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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

ProfessorCirno posted:

I've yet to hit problems of running out of houses across the galaxy, but I also take city-planets every goddamn game because you are an absolute fool if you don't.
They are also super OP to the point that I lose interest in the game because I feel like I am cheating when I have one. I deliberately avoid them because they are too good.

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Problem with Ringworlds is that they are totally borked for the scales Steallaris operates at. Fifty world empire? A 1AU sized conservative ringworld will have three million times the surface area of Earth.

Ringworlds should be basically infinite area to expand and the ultimate expression of 'tall' empires rather than whatever they are now. Really the whole megastructure thing is stuck in a pretty bad place right now with them being both gated behind techs that arrive way too late to meaningfully impact the game and apart from Ecumenopolis's being rather underwhelming. A megastructure should be a thing that shapes your empire around it (both the project and the results) from the midgame (like an ecu kind of is now) not just some random bobble you sort of pick up at the end.

Potato Salad
Oct 23, 2014

nobody cares


*bauble

Also you're right in every way, rings in particular suck

Pornographic Memory
Dec 17, 2008

AAAAA! Real Muenster posted:

They are also super OP to the point that I lose interest in the game because I feel like I am cheating when I have one. I deliberately avoid them because they are too good.

Somehow I got myself into a situation where two ecumenoplises (and two matter decompressors) aren't enough. I hit the end game year and the militarist fallen empire woke up...and did nothing. Then I got The Contingency crisis and one of their sterilization hubs popped up on one of my outlying worlds and I exhausted a huge chunk of my fleets to destroy it. And shortly after the Contingency started going off, THAT'S when the awoken empire decides to go conquering the galaxy...and they're effortlessly carving through a neighboring federation that had the second strongest regular empire after me. Oh, and I made the mistake of declaring war on the awoken empire thinking I could contain them early and I could rebuild my fleets and match them economically better than I actually can.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Potato Salad posted:

*bauble

Also you're right in every way, rings in particular suck

https://en.wikipedia.org/wiki/Bobblehead was what I was thinking of.Something to nod along to your victory lap.

Demiurge4
Aug 10, 2011

Pornographic Memory posted:

Somehow I got myself into a situation where two ecumenoplises (and two matter decompressors) aren't enough. I hit the end game year and the militarist fallen empire woke up...and did nothing. Then I got The Contingency crisis and one of their sterilization hubs popped up on one of my outlying worlds and I exhausted a huge chunk of my fleets to destroy it. And shortly after the Contingency started going off, THAT'S when the awoken empire decides to go conquering the galaxy...and they're effortlessly carving through a neighboring federation that had the second strongest regular empire after me. Oh, and I made the mistake of declaring war on the awoken empire thinking I could contain them early and I could rebuild my fleets and match them economically better than I actually can.

With two Ecu's and two matter decompressors you'll win easily out of attrition, just build a few more shipyards to let you build crap faster.

twistedmentat
Nov 21, 2003

Its my party
and I'll die if
I want to

Ak Gara posted:

Automatic pop migration. Very handy if you have planets that just crank out pops and you don't want to manually tell them "well move to another planet, idiot!"
https://steamcommunity.com/sharedfiles/filedetails/?id=1617534169

Gigastructures!
https://steamcommunity.com/sharedfiles/filedetails/?id=1121692237

Orbital Arcology adds city districts to a world
Or you could build Gigaringworlds!


Yea, been using both those.

Also, no ring.

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa
Upgrade question from someone new to the game:

I have one fleet so far, which comprises 19 corvettes and a frigate I found somewhere. A couple of times recently I was able to upgrade the fleet via the fleet manager's upgrade button. To be honest I don't really know what the upgrades added, but I vaguely recall researching a few things that would fit so assumed it was those.

I decided yesterday to look at the ship designer for the first time. I took a look at the default corvette design in the designer and noticed at the bottom of the page I have four usable slots - 3 are full and have an S in the corner (small?). One is empty and has an A in the corner (auxillary?). When I click on this empty slot I see I have a reactor booster available to put there. When I check the ships in my fleet I see that they do not have this reactor booster despite being upgraded.

Can anyone explain what I'm missing please?

I tried to save the design to see if that when then include this reactor booster in the upgrades, but the button is greyed out. Is this because I have auto-best on? If so how do I turn it off?

If this is the reason why it wasn't included in the upgrade (i.e. you have to amend ship designs to upgrade ships), how come I was able to do the other upgrades without messing around with this stuff?

Just as I start getting a general grip on the game (and completely loving it) I start looking into military stuff and I'm totally confused again.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

OneSizeFitsAll posted:

Upgrade question from someone new to the game:

I have one fleet so far, which comprises 19 corvettes and a frigate I found somewhere. A couple of times recently I was able to upgrade the fleet via the fleet manager's upgrade button. To be honest I don't really know what the upgrades added, but I vaguely recall researching a few things that would fit so assumed it was those.

I decided yesterday to look at the ship designer for the first time. I took a look at the default corvette design in the designer and noticed at the bottom of the page I have four usable slots - 3 are full and have an S in the corner (small?). One is empty and has an A in the corner (auxillary?). When I click on this empty slot I see I have a reactor booster available to put there. When I check the ships in my fleet I see that they do not have this reactor booster despite being upgraded.

