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So, a quick and dirty "less than optimal" power check. Ethos: xeno/paci/spirit, civics: agrarian idyll, exalted priesthood. Took both colonies. Opened with expansion+colonization fever, then switched to supremacy. 2214, have -ship cost, +naval cap, and +10% fire rate traditions. Border fort with 2 gun modules: 957 listed power. Fleet A: 20 corvettes, 835 power. Fleet B: 4 corvettes, 172 power. I could add an anchorage or stronghold somewhere and start moving up towards 30 corvettes. Still wondering when demi's big attack would be coming so I can judge if this highly non-optimized build is way late (2210 is around when I was able to start pumping out corvettes, though it took a while to get the extra fire rate).
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# ? Mar 19, 2019 18:07 |
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# ? Apr 27, 2024 06:52 |
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Taear posted:My favourite marauder event is when you finish their last stations and then they get in touch to say "Rargh you bastards we're going to kill you" and it tells you a fleet is going to attack you from them. They've sort of fixed that, I've seen that revenge fleet show up once, but then it failed to show up the next time.
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# ? Mar 19, 2019 18:09 |
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scaterry posted:There was a brief period when the Apocalypse expansion came out when corvette rushing was mediocre, since you could only rush neighbors, corvettes were twice as expensive as other ships, and the mineral upkeep was an active detriment to your economy. Honestly, they could also do things with CB to make more interesting ways to get Tribs/Vassals. Oh, you're at war with someone else? Tell you what: you be a tributary of mine for X years, and I'll enter the war on your side. Downside would need to be that you can't make/take claims in that war.
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# ? Mar 19, 2019 18:10 |
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Taear posted:My favourite marauder event is when you finish their last stations and then they get in touch to say "Rargh you bastards we're going to kill you" and it tells you a fleet is going to attack you from them. I'm so mad at the marauders; they wound up getting away with like five planets. Fortunately, I have the "hunger" casus available, so they're gonna get their faces eaten in a little bit.
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# ? Mar 19, 2019 18:15 |
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PittTheElder posted:They've sort of fixed that, I've seen that revenge fleet show up once, but then it failed to show up the next time.
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# ? Mar 19, 2019 18:38 |
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Splicer posted:Maybe they're running through leviathans or otherwise getting taken out along the way? It's meant to just spawn in the system it tells you, so there's nobody to blow them up. The fleet doesn't exist until the event.
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# ? Mar 19, 2019 18:44 |
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ZypherIM posted:Still wondering when demi's big attack would be coming so I can judge if this highly non-optimized build is way late (2210 is around when I was able to start pumping out corvettes, though it took a while to get the extra fire rate). My usual fanatic militarist/exterminator supremacy rush is around 2208, depending on distance. I wouldn't do an all in rush like that if I was further than 6 or so jumps away, HW to HW. 14+ corvettes is what I want to ensure knocking down unfortified starbases with minimal losses. If the enemy isn't militarist and hasn't gotten the fire rate from supremacy, the power disparity is absurd. If I'm not going all in, I'll usually attack right around when Supremacy finishes, as that power spike is even larger.
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# ? Mar 19, 2019 19:11 |
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I am having this idea of barbarian despoilers with xenophile to create basically the Great Space Horde instead of the usual fanatic militarist type deal. Thoughts?
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# ? Mar 19, 2019 19:37 |
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dead gay comedy forums posted:I am having this idea of barbarian despoilers with xenophile to create basically the Great Space Horde instead of the usual fanatic militarist type deal. Thoughts? Unfortunately xenophile is prohibited for Despoilers, which also ruined my plan of having both Barbaric Despoiler + Shared Burden. Takes about 5 seconds to mod, but out of the box it is verboten.
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# ? Mar 19, 2019 22:12 |
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Based on the last page I'm going to assume that the ship meta is still focused on Corvette swarms. Do you still want to have battleship fleets as well?
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# ? Mar 19, 2019 22:55 |
Demiurge4 posted:I'm using the tributary CB and obviously I'm not attacking equal players, because I can't use the CB unless they're inferior. If I were to have another rush strat player next to me I'd move to either get a non-aggression so we can expand in opposite directions or team up against a third player. The starting point of this conversation was that rush strats are too strong unless everyone does it. The bad boys being banned only alleviates this somewhat. If you don't plan on waging or initiating a defensive war within the first 20 years or so you are rolling dice that none of your neighbors are shitheads. I haven't played too much goon MP but uhh that's a real bad assumption based on my experiences thus far since they all devolved into wanton violence very quickly.
