prefect posted:I've started doing this in every game. +10% science is good stuff. Especially now that you probably have almost all of your researchers on 1–3 planets. And it's decent exp for when you run out of space to survey.
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# ? Mar 15, 2019 15:51 |
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# ? Apr 25, 2024 06:40 |
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Anno posted:I don’t know that I’ve ever used the button. If you right click the planet with the science ship selected it should putter over there, enter orbit and start helping. Never been an issue with that for me. I'm sure I'm doing something stupid, i'll check it again thanks folks.
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# ? Mar 15, 2019 15:56 |
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Twlight posted:I'm in a late game and I have a question about science ships. In previous versions I would pare down to a single science ship ( This is after the galaxy has been mapped out ) then park it wherever I was getting the most science output. I've attempted this in my current game ( 2.2.6, galiv AI mod, gulili's planet modifiers ) and i'll click the "assist research" button but the ships don't seem to do anything. Do i need to enter orbit first? I'm missing something obvious I'm just not sure what.
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# ? Mar 15, 2019 16:02 |
Staltran posted:And it's decent exp for when you run out of space to survey. I like to keep at least 2 scientists doing Assist once surveying is done, simply so I have a replacement for my primary researchers in case they die. Or in case I trigger the Horizon Signal. Or in case I need a different specialty than the ones I have.
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# ? Mar 15, 2019 16:06 |
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ConfusedUs posted:I like to keep at least 2 scientists doing Assist once surveying is done, simply so I have a replacement for my primary researchers in case they die. Or in case I trigger the Horizon Signal. Or in case I need a different specialty than the ones I have.
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# ? Mar 15, 2019 16:08 |
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Doesn't every planet produce some science? With the aforementioned changes to leaders, why not have a science ship over every planet? Is there a point that it's not worth it?
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# ? Mar 15, 2019 16:28 |
Leaders cost maintenance (and science ships too, though only 1 energy/month I think). And if a planet has no researchers/culture workers I don't see how it would produce science unless there's a dimensional portal. Personally I'm not a huge fan of culture workers and don't have a lot of them, and often have most of them concentrated in ecumenopoleis later. But even if you build the autochton line everywhere it won't give you much science, and likely isn't worth getting another scientist for if there aren't any labs on the planet. (You might still want the scientist for their specialty, of course).
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# ? Mar 15, 2019 16:44 |
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Loel posted:Unrelated how do I kill AI You need shields - they're all about anti-armor and penetration weapons, so arguably if you're refitting to fight specifically against them you'd want no armor in your slots but shields and crystal hull boosters. I'd probably also go auto cannon instead of rail gun for the +hull of auto cannon. I'd also advise having battleships. Just corvettes is gonna be rough imo.
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# ? Mar 15, 2019 16:48 |
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Splicer posted:I was looking for an old post and I found someone talking about a mod which started you with destroyers rather than corvettes. So you could research bigger or smaller. I thought that was a neat idea. Yeah that was my mod. I haven't updated it in a while though. It played really well, especially with the change to make destroyers the best at disengaging.
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# ? Mar 15, 2019 17:19 |
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Staltran posted:Leaders cost maintenance (and science ships too, though only 1 energy/month I think). And if a planet has no researchers/culture workers I don't see how it would produce science unless there's a dimensional portal. Personally I'm not a huge fan of culture workers and don't have a lot of them, and often have most of them concentrated in ecumenopoleis later. But even if you build the autochton line everywhere it won't give you much science, and likely isn't worth getting another scientist for if there aren't any labs on the planet. (You might still want the scientist for their specialty, of course).
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# ? Mar 15, 2019 17:20 |
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Starting with destroyers and specializing smaller sounds like a good idea. Give Corvettes a small buff to their cost or effectiveness to make them a more viable development path while we're at it.
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# ? Mar 15, 2019 17:21 |
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Assist research provides almost no XP anymore though. We’re talking like 5xp a month.
