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ZypherIM posted: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. Other way around. Systems are 2 sprawl, districts are 1.
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# ? Mar 20, 2019 14:19 |
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# ? Apr 27, 2024 08:08 |
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Demiurge4 posted:Other way around. Systems are 2 sprawl, districts are 1.
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# ? Mar 20, 2019 14:27 |
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Splicer posted:That's not a bad idea. Do you move them manually or just never build any housing? The Declare Population Controls edict let's you force at that growth into emigration.
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# ? Mar 20, 2019 15:44 |
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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? there's a system cohesion mechanic that kicks in when your empire is too 'snakey' and that will gently caress you in my current game i am doing a gimmick with the default lok race of lizard scientists. i'm staying under my admin cap (mostly) by expanding and breaking off sectors as vassals to create sibling empires. the only reason i'm doing this is to race through the tech tree, and now that it is 2310 and i'm locked in a federation hellwar and all other empires range between 'inferior' and 'pathetic' in relative tech i'm taking my tiny empire and blowing past the admin cap by spamming habitats everywhere. so, go past the admin cap unless you have a good reason not to (but always try to get stuff that increases your admin cap if you can)
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# ? Mar 20, 2019 16:23 |
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Got this game a few weeks ago, enjoying it much more than Distant Worlds. Here's a tip for AI empires. Don't call a guy up just to insult him when he owns a nicoll-dyson beam Also, the 2.2.6 update makes my game crash when I try to view a city. :/
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# ? Mar 20, 2019 16:51 |
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I started a new game as Commonwealth humans, with Warrior Culture instead of Admiralty to try out the new mechanic. I've succeeded in pissing everyone off with my "military adventurism" whatever that means. I did find Earth though, and my next goal is to take it back from the soft and weak United Nations. To do this, I need to secure a stable wormhole from some filthy aliens along the UN's border. When it comes to the War Doctrines, does "No Retreat" reflect in the fleet power, or do you have to estimate how much of a bonus it will be yourself?
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# ? Mar 20, 2019 17:06 |
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Ak Gara posted:Got this game a few weeks ago, enjoying it much more than Distant Worlds. Turn off or update your UI mods. Or all mods really.
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# ? Mar 20, 2019 17:20 |
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Is there something weird with alloy costs to upgrade ships? I was seeing that when I would push the button to upgrade one of my Death Fleets (around 150 fleet cap), I would immediately lose about 5 times what the tooltip said the cost would be...but that I would then be refunded alloys as ships finished upgrading, so that the final cost was about right. It seemed really weird. And what are the rules for when a starbase changes how it routes trade? Is it when it finds a shorter route back to the capital? I had a trade collector starbase, which was connected through a line of upgraded starbases back to the capital (therefore completely) protected from piracy abruptly switch its trade route to a new system when I built a gateway in the new system, resulting in a pirate fleet. Also, two quality of life things I would love: 1. A right-click option for constructors that is "build a starbase and then build all mining stations and then build all research stations in this system." About midgame I stop making nitpicky decisions on that front. 2. Some kind of goddamn notification that I may have a piracy problem coming up that I don't have to toggle into the trade route view for.
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# ? Mar 20, 2019 17:35 |
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Ak Gara posted:Also, the 2.2.6 update makes my game crash when I try to view a city. :/ The 1080p UI mod does that, turn it off.
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# ? Mar 20, 2019 17:49 |
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PittTheElder posted:The 1080p UI mod does that, turn it off. Yup that was it Talking of trade routes, I was getting massive lag from my trade hubs, each with 6 range extenders and it's own gateway making some kinda endless pathing calculation loop. After removing all the range extenders except from my home system, everything is fine again. Don't know if that's a thing people know about or not.
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# ? Mar 20, 2019 18:20 |
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Ak Gara posted:Got this game a few weeks ago, enjoying it much more than Distant Worlds. There is a mod which fixes this issue: https://steamcommunity.com/sharedfiles/filedetails/?id=1675606006
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# ? Mar 20, 2019 18:27 |
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Are those 1080p / 1440p mods meaningful if you're running at 4K, or are they only useful on the listed resolutions?
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# ? Mar 20, 2019 18:48 |
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Ak Gara posted:Yup that was it I haven't noticed any lag, but trade collection propagates through gateways anyway, so you only ever need one max range Trade Hub in a gateway system and it's as good as having one in every active gateway system you own. e: actually going through the gateway counts as 1 jump, so it's one range less than if you had a starbase in the far gateway side, but the point still stands. PittTheElder fucked around with this message at 20:22 on Mar 20, 2019 |
# ? Mar 20, 2019 18:50 |
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Slave market lags like all hell to me, anyone else have any problems with that?