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# ? Mar 19, 2019 22:58 |
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Fojar38 posted:Based on the last page I'm going to assume that the ship meta is still focused on Corvette swarms. Do you still want to have battleship fleets as well? The context of ships being talked about here are wars being started as soon as possible, so the only ship size you have are corvettes. Corvette swarms being the be-all end-all hasn't been true for a long time. Nuclearmonkee posted:The bad boys being banned only alleviates this somewhat. If you don't plan on waging or initiating a defensive war within the first 20 years or so you are rolling dice that none of your neighbors are shitheads. I haven't played too much goon MP but uhh that's a real bad assumption based on my experiences thus far since they all devolved into wanton violence very quickly. Yea the best I can figure out here is that there are a bunch of people who play in the MP game who are used to a slow paced game, and then in the MP game there are a couple that go hard in military and thus win big. If the guys not planning on taking the offensive make sure to spend close to the same amount of alloys as the guy on the offense (which they can pretty easily do), they won't be able to use that CB and losses in a war are going to be a lot higher. You're going to want to fight or be too annoying to fight, and either way you'll be needing those fleets.
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# ? Mar 19, 2019 23:17 |
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ZypherIM posted:The context of ships being talked about here are wars being started as soon as possible, so the only ship size you have are corvettes. Corvette swarms being the be-all end-all hasn't been true for a long time. Curious as to what the new recommended ship composition is then; I haven't played since the last expansion.
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# ? Mar 19, 2019 23:20 |
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Fojar38 posted:Curious as to what the new recommended ship composition is then; I haven't played since the last expansion.
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# ? Mar 19, 2019 23:45 |
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Here's a thought -- What if everyone started off with a fully upgraded bastion? If the Prikki-Ti get one, then why not the player?dead gay comedy forums posted:I am having this idea of barbarian despoilers with xenophile to create basically the Great Space Horde instead of the usual fanatic militarist type deal. Thoughts? Barbarian despoilers are incompatible with the xenophile ethic, unfortunately. The whole thing is kinda of an oxymoron -- despoilers have relations maluses negating the xenophiles relation pluses, despoilers replace diplomacy with the adaptibility tradition which mean no free diplomacy, no raiding primitives, etc...
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# ? Mar 20, 2019 00:56 |
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What does the multiplayer meta look like these days? There's been some talk among my friends of starting a new game at some point.
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# ? Mar 20, 2019 01:53 |
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Lost it all by thinking I could hold out in the League of Independent Powers, but after I held out against one fleet one of them got the upper hand and I surrendered thinking that I'd become a Dominion. This game was easily winnable if I hadn't gotten cocky and just surrendered to one of them from the start. Oh well, lesson learned.
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# ? Mar 20, 2019 02:37 |
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Amongst the power rushers in MP, is there a go-to build order sort of thing? Mostly curious about how many alloy foundries you folks are making.scaterry posted:Here's a thought -- What if everyone started off with a fully upgraded bastion? If the Prikki-Ti get one, then why not the player? I don't know that would help. Best case scenario you only lose half your empire if you get rushed, worst case scenario you lose everything but that, and you're just as hosed. Might even make things (marginally) easier for rushing, as the aggressive types can have shipyards and a good trade hub without need for a second starbase, though that would apply equally to both sides.
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# ? Mar 20, 2019 03:50 |
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I havent played since the first xpac so as anything really big i may have missed? Broke rn so i cant grab any new dlc for a month or two
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# ? Mar 20, 2019 05:45 |
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verbal enema posted:I havent played since the first xpac so as anything really big i may have missed? Broke rn so i cant grab any new dlc for a month or two The game is literally completely different, and much better. The DLC isn't necessary, either. Generally the Paradox formula is with each patch, rework major systems for everyone, and release DLC that adds some new content or an alternate playstyle for those who buy it. So warfare gets revamped and that's free, but you can buy a DLC that lets you build titans and planet-killers, etc.
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# ? Mar 20, 2019 05:49 |
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Hell yeah time to get space on since Stellaris is the only paradox game that works on this dumpy laptop
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# ? Mar 20, 2019 06:04 |
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Bremen posted:The game is literally completely different, and much better. I recently fired Stellaris up for the first time in about as long. Idk about not needing DLC as I still found the midgame just as boring as it was at launch. But maybe the DLC doesn't fix that or maybe I need to add more than the default number of AI players idk but there's not much to do other than slowly expand as my admin limit allows it. There's still empty space to claim so no reason to go to war, so all I'm doing is sitting around hoping the RNG gives me admin techs so I can claim a few more systems.
