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Love that not only is there an appropriate Queen song for every perk but some actually have several suitable candidates. This needs to happen.
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# ? Feb 14, 2019 12:50 |
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# ? Apr 25, 2024 22:05 |
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I don't particularly like Queen songs. (not that you should care )
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# ? Feb 14, 2019 12:55 |
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Saros posted:Love that not only is there an appropriate Queen song for every perk but some actually have several suitable candidates. This needs to happen. Whenever a player selects The End of the Cycle, Bohemian Rhapsody should play.
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# ? Feb 14, 2019 13:17 |
https://twitter.com/dmoregard/status/1095983991742758913 more cool stuff for the fleet upgrades
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# ? Feb 14, 2019 13:49 |
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Just as long as it's faster, as it's currently painfully slow.
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# ? Feb 14, 2019 14:00 |
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I've only found it slow if I'm completely refactoring a huge fleet (or it's endgame where everything is slow). If you're just upgrading gun II to gun III it's pretty reasonable. That said it'll use every yard in a station so you're looking at a 6x increase anyway.
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# ? Feb 14, 2019 14:09 |
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Splicer posted:I'm not sure of the legality but Defender of the Galaxy is obviously Flash's Theme.
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# ? Feb 14, 2019 14:11 |
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With the way upgrading works now it might actually be quick enough to use the ship designer to counteract an enemies ships instead of just having a general build.
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# ? Feb 14, 2019 15:52 |
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The Star Trek mod people are having a big multiplayer game reveal for 2.2 tomorrow at 7pm CET. It looks like a huge overhaul for 2.2 https://www.twitch.tv/horathdrak
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# ? Feb 14, 2019 16:57 |
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This is from a few pages ago and there were several replies, but I wanted to add something that I didnt see people say...pmchem posted:What's the best way to make it so workers are intelligently distributed and I'm not running negative of any resource? pmchem posted:Can these suckers just automatically find the optimal jobs? pmchem posted:Also it feels like some buildings cause me more problems than value they produce. What buildings should be on every single planet? Generally for building new districts, I build one of whatever type I need the most once I have workers to fill the jobs. That is how you keep your economy balanced in the early game.
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# ? Feb 14, 2019 17:12 |
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Oops, sorry for the double post.alcaras posted: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.
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# ? Feb 14, 2019 17:21 |
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AAAAA! Real Muenster posted:You can set Slaves to "Domestic Servitude" which has them generate amenities if they have nothing else to do, which means that slave pops will never be unemployed. You do lose out on the 10% worker output for chattel slavery. Domestic servitude is amazing for charismatic slaves though.
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# ? Feb 14, 2019 17:26 |
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What also sucks about slavery is the other side of that...when you run out of free population to do middle and upper class jobs.
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# ? Feb 14, 2019 17:40 |
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canepazzo posted:https://twitter.com/dmoregard/status/1095983991742758913 more cool stuff for the fleet upgrades Still haven't fixed the issue that only the top element of the queue shows how much time remaining though
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# ? Feb 14, 2019 17:41 |
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What's the benefit to Slavery as opposed to just keeping new species acquisitions at Residence instead? Is it just the extra 10% production from Chattel Slavery? I feel like Slavery adds a ton of micro / fiddling with Species rights / moving pops around planets. Or maybe I'm not doing it right.
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# ? Feb 14, 2019 17:46 |
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Splicer posted:I'm not sure of the legality but Defender of the Galaxy is obviously Flash's Theme. https://www.youtube.com/watch?v=6HU0RGixZLk
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# ? Feb 14, 2019 17:53 |
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alcaras posted:What's the benefit to Slavery as opposed to just keeping new species acquisitions at Residence instead?
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# ? Feb 14, 2019 17:56 |
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alcaras posted:What's the benefit to Slavery as opposed to just keeping new species acquisitions at Residence instead? I dont feel like having Slaves add much micro at all or means there is less because my main species is not slaves and everyone else is, and i make sure my main species breeds while the slaves dont. and Splicer posted:Reduced housing and even lower political power.
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# ? Feb 14, 2019 17:59 |
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Have they mentioned whether the ship upgrade changes are coming in the patch slated for the end of the month? I've been holding off playing for a bit until they go in.
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# ? Feb 14, 2019 18:34 |
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alcaras posted:What's the benefit to Slavery as opposed to just keeping new species acquisitions at Residence instead? +10% output from Chattel Slavery, +5% output from Slave Processing Facility (and reduced political power), +10% output from Slaver Guilds, +10% from having a Governor with Iron Fist, +5 or 10% from Authoritarian or F. Authoritarian ethic. You can also make Thrall Worlds to increase population growth, although I haven't actually tried that yet to say whether its worth it.
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# ? Feb 14, 2019 18:39 |
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NatasDog posted:Have they mentioned whether the ship upgrade changes are coming in the patch slated for the end of the month? I've been holding off playing for a bit until they go in. The dev diary (just posted apparently) implies that those changes will be in a late Feb patch: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-140-2-2-x-post-launch-patch-v2.1152783/ Also it looks like the planetary interface is getting a nice rework.
