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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

I want a list rather than a grid of icons for several reasons, the main one being "I want to know what Uniques I have on the planet". Having a count of other things may or may not be useful but regardless I think an icon with a number of how many is way more informative than a randomly arranged grid.

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ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

AAAAA! Real Muenster posted:

I want a list rather than a grid of icons for several reasons, the main one being "I want to know what Uniques I have on the planet". Having a count of other things may or may not be useful but regardless I think an icon with a number of how many is way more informative than a randomly arranged grid.

Just sorting - particularly if all uniques went to the front - would also solve this problem.

QuarkJets
Sep 8, 2008

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. :corsair:

The upper-right corner of each building is showing what it produces; that's all that really matters to me.

AAAAA! Real Muenster posted:

This is from a few pages ago and there were several replies, but I wanted to add something that I didnt see people say...

You should only have as many jobs as you have workers - if you are building districts and buildings when you dont have have excess workers you will be paying upkeep on the district/building even though it is not being used. More on this later.

They have made some changes to the weighting in the 2.5 beta patch that may help with that if you had problems.

The thing I didnt see people say is - do you always build buildings when you get an open slot? Because that is how buildings can cause you problems. Only build buildings if you need something and have unemployed workers to fill the job slots that you are creating.

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.

I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often.

I'm also having trouble with the Reinforce Fleet button sometimes not doing what it's supposed to, it queues up the right number of ships but later I'll sometimes wind up with 2-3 random small fleets with no orders just hanging around in my empire. Does anyone else experienced this? Do I need to stop moving the fleet around while it's being reinforced?

ulmont
Sep 15, 2010

IF I EVER MISS VOTING IN AN ELECTION (EVEN AMERICAN IDOL) ,OR HAVE UNPAID PARKING TICKETS, PLEASE TAKE AWAY MY FRANCHISE

QuarkJets posted:

I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often.

The way I deal with this is by turning on the "unemployed pops generate unity" living standards, minimizing the sector/planet outliner, and only checking on my planets at the beginning of each new year.

QuarkJets posted:

I'm also having trouble with the Reinforce Fleet button sometimes not doing what it's supposed to, it queues up the right number of ships but later I'll sometimes wind up with 2-3 random small fleets with no orders just hanging around in my empire. Does anyone else experienced this? Do I need to stop moving the fleet around while it's being reinforced?

I find this happens only when hostiles are involved - emergency FTL in particular tends to break the reinforcement setup. Depending on my level of annoyance and alloy abundance I'll either manually merge the extras or just disband and rebuild again with the reinforce fleet button.

Psykmoe
Oct 28, 2008
First time I experienced the War in Heaven. I'm leading the non-aligned powers. I beat the Materialist/Technologist dudes and conquered their planets, forcing their allies into peace. I got the Spiritualists contained to their home world and its moon but now both have 10k ground troop strength, way more than the other guy had, and their war exhaustion has barely gone up while I crushed their empire, because they're fanatics I guess??

Now I'm just sitting there, sometimes shooting down a spontaneously spawned fleet and cranking out armies all over my empire.

I really regret not taking Colossus project in this game :negative: Even my Titanic Beasts are a drop in the buckets against those defense armies.

ZypherIM
Nov 8, 2010

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

QuarkJets posted:

The upper-right corner of each building is showing what it produces; that's all that really matters to me.


I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often.

I'm also having trouble with the Reinforce Fleet button sometimes not doing what it's supposed to, it queues up the right number of ships but later I'll sometimes wind up with 2-3 random small fleets with no orders just hanging around in my empire. Does anyone else experienced this? Do I need to stop moving the fleet around while it's being reinforced?

So fleet bugs tend to stem from a couple sources. The main one is if you're using the "automatically generate designs" in the lower left. Sometimes this'll just poo poo itself and you get a bunch of weird problems. Turning this off is my first step in a game, followed by making a new picket design ship and updating the starting 3 corvettes to the new design for 3 alloys. Solves all sorts of crazy fleet bugs.

The other source is if you grab fleets on-route to reinforce and give them new orders. Emergency FTL shouldn't break the reinforce, but all ships will just chill where they are until your fleet shows back up (hey dark, could you ask the guys to make reinforcing ships instead head to where the fleet is going to come back to?). If you have your fleet in a system, a reinforcing fleet in the system but not combined yet, and you click the ship icon on the galaxy map and give orders, you'll have given orders to all fleet in the system. This includes the reinforcing fleet, which shunts it off into it's own fleet and is my main source of extra ships.

pmchem
Jan 22, 2010


AAAAA! Real Muenster posted:

This is from a few pages ago and there were several replies, but I wanted to add something that I didnt see people say...