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# ? Mar 20, 2019 18:55 |
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PittTheElder posted:I haven't noticed any lag, but trade collection propagates through gateways anyway, so you only ever need one max range Trade Hub in a gateway system and it's as good as having one in every active gateway system you own.
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# ? Mar 20, 2019 19:44 |
THE BAR posted:Slave market lags like all hell to me, anyone else have any problems with that? Definitely. It's especially bad when you are trying to manage some idiot xenophile planet with 23 species when you just want to drop all of them in the market but there's no button to sell all slaves on planet X
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# ? Mar 20, 2019 19:50 |
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AAAAA! Real Muenster posted:Shiiiiiit so the gateways act like the other end of the gateway is adjacent to the 6 range trade hub?!? Yup. If you head for gateways as quick as practical, you can avoid piracy by (a) building all your star bases in a line and having only end nodes do trade hub collection and then (b) building a gateway in a system with the trade hub.
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# ? Mar 20, 2019 19:55 |
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Nuclearmonkee posted:Definitely. It's especially bad when you are trying to manage some idiot xenophile planet with 23 species when you just want to drop all of them in the market but there's no button to sell all slaves on planet X And here I thought I was an idiot for not finding the sell all button.
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# ? Mar 20, 2019 19:56 |
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AAAAA! Real Muenster posted:Shiiiiiit so the gateways act like the other end of the gateway is adjacent to the 6 range trade hub?!? Gateways are the best logistics in the game hands down, between being able to have a centralized shipyard deep in your empire with gateways at the edges to move around and how trade networks will use them. Most of my stress in my current game is me not being at gate tech yet so needing to slowboat around the galactic rim means it can take years for my fleet to get from one end of my empire to the other.
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# ? Mar 20, 2019 20:05 |
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AAAAA! Real Muenster posted:Shiiiiiit so the gateways act like the other end of the gateway is adjacent to the 6 range trade hub?!? Correct. Once you get gateway activation you can have a line of starbases from your capital to a nearby gateway, fill that gateway system with a 6xTrade Hub starbase, and hugely cut down on your anti-piracy infrastructure. Once you get gateway construction it's trivial to eliminate it completely.
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# ? Mar 20, 2019 20:24 |
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Is there a species planner online somewhere? I'd like to play around with ethos and civics choices without being in-game.
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# ? Mar 20, 2019 22:11 |
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PittTheElder posted:Correct. And I just built an extensive gate network connecting all my "colony clusters"(Read: Conquered lands) together with my home system. Seems I am about to do some changes to the starbase in the good old home country.
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# ? Mar 20, 2019 22:27 |
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PittTheElder posted:Correct. Holy poo poo I did not know this. I guess i got to remake my starbase conga line in my new game now
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# ? Mar 20, 2019 22:30 |
I don't know why I keep wanting to ask "is 2.2.6 good?" when I have like 20 gameplay-hours total and probably wouldn't even recognize something being hosed up in the first place. Is 2.2.6 good though?
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# ? Mar 20, 2019 22:34 |
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Squiggle posted:I don't know why I keep wanting to ask "is 2.2.6 good?" when I have like 20 gameplay-hours total and probably wouldn't even recognize something being hosed up in the first place. Yes 2.2.6 is good. This reminds me - I haven't seen any official news about progress in new patch projects, an I missing something or have they still been quiet?
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# ? Mar 20, 2019 22:40 |
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Yes. I'd give it nine out of ten starbases.
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# ? Mar 20, 2019 22:40 |
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Squiggle posted:I don't know why I keep wanting to ask "is 2.2.6 good?" when I have like 20 gameplay-hours total and probably wouldn't even recognize something being hosed up in the first place. Yes. Still unpolished in some areas, but so long as you don't mind microing a lot of aspects its good.