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# ? Feb 14, 2019 18:53 |
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PittTheElder posted:The dev diary (just posted apparently) implies that those changes will be in a late Feb patch: https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-140-2-2-x-post-launch-patch-v2.1152783/
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# ? Feb 14, 2019 19:01 |
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No mention of a sector-forming re-work I wonder if that's on the table at all, even for the next DLC.
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# ? Feb 14, 2019 19:02 |
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Splicer posted:Nice redesign. Ultimately I'm still hoping for variable building amounts but until then this is a huge improvement. I still like the suggestion someone had where there's a list of buildings with counts specified instead of a grid of pictures that all look the same to me.
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# ? Feb 14, 2019 19:04 |
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prefect posted:I still like the suggestion someone had where there's a list of buildings with counts specified instead of a grid of pictures that all look the same to me.
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# ? Feb 14, 2019 19:12 |
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Splicer posted:That was me! Also possibly other people it's not radically innovative. At least the mew design looks like the buildings might be getting slightly more screenspace for us olds. I don't see a sort button though
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# ? Feb 14, 2019 19:33 |
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I don't see how a number is more informative than WYSIWYG, nor the virtue of making large planets and ecus even better than they are now. :2c:
TheDeadlyShoe fucked around with this message at 19:46 on Feb 14, 2019 |
# ? Feb 14, 2019 19:44 |
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AAAAA! Real Muenster posted:They really need to do your idea and remove the cap on building count. I want to keep piling them on higher and higher. Make it so I can have more and more people but additional buildings beyond a certain count cost exponentially more because you ran out of space for them. TheDeadlyShoe posted:I don't see how a number is more informative than WYSIWYG, nor the virtue of making large planets and ecus even better than they are now. :2c: The problem with the current WYSIWYG is that it's awkward to quickly S what you've G, especially when scrolling through multiple planets, double especially when you didn't develop them, and triply especially when you start replacing buildings and break the autosort.
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# ? Feb 14, 2019 20:05 |
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A number is always going to be easier to read than manually counting how many pictures of a Foundry there are.
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# ? Feb 14, 2019 20:05 |
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I really *really* hope that they will not declare themselves done with post-DLC support with the patch in late Feb. So much work still needs to go into this new economic system. I still want to hear something about Sectors, for one thing.Vengarr posted:A number is always going to be easier to read than manually counting how many pictures of a Foundry there are.
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# ? Feb 14, 2019 20:08 |
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Vengarr posted:A number is always going to be easier to read than manually counting how many pictures of a Foundry there are. This.
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# ? Feb 14, 2019 20:17 |
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Vengarr posted:A number is always going to be easier to read than manually counting how many pictures of a Foundry there are. Especially when the grouping breaks because you replaced a lab or something with a foundry and now it's not right next to all the others.
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# ? Feb 14, 2019 20:18 |
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NatasDog posted:Especially when the grouping breaks because you replaced a lab or something with a foundry and now it's not right next to all the others. And having the list be sorted would be wonderful -- I'd be able to stop worrying that I forgot to make the third building an Uplink Node to ensure all the planets match top rows.
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# ? Feb 14, 2019 20:19 |
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When the hell is the exact number of a type of building important? This is such a weird loving argument.
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# ? Feb 14, 2019 20:24 |
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Instead of the building grid just have an icon for the building with a number on top would be so much clearer.
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# ? Feb 14, 2019 20:42 |
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Just replace the interface with a spreadsheet. /s
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# ? Feb 14, 2019 20:43 |
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ZypherIM posted:When the hell is the exact number of a type of building important? This is such a weird loving argument.
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# ? Feb 14, 2019 20:52 |
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Why would you ever care about the exact number of research labs on a planet though? Generally the decision is "empty building slot --> research lab" and thus you visually want to scan for empty building slots, not 5 vs. 6 research labs. That doesn't matter, does it?
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# ? Feb 14, 2019 20:56 |
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ZypherIM posted:When the hell is the exact number of a type of building important? This is such a weird loving argument. For buildings it's not so important, but it does move the issue of building sorting somewhere else. But for districts I really wish it was numbers.
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# ? Feb 14, 2019 21:00 |
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# ? Apr 25, 2024 22:05 |
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alcaras posted:Why would you ever care about the exact number of research labs on a planet though? Splicer posted:Exactly. If I'm looking at the buildings on my research planet it's probably because I want to quickly see what uniques I have. If I want to know how my amenities are doing I have the net amenities number, and if I want to know if I want to build another research lab I'll look at the unemployment figures. I don't need multiple research lab and holotheatre icons. If I do for some* reason want to know exactly how many research labs I have on a planet (as opposed to just "enough", "not enough", or "too many") then that's more conveniently portrayed by a single research lab building picture with "6" written on it.
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# ? Feb 14, 2019 21:04 |