pretty easily if your entire race design is "you're invading? lol").

Entorwellian
Jun 30, 2006

Northern Flicker
Anna's Hummingbird

Sorry, but the people have spoken.



ZypherIM posted:

? https://stellaris.paradoxwikis.com/Buildings#Army

They provide as much housing as they do soldier jobs. 1 job 1 housing for the stronghold, 3 jobs 3 housing for the fortress.

I mean, I guess the +army xp building doesn't, but you only need 1 of those for where-ever you're building your army units. The planetary shield is also not something you'll be looking at shoving on every planet either (though you could do it pretty easily if your entire race design is "you're invading? lol").

Oh poo poo. So a military planet is technically feasable. Nice to know.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Entorwellian posted:

Oh poo poo. So a military planet is technically feasable. Nice to know.

If you want to be disgusting, note that you can build them on habs. Depending on map layout and build, you can conceivably build a system that someone literally can't take over before maxing war exhaustion. Since systems can't partially flip, they can't chip away over multiple wars either.

edit: also fun to point out that there is a planet specialization for stronghold worlds: Fortress World: -10% orbital bombardment damage, +10% defense army damage. Give your dudes (or make up another race of dudes) resilient and very strong, and you've got another +90% defense army damage.

double edit: If you have the adaptability tree you can stack another -25% orbital dmg and +25% defense army dmg.

ZypherIM fucked around with this message at 03:31 on Feb 13, 2019

Vengarr
Jun 17, 2010

Smashed before noon

ZypherIM posted:

If you want to be disgusting, note that you can build them on habs. Depending on map layout and build, you can conceivably build a system that someone literally can't take over before maxing war exhaustion. Since systems can't partially flip, they can't chip away over multiple wars either.

edit: also fun to point out that there is a planet specialization for stronghold worlds: Fortress World: -10% orbital bombardment damage, +10% defense army damage. Give your dudes (or make up another race of dudes) resilient and very strong, and you've got another +90% defense army damage.

double edit: If you have the adaptability tree you can stack another -25% orbital dmg and +25% defense army dmg.

Thank god the Emperor for Exterminatus.

Nuclearmonkee
Jun 10, 2009


A troll system filled with fortress habs and planetary shields at 85% bombardment resistance (assume adaptability) sounds really expensive and stupid.

I love it

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Nuclearmonkee posted:

A troll system filled with fortress habs and planetary shields at 85% bombardment resistance (assume adaptability) sounds really expensive and stupid.

I love it

Well, remember that if you've got like .. 3 habs with 5 fortresses each you're also getting (3x5x3x6) 270 base naval cap from that system. At 3000 alloys each they're expensive, but not excessively so. For example, 2000 for 36 cap is roughly your rate for starbases, so you'd spend the same amount on starbases (15,000 alloys). I picked 3 habs and 5 fortresses randomly, that worked out really well math wise.

Nuclearmonkee
Jun 10, 2009


ZypherIM posted:

Well, remember that if you've got like .. 3 habs with 5 fortresses each you're also getting (3x5x3x6) 270 base naval cap from that system. At 3000 alloys each they're expensive, but not excessively so. For example, 2000 for 36 cap is roughly your rate for starbases, so you'd spend the same amount on starbases (15,000 alloys). I picked 3 habs and 5 fortresses randomly, that worked out really well math wise.

A player would just jump over it at that level of tech and the ai... well it's the ai. You don't need defenses at all by then

Warmachine
Jan 30, 2012



Do AI rebellions have some special handicap malus when they first kick off? I just had one go up in the very late game, and I'm noticing their fleets all have -60% fire rate and -75% damage.

binge crotching
Apr 2, 2010

Warmachine posted:

Do AI rebellions have some special handicap malus when they first kick off? I just had one go up in the very late game, and I'm noticing their fleets all have -60% fire rate and -75% damage.

Probably out of every resource. I haven't had one since 2.2, but when I chose the option to play as them I had several million worth of fleet and tens of thousands of every resource in the negative.

ZypherIM
Nov 8, 2010

"I want to see what she's in love with."

Nuclearmonkee posted:

A player would just jump over it at that level of tech and the ai... well it's the ai. You don't need defenses at all by then

A smart placement would force a player to take a pretty long detour to get to another point of attack. This'd give you a lot of time to be doing stuff in his territory with your own fleet.

Also, tossing just one hab with multiple fortresses on your long flanks would slow that down a lot (while also forcing a lot of WE).

binge crotching
Apr 2, 2010

By jump I'm pretty sure he meant jump drive, which by the time you can drop fortress habs everywhere you'll have.

Jabarto
Apr 7, 2007

I could do with your...assistance.

binge crotching posted:

By jump I'm pretty sure he meant jump drive, which by the time you can drop fortress habs everywhere you'll have.

That's still going to slow them down quite a bit and leave them vulnerable as the drives recharge.

Warmachine
Jan 30, 2012



binge crotching posted:

Probably out of every resource. I haven't had one since 2.2, but when I chose the option to play as them I had several million worth of fleet and tens of thousands of every resource in the negative.

I thought when the uprising spawned it was supposed to have protection against that. In practice, the debuffs made it so that even my leftover corvette swarms from the Scourge event could take on the machines' giant doomfleets and win.

The aftermath hasn't been pretty, though. It seems like a lot of my districts and buildings have been ripped out of the planets they spawned on. Rebuilding across 74 planets is... a chore. Is there any way to redefine sectors after they've been created?

QuarkJets
Sep 8, 2008

ZypherIM posted:

I mean, yea you'll make your investment back eventually I guess. I'd still rather produce some extra alloy/tech/rare resources/naval cap though. If you're a trade type of person making GBS threads out some clerks is probably better value as well (you could plop down a resource silo for 1 clerk and 2000 resource cap for example).

PittTheElder posted:

Oh yeah I guess I don't bother building them on specialist heavy worlds either come to think of it. I was more thinking of the sea of rural worlds with excess building slots that you'll be holding in the midgame. Even if it has 0 mineral districts on it, Mineral Purification hubs are still worth building.

Yeah, I'm going to have to disagree with this concept of building mineral purificaiton hubs on planets with no mineral districts, there are so many other buildings that would be better to have than 1 miner, research complexes for instance.

Even if you just build 1 commercial zone that's able to produce more unity or consumer goods than those minerals are worth.

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ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!

Warmachine posted:

I thought when the uprising spawned it was supposed to have protection against that. In practice, the debuffs made it so that even my leftover corvette swarms from the Scourge event could take on the machines' giant doomfleets and win.

The aftermath hasn't been pretty, though. It seems like a lot of my districts and buildings have been ripped out of the planets they spawned on. Rebuilding across 74 planets is... a chore. Is there any way to redefine sectors after they've been created?

The inability to work with sectors is easily the #1 thing keeping me from playing a lot more Stellaris. Once I even start hitting double digits of planets, it just becomes so much to try and keep up with every single one.

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