You should only have as many jobs as you have workers - if you are building districts and buildings when you dont have have excess workers you will be paying upkeep on the district/building even though it is not being used. More on this later.

They have made some changes to the weighting in the 2.5 beta patch that may help with that if you had problems.

The thing I didnt see people say is - do you always build buildings when you get an open slot? Because that is how buildings can cause you problems. Only build buildings if you need something and have unemployed workers to fill the job slots that you are creating.

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.

yeah I overbuilt, will be giving it another shot soon going ultra conservative on buildings/districts and just converting or banking excess minerals/etc.

Warmachine
Jan 30, 2012



Psykmoe posted:

First time I experienced the War in Heaven. I'm leading the non-aligned powers. I beat the Materialist/Technologist dudes and conquered their planets, forcing their allies into peace. I got the Spiritualists contained to their home world and its moon but now both have 10k ground troop strength, way more than the other guy had, and their war exhaustion has barely gone up while I crushed their empire, because they're fanatics I guess??

Now I'm just sitting there, sometimes shooting down a spontaneously spawned fleet and cranking out armies all over my empire.

I really regret not taking Colossus project in this game :negative: Even my Titanic Beasts are a drop in the buckets against those defense armies.

Park a fleet in orbit of that planet, enable indiscriminate bombardment, then go do something else for a year or two and come back to a bombed out husk of a planet. Send one guy down with a flag.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

QuarkJets posted:

I'm playing on the default setting and have like... at least 50 planets. This has led me to preferring a much less micromanaged style of play, where I accept the cost of paying maintenance on unfilled jobs in exchange for not having to click on and fiddle with my planets as often.
Yeah thats how I do it too but I was responding to someone who was having trouble with buildings being a problem rather than a boon.


pmchem posted:

yeah I overbuilt, will be giving it another shot soon going ultra conservative on buildings/districts and just converting or banking excess minerals/etc.
It took me a few tries to really get the basic hang of it and a few more games to really feel confident when trying to specialize and whatnot.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM
Oh hey Dark as long as I'm here could we get 100% habitability for cyborgs on Machine Worlds?

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Warmachine posted:

Park a fleet in orbit of that planet, enable indiscriminate bombardment, then go do something else for a year or two and come back to a bombed out husk of a planet. Send one guy down with a flag.

Alternatively: robot armies are cheap.

ZypherIM
Nov 8, 2010

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

wiegieman posted:

Alternatively: robot armies are cheap.

Sounds like a good way to get forced into a white peace and let them have a resurgence.

SgtArseCandle
Sep 28, 2009
Am I a bad person for overly enjoying my current game playing an empire of genocidal, xenophobic, deeply bigoted, fundamentalist crusaders? One nation, united in faith!

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
https://twitter.com/dmoregard/status/1096404942410133505?s=19

More of these civics which genuinely represent a different playstyle, please!

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
And just like that, my favorite race I made just got a lot cooler.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Hells yeah

Gyshall
Feb 24, 2009

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

Aethernet posted:

https://twitter.com/dmoregard/status/1096404942410133505?s=19

More of these civics which genuinely represent a different playstyle, please!


Oh hell yeah, more of this please.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
There should be a new specialisation for planets that are mostly arenas, dubbed, "Thunderdome."

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Aethernet posted:

https://twitter.com/dmoregard/status/1096404942410133505?s=19

More of these civics which genuinely represent a different playstyle, please!
Should also increase Fighter/Bomber damage or whatever we call the tiny spacecraft our ships can deploy now.

canepazzo
May 29, 2006



Aethernet posted:

https://twitter.com/dmoregard/status/1096404942410133505?s=19

More of these civics which genuinely represent a different playstyle, please!

Should get a similar one for a slave only job that results in pop shrinkage but gives similar bonuses. With a risk of slaves rebelling and taking over the planet, though.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Yeah, that's going on my purifiers.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

AAAAA! Real Muenster posted:

Should also increase Fighter/Bomber damage or whatever we call the tiny spacecraft our ships can deploy now.
:hmmyes:

Or a separate civic. "Hotshot pilots" - more damage and hangar bays produce unity.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Splicer posted:

:hmmyes:

Or a separate civic. "Hotshot pilots" - more damage and hangar bays produce unity.
Yeah a different Civic would be cool too.

edit: Hell, a racial trait about "Natural pilots" or something that gives ships and Fightercraft a speed boost and some other bonuses.