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# ? Mar 20, 2019 07:43 |
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Definitely put ais to max unless you're the sort of person who plays civilization on Settler difficulty as a sort of bonsai thing.
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# ? Mar 20, 2019 07:45 |
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Wafflecopper posted:I recently fired Stellaris up for the first time in about as long. Idk about not needing DLC as I still found the midgame just as boring as it was at launch. But maybe the DLC doesn't fix that or maybe I need to add more than the default number of AI players idk but there's not much to do other than slowly expand as my admin limit allows it. There's still empty space to claim so no reason to go to war, so all I'm doing is sitting around hoping the RNG gives me admin techs so I can claim a few more systems. Please go past your admin cap
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# ? Mar 20, 2019 08:02 |
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my personal settings: 2/3rds to max ai's. high aggression. admiral difficulty (reducing the bonus ai naval capacity with dynamic difficulty mod). glavius ai mod. that can give you a run for your money on 2.2.6.
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# ? Mar 20, 2019 08:06 |
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PittTheElder posted:Amongst the power rushers in MP, is there a go-to build order sort of thing? Mostly curious about how many alloy foundries you folks are making. Depends on what sort of rush you're going for. A super early rush generally needs two foundries as your first two buildings, whereas a rush on completing Supremacy is better of getting whatever your races unity structure is before going hard on alloys.
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# ? Mar 20, 2019 08:47 |
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Wafflecopper posted:I recently fired Stellaris up for the first time in about as long. Idk about not needing DLC as I still found the midgame just as boring as it was at launch. But maybe the DLC doesn't fix that or maybe I need to add more than the default number of AI players idk but there's not much to do other than slowly expand as my admin limit allows it. There's still empty space to claim so no reason to go to war, so all I'm doing is sitting around hoping the RNG gives me admin techs so I can claim a few more systems.
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# ? Mar 20, 2019 09:17 |
PittTheElder posted:They've sort of fixed that, I've seen that revenge fleet show up once, but then it failed to show up the next time. i think the revenge fleet is anything they had left. if all their ships are gone then nothing happens
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# ? Mar 20, 2019 09:59 |
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Can anyone who played the New Horizons mod tell me if its normal for the economy to nosedive when the Federation is formed? All the sprawl and the undeveloped colonies from the other founding members cost far more in upkeep than the income from the gained mines. Any tips?
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# ? Mar 20, 2019 10:45 |
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Wafflecopper posted:I recently fired Stellaris up for the first time in about as long. Idk about not needing DLC as I still found the midgame just as boring as it was at launch. But maybe the DLC doesn't fix that or maybe I need to add more than the default number of AI players idk but there's not much to do other than slowly expand as my admin limit allows it. There's still empty space to claim so no reason to go to war, so all I'm doing is sitting around hoping the RNG gives me admin techs so I can claim a few more systems.
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# ? Mar 20, 2019 10:49 |
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Okay thanks everyone telling me to ignore the cap. I went over it a little but the penalties seemed kinda steep for a few more minerals and energy so I didn't go too far. Next time I'll just go nuts. Should I skip the poorest systems or just claim everything?
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# ? Mar 20, 2019 11:13 |
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I think the general rule of thumb is to claim important systems first and fill out the gaps of poor systems later. But I think it's worth it to keep your empire in one continuous blob or snake and not skipping systems along a line.
Poil fucked around with this message at 11:26 on Mar 20, 2019 |
# ? Mar 20, 2019 11:24 |
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Pocky In My Pocket posted:i think the revenge fleet is anything they had left. if all their ships are gone then nothing happens It specifically says it spawns a fleet.
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# ? Mar 20, 2019 11:39 |
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Wafflecopper posted:Okay thanks everyone telling me to ignore the cap. I went over it a little but the penalties seemed kinda steep for a few more minerals and energy so I didn't go too far. Next time I'll just go nuts. Should I skip the poorest systems or just claim everything? The only real exceptions are 2 or 3 resource non-chokepoint systems sandwiched between you and a potentially friendly empire and also certain event systems lol You can leapfrog systems BTW it's just usually a bad idea. It costs more influence in the long run but sometimes it's worth it to get to a game defining system faster or do an end run around another empire.