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# ? Mar 15, 2019 17:34 |
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Demiurge4 posted:Assist research provides almost no XP anymore though. We’re talking like 5xp a month. Actually you're talking 3 per month. However, you need to realize that leading research is only 3.5 per month (these have been the same since 2.2, but maybe longer?). This means that it isn't faster to run assist research and swap guys around and poo poo. Instead, as long as you stagger your researcher ages a bit you should have a replacement of decent level ready to go when needed. Splicer posted:Yeah culture workers are weird. They'd be better if there were more green techs or less green space research. As it is all they do is make it more obvious how crazy low engineering tech is. I think the problem is that outside of a couple early green techs, you have just a swathe of techs that feel like they're best used for redrawing your card set while you dig for a specific tech later on. A lot of them aren't bad, but compared to nearly any yellow tech and like half the blue techs they're not impactful. Most green space research comes from anomalies, which I think I'm ok with. Civics (or poo poo, green techs) that granted some amount of blue/yellow tech to certain jobs would be interesting.
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# ? Mar 15, 2019 17:42 |
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I'm at war with someone who's colonizing a planet. It's their last planet, yet I can't invade it and orbital bombardment does nothing. What the gently caress?
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# ? Mar 15, 2019 17:51 |
Demiurge4 posted:Assist research provides almost no XP anymore though. We’re talking like 5xp a month. I forgot they nerfed that. Still more than zero though, and you can run out of stuff to survey pretty early if your neighbours don't like you.
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# ? Mar 15, 2019 18:02 |
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Beer4TheBeerGod posted:I'm at war with someone who's colonizing a planet. It's their last planet, yet I can't invade it and orbital bombardment does nothing. Let the colonising complete, then invade?
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# ? Mar 15, 2019 18:11 |
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Bloodly posted:Let the colonising complete, then invade? Looks like I broke their economy and every month it takes one more month to advance.
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# ? Mar 15, 2019 18:12 |
Demiurge4 posted:Assist research provides almost no XP anymore though. We’re talking like 5xp a month. It's 3xp, I think. Just a bit less than leading research. That's why it's important to get your backup scientists assisting research early, so they're up to level 3-4 when your level 5 guys die. Minimal transition time.
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# ? Mar 15, 2019 18:31 |
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ZypherIM posted:Most green space research comes from anomalies, which I think I'm ok with. Civics (or poo poo, green techs) that granted some amount of blue/yellow tech to certain jobs would be interesting.
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# ? Mar 15, 2019 18:33 |
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Beer4TheBeerGod posted:Looks like I broke their economy and every month it takes one more month to advance. Send them a bunch of energy.
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# ? Mar 15, 2019 18:40 |
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Beer4TheBeerGod posted:Looks like I broke their economy and every month it takes one more month to advance. Are you playing on some old version? https://stellaris.paradoxwikis.com/Economy#Shortages None of those should be preventing the colony from growing, and colonies don't cost upkeep or anything.
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# ? Mar 15, 2019 18:46 |
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Beer4TheBeerGod posted:I'm at war with someone who's colonizing a planet. It's their last planet, yet I can't invade it and orbital bombardment does nothing. Bombarding should roll back the process, but it does so slooooowly. Back in 2.2.4 I had an AI (a megacorp, not a purifier or anything) bombard one of my in progress planets forever and it eventually reverted back to a virgin planet, but I think it took two years. Does it make progress if you stop your fleet from bombarding?
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# ? Mar 15, 2019 18:51 |
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My first 2.2.6 game and all 3 of my neighbours are criminal syndicates. Out of 15 empires spawned, 3 are criminals. Not a single normal corporation. Time to build some enforcers and get on war footing... I wish we had some sliders on galaxy creation for ethos/empire type weights and maybe even just straight up toggles for criminal empires because gently caress are they a pain to have around on a map. But so often I wish I could start a game where organic life is the oddity and most empires are machines, or there's way more hives, or way more generally nasty and aggressive societies like xenophobic militarists.
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# ? Mar 15, 2019 19:01 |
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DatonKallandor posted:Yeah that was my mod. I haven't updated it in a while though. It played really well, especially with the change to make destroyers the best at disengaging. wiegieman posted:Starting with destroyers and specializing smaller sounds like a good idea. Give Corvettes a small buff to their cost or effectiveness to make them a more viable development path while we're at it.