Demiurge4
Aug 10, 2011

The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army.

Epicurius
Apr 10, 2010
College Slice

Demiurge4 posted:

The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army.

It's already providing a buff to defensive armies and having duelists produce unity, though.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Demiurge4 posted:

The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army.

But you'll be producing more alloys as you'll no longer have to produce consumer goods to produce amenities, so it balances out.

PittTheElder
Feb 13, 2012

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

Aethernet posted:

https://twitter.com/dmoregard/status/1096404942410133505?s=19

More of these civics which genuinely represent a different playstyle, please!

That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

PittTheElder posted:

That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate.
Both CG and Alloys are tier 2 resources so I imagine that the exchange rate will be the same.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

PittTheElder posted:

That's very cool, but paying for that with alloys seems really bad, unless it gives you an insane conversion rate.
1 alloy costs the same amount of production as 2 consumer goods, or 0.667 vs 0.333 total pops of production and 0.167 vs 0.0833 building slots (all ignoring upgrades and modifiers). So an entertainer's production costs a total of 1.333 pops and 0.5833 building slots. If a duellist consumes a whole alloy, and we ignore modifiers and that there's a non pop based source of consumer goods, they only need to produce 20% more than an entertainer, or a bonus equivalent to 33% of a regular pop, to be an equivalent return. Since you need a civic for this obviously you'd want more like 50% of a normal pop.

If they only take 0.5 alloys then it's a wash and the bonuses are basically free.

e: the bonus is the naval cap and a decent naval cap boost is totally worth it on its own. A defence army as well would be cool flavour though.

Demiurge4 posted:

The alloy cost is hefty, they’re the most valuable resource. Either make the civic also provide 1 unity per soldier job or make duellists also provide a defensive army.
The problem with a defensive army is do you want your duellists tough or charismatic? The answer is both, and the job should be called Heroes.

Splicer fucked around with this message at 18:40 on Feb 15, 2019

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Duellists drastically simplify your production chain. Your culture is all about weapons, you only need to build alloy production. Your guns are your consumer goods.

This is exactly the sort of thing that should be a Civic.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

wiegieman posted:

Duellists drastically simplify your production chain. Your culture is all about weapons, you only need to build alloy production. Your guns are your consumer goods.

This is exactly the sort of thing that should be a Civic.
Except pops, research, and a few other things still consume CG.

Blorange
Jan 31, 2007

A wizard did it

You'd still need consumer goods for research, so you can't completely abandon them.

OddObserver
Apr 3, 2009

Splicer posted:

1 alloy costs the same amount of production as 2 consumer goods, or 0.667 vs 0.333 total pops of production and 0.167 vs 0.0833 building slots (all ignoring upgrades and modifiers). So an entertainer's production costs a total of 1.333 pops and 0.5833 building slots. If a duellist consumes a whole alloy, and we ignore modifiers and that there's a non pop based source of consumer goods, they only need to produce 20% more than an entertainer, or a bonus equivalent to 33% of a regular pop, to be an equivalent return. Since you need a civic for this obviously you'd want more like 50% of a normal pop.

If they only take 0.5 alloys then it's a wash and the bonuses are basically free.

The problem with a defensive army is do you want your duellists tough or charismatic? The answer is both, and the job should be called Heroes.

There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

OddObserver posted:

There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.

This is an excellent point. This civic is a good buff to trade too, by freeing up starbase cap.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

OddObserver posted:

There is also some value to naval capacity bonus. Less need for anchorages making getting consumer goods through trade easier, for example.
Sorry I phrased that badly, when I was saying bonuses I meant the naval cap. Soldiers give 4 naval cap and 3 defence armies and eventually some unity. 4 naval cap would definitely be worth at least half a pop.

Splicer fucked around with this message at 18:40 on Feb 15, 2019

Jabarto
Apr 7, 2007

I could do with your...assistance.
Holy crap that's awesome. I always wanted to like Warrior Culture but it felt like a waste of a civic slot. This looks both cool and good.

Mechanical Ape
Aug 7, 2007

But yes, occasionally I am known to smash.

Gyshall posted:

Clearly queen references should be a slider

One of the race options should be "bicycle"

ZypherIM
Nov 8, 2010

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

Civics that change how you play are definitely the best.

(please for the love of god do a pass on hive civics)

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Most all the civics could use a pass tbh

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Warmachine
Jan 30, 2012



Civics getting a revamp to create some incredibly asymmetric gameplay would make me very very happy.

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