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# ? Mar 20, 2019 11:46 |
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Important to note that every 10 claimed systems gives you another starbase slot. There are techs that increase the output of space mining as well, and systems are only 1 sprawl (note that districts are 2 each) so while sometimes early it can be worth to skip them, eventually they'll be ok to take. The major reason for skipping them early is less saving on empire sprawl and more that your expansion rate is seriously constrained by influence. Eventually if you start doing stuff with megastructures systems that are pretty empty can be nice since you have less stuff to get in the way of what you're doing.
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# ? Mar 20, 2019 12:26 |
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Xerxes17 posted:I had 36 in a medium game that I have since abandoned and started a new game on a small galaxy. I still haven't played a single MP game, but my current build (as an inward perfectionist) is to throw down for a mineral district right away, build two science ships / assign scientists, find the nearest two habitable planets, build a civ industry building, claim the two systems, and immediately start building a colony ship. Somewhere in there I build the mining stations but it doesn't really matter when. Basically the strategy that I prefer right now is to explore the poo poo out of everything until I get a nice group of planets that I'm interested in and then claim the chokes that are best for defending them. I then systematically claim the systems necessary to colonize all of those planets (no matter the habitability!) and do so, one after another, in quick succession. The logic behind this is that a planet -- any planet -- is essentially free pop growth. Sometimes my "starting empire" scenario is 6 or 7 planets, but sometimes it's over 15 planets. It all depends on their resources and whether or not I think I'm going to be able to safely maintain an ecumenopolis with them. With this strat, I wait until the colonization process is at 50% for my newest planet before selecting a colony ship to colonize the next planet. This way, once it has finished building, and by the time it arrives at its location, the previous colony has just been founded by the time this one starts colonizing. I've also found that I'm able to muster up enough unemployed pops from my other planets to move them to the new one and build it up to that magic 10th pop by the time the next newest colony just finishes its repurposed colony ship settlement. The build order on these new planets depend on what I've decided it will specialize in, which coincidentally is the same as the next resource I need at that moment, i.e. the next planet I colonize is going to be rich in a resource which has a gap I need to fill (or anticipate needing to fill). I get that district, maybe a city district afterward, then usually a district in the same resource, then throw down a temple (because I'm also spiritualist), and the next pop is my 10th pop. I stop building at this point, because my next pop is going to to the next planet, not this one. So I just repeat the process until I've colonized every planet walled off within my region. I mainly focus on exploration and leveling up the scientists that I want to take over at research once they're level 5. I'm usually at 10 pops on every planet within my cute lil empire by 2240, and by god at this point I've either found the First League home system or one of those planets that I've already colonized has only been building city districts and will be an ecumenopolis by 2260. You might be like, "but Preston, this entire time you haven't invested in alloys or built a navy," and I'll remind you that #1, I've already got the chokes defended by bastions and #2, we have a loving arcology project, you disrespectful little poo poo, now hop on in and let's roll on over there and start some poo poo with the FE that won't shut the gently caress up about giving it our pops.
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# ? Mar 20, 2019 12:34 |
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Also, I forgot to mention that while I colonize every planet within my sealed-off safe space, I only ever maintain the less-habitable ones at 10 pops. Their only purpose is a pop growth factory so I pretend like they're small outposts full of horny, isolated survivalists who have a lot of spare time on their hands and have developed a culture with events like the annual "Interstellar Suck n' gently caress Fest, brought to you live from Glipton-9 by Astroglide" and, recently, the much raunchier "Hedonism MMCCLXXIII"
Preston Waters fucked around with this message at 13:05 on Mar 20, 2019 |
# ? Mar 20, 2019 12:52 |
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That's not a bad idea. Do you move them manually or just never build any housing?
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# ? Mar 20, 2019 12:55 |
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Taear posted:It specifically says it spawns a fleet. It would be cool if the fleet that spawns checks whether there are actually any ships left, and if there are none just sends a single 10 strength corvette at your HW starbase like an angry bee.
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# ? Mar 20, 2019 13:03 |
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# ? Apr 27, 2024 06:52 |
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I've been toying with the idea of doing the "Colonize everything and only keep a token population on these other planets until I can terraform them". It delays the terraforming because you need an additional tech to terraform an inhabited planet, but the pop growth comes earlier.
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# ? Mar 20, 2019 13:33 |