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# ? Mar 20, 2019 22:43 |
It's my own dumb brain, I will get jazzed for a major version of some game and think "oh this is great!" then reading a goddamn thread where everyone has a thousand hours of experience and opinion poisons my thoughts and suddenly I resent it for reasons I've literally never seen personally. It's a terrible cycle. Poil posted:Yes. I'd give it nine out of ten starbases. That is almost the maximum number of starbases! A good sign
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# ? Mar 20, 2019 22:46 |
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I do really want a "I don't ever have to think about microing this planet ever again" button since it gets especially tedious with large empires but by and large I think the economy updates are extremely positive. About the only thing I could really think to add thats missing is some sort of Civ or Endless Legend style luxury resources that could grease the diplomacy wheels a little bit but thats really it. The wider game is clearly missing several key systems related to Diplomacy and Espionage as well as certain overarching civics that are just unplayable like Criminal Syndicates and Barbaric despoilers, but given the work they've done on warfare, empire development and the economy I am confident that they are headed in the right direction for fixing those things.
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# ? Mar 20, 2019 23:03 |
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It really ticks me off that having closed borders to me raises some empires' opinion of an empire and opening them lowers it and this can in some cases lock one empire into a loop of opening / closing borders to the player and spamming the interface
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# ? Mar 20, 2019 23:07 |
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Shugojin posted:It really ticks me off that having closed borders to me raises some empires' opinion of an empire and opening them lowers it and this can in some cases lock one empire into a loop of opening / closing borders to the player and spamming the interface Solution: Insults
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# ? Mar 20, 2019 23:08 |
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Noir89 posted:Solution: Insults Why do we have insults but not flattery?
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# ? Mar 20, 2019 23:17 |
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Gyrotica posted:Why do we have insults but not flattery? Seeing that CK2 added a feature to select a character to woo or antagonize, which would then cause the game to trigger events to that end, looked like such a good idea that now I can't understand why every Paradox game doesn't have a similar function. Diplomacy would be really cool if I could launch a targeted charm offensive of little treaties, gestures, and opportunities to accidentally offend alien sensibilities...or intentionally give somebody the finger with repeated colorful provocations.
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# ? Mar 20, 2019 23:29 |
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What difficulty should I run with Galvius AI? Grand Admiral has everyone at Overpowering pretty quickly, so maybe not Grand Admiral.
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# ? Mar 20, 2019 23:30 |
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AnEdgelord posted:I do really want a "I don't ever have to think about microing this planet ever again" button since it gets especially tedious with large empires but by and large I think the economy updates are extremely positive. About the only thing I could really think to add thats missing is some sort of Civ or Endless Legend style luxury resources that could grease the diplomacy wheels a little bit but thats really it. It's called population controls. Just stop pop growth on that particular planet and never worry about it again.
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# ? Mar 20, 2019 23:34 |
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I do think the solution we need now is not Sectors, but Planetary Governors ala SMAC. Let me select from a bunch of planetary archetypes (and there really aren't that many), and have the AI just build to that. Like you'd have Energy/Mineral/Food planet, Rural World, Tech World, Artisan World, Forge World, and Fortress World; a list which captures every type of planet I've ever made really. Maybe some extra buttons for Rural Worlds to let you lock out one of E/M/F districts, which actually removes the need for separate E/M/F distinctions. Anything more specialized than that (Resort worlds, capitals?) can easily be managed by the player. Sectors are a neat idea that should come back if they can ever be worked into an internal political game, but until then they just seem completely out of place. But to everyone who is complaining about micromanaging your planets, make absolutely sure you have Tiny Outliner v2 installed, and probably Tiny Fleets as well. That alone makes managing poo poo 90% easier due purely to reduced scrolling. Also I've decided I'm gonna try and Cato it for a while in hopes the devs will notice. Furthermore, put unemployed Pops at the top of the resettlement display.
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# ? Mar 21, 2019 00:00 |
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PittTheElder posted:I do think the solution we need now is not Sectors, but Planetary Governors ala SMAC. Let me select from a bunch of planetary archetypes (and there really aren't that many), and have the AI just build to that. That's an option on the sector screen, isn't it? PittTheElder posted:Furthermore, put unemployed Pops at the top of the resettlement display. ...and the slave vending display.
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# ? Mar 21, 2019 00:06 |
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appropriatemetaphor posted:What difficulty should I run with Galvius AI? Grand Admiral has everyone at Overpowering pretty quickly, so maybe not Grand Admiral.
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# ? Mar 21, 2019 00:07 |
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Zig-Zag posted:It's called population controls. Just stop pop growth on that particular planet and never worry about it again. you can really only use that after the planet is "done" unless you just want a half grown rump of a planet forever and it costs influence for no real reason, influence that can be especially precious for Gestalts
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# ? Mar 21, 2019 00:08 |
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# ? Apr 27, 2024 08:08 |
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2.2.6 is addictive as hell.
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# ? Mar 21, 2019 00:14 |