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# ? Mar 15, 2019 19:03 |
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Baronjutter posted:My first 2.2.6 game and all 3 of my neighbours are criminal syndicates. Out of 15 empires spawned, 3 are criminals. Not a single normal corporation. Time to build some enforcers and get on war footing... Just make deals with crime lords, you don't get negative events and you get bonus stability. If you're really worried about crime and you're not married to an ascension path, go psychic for the crazy crime reduction. It takes some work, but for the 2nd option you can whip up a pile of custom races that fit that profile and set them to force spawn. Having some better interface for weights would be a ton less hassle though. Also agree that I'd like to see better spreads of ethos types, because while it might just be remembrance bias having like 80% of your empire be 1 of 2 types of space rear end in a top hat can get tiring.
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# ? Mar 15, 2019 19:13 |
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I have a question that is too stupid for the wiki to explain. What do you do as a corporation? There's an expansion penalty, and I see mentions of things like "subsidiaries" and "branch offices", but how do you make one of those? I got a trade agreement with another nation, but I couldn't figure out how to do anything unusual.
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# ? Mar 15, 2019 19:17 |
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ZypherIM posted:Just make deals with crime lords, you don't get negative events and you get bonus stability. If you're really worried about crime and you're not married to an ascension path, go psychic for the crazy crime reduction. I always play shared burden and they just seem to be naturally crime free. An upgraded capital's enforces are usually enough to keep even a fully upgraded criminal based at like 20% crime, but to actually kill the base you need an enforcer hall to get that poo poo to 0%. I don't even think 10-30% crime really has any effects on a planet? I just hate the idea that my citizens are being preyed on. I wish criminal AI's were a bit smarter about their locations. Maybe the shared burden empire that always has 0% crime and shuts down your based as fast as possible every time is a bad investment? Maybe pick someone else to bother?
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# ? Mar 15, 2019 19:24 |
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I know being Spiritualist is technically suboptimal with the current growth meta but I'm loving have planets with 90+ stability and zero crime by virtue of psionics and Psi Corps. My population is 30%-40% slaves and I have had nothing to worry about with them revolting. Its great.
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# ? Mar 15, 2019 19:30 |
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Splicer posted:If you started with destroyers then corvettes wouldn't need to be all rounders anymore, so you could ditch PD and missiles on corvettes while buffing their raw damage and restoring their escape chance. So if you go small you'd have corvettes as your raw damage output with destroyers as your source of PD and missiles. If you go big you have cruisers and battleships as raw damage output and destroyers as your defence line. Torpedo Boat is a fantastic archetype for corvettes though. There is no destroyer missile variant, so in my version of this scenario if you want missiles you gotta go either bigger or smaller, but until you do they're exclusively a starbase/outpost/platform weapon. Which cuts down a lot on the early PD, and obviously makes the first apparence of mass missiles more impactful until everyone adjusts to it. Incidentally, I've found those distinct types of ship all work a lot better with the combat speed scaled down (there's a mod called "Slow Speed Battles") and the combat starting distance multiplier bumped up - those two combined mean long range weapons actually have time to do work, formations have time to separate out into their distinct distances and fast ships actually get a benefit from being fast. DatonKallandor fucked around with this message at 20:07 on Mar 15, 2019 |
# ? Mar 15, 2019 20:01 |
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So I've been doing some thinking, and it seems like high living standards are kind of a trap. They work by increasing happiness, and by proxy stability, but happiness itself means very little. Like the idea seems to be that in more stratified societies you have to counteract the low happiness of your plebeian classes and keep them in line somehow, but the only consequence to their unhappiness is a bit of crime, which is trivial to keep at 0 and not even particularly bad if you can't. Meanwhile high living standards cost far too much for the increased stability to offset. The only concrete benefit to them that I can see is unemployed pops not dragging down stability, and even then it'd be more productive for them to do almost anything else. Side note, but it also seems like Egalitarian empires are softlocked out of being trade powers because clerks (the only easily attained job that increases trade power) produce so little that they only really make a profit if they have terrible living standards.
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# ? Mar 15, 2019 20:13 |
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DatonKallandor posted:Incidentally, I've found those distinct types of ship all work a lot better with the combat speed scaled down (there's a mod called "Slow Speed Battles") and the combat starting distance multiplier bumped up - those two combined mean long range weapons actually have time to do work, formations have time to separate out into their distinct distances and fast ships actually get a benefit from being fast. Splicer fucked around with this message at 20:30 on Mar 15, 2019 |
# ? Mar 15, 2019 20:17 |
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Splicer posted:How is combat start determined? Is it affected by fleet composition or is it a static distance? Range of your longest weapon. E: Or rather, range of the longest weapon in the combat, that determines the range at which fleets lock into combat mode. OwlFancier fucked around with this message at 20:24 on Mar 15, 2019 |
# ? Mar 15, 2019 20:20 |
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I just enjoy the thought of my pops having high happiness. Speaking of ships, I'm using the following in each fleet: 20 corvettes: torpedo, autocannon 5 destroyers: 3 flak, 2 autocannons 5 cruisers: 6 medium plasma 13 battleships: tachyon lance, 3 kinetic artillery, 1 neutron launcher 1 titan: perdition beam, 6 neutron launchers I assume it's actually terrible but it seems to work at the moment.
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# ? Mar 15, 2019 20:26 |
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Poil posted:I just enjoy the thought of my pops having high happiness. I do too, Shared Burdens is my favorite civic, and not having to micromanage pops as closely is nice. I just wish I wasn't shooting myself in the foot by not using Stratified Economy.
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# ? Mar 15, 2019 20:30 |
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prefect posted:I have a question that is too stupid for the wiki to explain. What do you do as a corporation? There's an expansion penalty, and I see mentions of things like "subsidiaries" and "branch offices", but how do you make one of those? I got a trade agreement with another nation, but I couldn't figure out how to do anything unusual. If you have a trade agreement with another nation (if you're a criminal corporation, you dont need one), you can click on one of their planets. There will ba a new tab, the corporate tab. On that tab, there will be a button that says Open Branch Office. Doing that will give you monthly energy income based on a percentage of that planet's trade value. Once you've built a branch office, and the population of the planet is high enough, you'll be able to build other buildings on the corporate tab, which will give both you and the planet you're on, bonuses, ranging from straight up food/minerals/energy to new available jobs, to research, to naval capacity or whatever.
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# ? Mar 15, 2019 20:31 |
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Splicer posted:How is combat start determined? Is it affected by fleet composition or is it a static distance? It's a multiplier to the range of your longest ranged weapon.
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# ? Mar 15, 2019 20:43 |
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Can the game populate the galaxy with multiple copies of Earth if you set a bunch of different versions of humans being allowed to spawn? It'd be cool to run into one of my custom human empires, but not so much if more than one spawns.
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# ? Mar 15, 2019 21:22 |
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THE loving MOON posted:Can the game populate the galaxy with multiple copies of Earth if you set a bunch of different versions of humans being allowed to spawn? It'd be cool to run into one of my custom human empires, but not so much if more than one spawns. The game should check if your empire is starting on earth and not place any of the other versions pre-warp earth that can spawn. That was a problem when the game shipped but has been fixed for a long time. It also means as someone who always plays humans I've never really gotten to see all the cool earth's that can form.
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# ? Mar 15, 2019 21:40 |
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Jabarto posted:I do too, Shared Burdens is my favorite civic, and not having to micromanage pops as closely is nice. I just wish I wasn't shooting myself in the foot by not using Stratified Economy. Shared Burdens is amazing, and I wish it was available to Egalitarian+Democracy and not just Fanatic+Democracy. I want to try it with both a Barbaric Despoilers empire as well as an Inward Perfection, but that's impossible with the current civic.
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# ? Mar 15, 2019 21:43 |
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# ? Apr 25, 2024 06:40 |
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Buddy of mine finally dug up his LP of a machine run from last year, its a good read. Would people want to see it here or nah?
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# ? Mar 15, 2019 21:45 |