Can anyone explain what I'm missing please?

I tried to save the design to see if that when then include this reactor booster in the upgrades, but the button is greyed out. Is this because I have auto-best on? If so how do I turn it off?

If this is the reason why it wasn't included in the upgrade (i.e. you have to amend ship designs to upgrade ships), how come I was able to do the other upgrades without messing around with this stuff?

Just as I start getting a general grip on the game (and completely loving it) I start looking into military stuff and I'm totally confused again.
The reactor booster only increases the available power on the design, thus if the power source you have does not provide enough power for your engine, shields, guns, and anything else, the reactor booster can be added in your aux slot to get you over the hump. I imagine that the auto-designer (which once you are more comfortable with the game I strongly urge you to stop using the auto-designer) does not add the reactor booster if it is not needed.

Someone may be able to recommend a youtube video to explain the military stuff to you. The Ship Designer has practically no depth so it should be pretty easy to get a grip on it if you invest some time in fiddling with it (when you are ready).

There are two checkboxes that start the game checked - (I dont remember their exact names but this should give you the idea) "Auto Design Ships" and "Auto-upgrade ships". Both cause headaches. Generally you want your ships to have a balance of kinetic and energy weapons so you are not too ineffective vs certain types of defenses (Shields and Armor).
The Auto Designer can gently caress this up, and add other weapons that dont fit in well unless you invest 100% into that weapon type (stuff like Disruptors, missiles, strike craft).
The Auto upgrade can gently caress this up when it comes to your fleet manager and upgrading your ships. Also if you are not on the beta branch I *think* you are using the old upgrade mechanics, which are clunky.

ZypherIM
Nov 8, 2010

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

The main reason is that the reactor booster adds a very small amount of value if you don't require it out-right. Meanwhile it is increasing your cost by a fairly decent amount, and one of the biggest ways to get ahead in terms of fleet power is to just have more stuff than the other guy. Having 1 less ship for every X alloys you spend is going to cost you a lot more in terms of overall power than you gain from each ship having the booster (unused power gives a small bonus to dmg/speed/evasion).

The button you want to uncheck is in the bottom left of the ship designer screen. The biggest reason to turn off auto-made ships is that there are some bugs you can run into involving it making new designs on you while other stuff happens. Turning it off basically eliminates 99% of those (there is still 1 edge case bug you can run into, involving replacing shipyards that are queued to build things).

binge crotching
Apr 2, 2010

Crazycryodude posted:

Who actually put all their planets in a sector though, the sector AI was infamously bad

At some point you didn't need the extra resources from optimizing your planets, so dumping them into a sector the moment you colonized/captured them got rid of all the micro, and let you focus on exploring/fighting. Sure, you might lose 20% of the resources due to inefficiency, but by mid-game it didn't matter anyway.

PittTheElder
Feb 13, 2012

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

OneSizeFitsAll posted:

Upgrade question from someone new to the game:

I have one fleet so far, which comprises 19 corvettes and a frigate I found somewhere. A couple of times recently I was able to upgrade the fleet via the fleet manager's upgrade button. To be honest I don't really know what the upgrades added, but I vaguely recall researching a few things that would fit so assumed it was those.

I decided yesterday to look at the ship designer for the first time. I took a look at the default corvette design in the designer and noticed at the bottom of the page I have four usable slots - 3 are full and have an S in the corner (small?). One is empty and has an A in the corner (auxillary?). When I click on this empty slot I see I have a reactor booster available to put there. When I check the ships in my fleet I see that they do not have this reactor booster despite being upgraded.

Can anyone explain what I'm missing please?

As others have said, the marginal utility of the reactor booster is really really low. There's an alloy cost to adding it, but the surplus power bonus is so low that if you don't need the booster to get to positive power, you shouldn't use it.

quote:

I tried to save the design to see if that when then include this reactor booster in the upgrades, but the button is greyed out. Is this because I have auto-best on? If so how do I turn it off?

Bottom left of the ship design UI, beneath the display of various chassis classes. Definitely turn it off, autodesign does weird poo poo and designing ships is real simple.

There is another reason you can't save a design though, and that's if you currently have one of those designs under construction (or are upgrading to that type I think). If you mouseover the save button it'll tell you which one it is.

quote:

Just as I start getting a general grip on the game I start looking into <some mechanic> and I'm totally confused again.

Paradox.txt right there.

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa
Ok thanks guys. Makes sense re the usefulness of the reactor booster. Looks like yet more tutorial videos are in order to get to grips with combat/fleets etc.

Mr. Merdle
Oct 17, 2007

THE GREAT MANBABY SUCCESSOR

RE: planet changes and building

I think that it would be great to not gate building slots behind populations. It's easy enough to tank your econ by overbuilding when you don't have the mineral or energy output to support the buildings. I think that gating buildings, while well intentioned, make planets too micro heavy (plus it's annoying to see all those building slot alerts on the outliner). Ideally I should be able to colonize a planet, set up which districts and buildings I need and come back to it as necessary or simply let sector AI take over based on my designations. The reworked planet screen is fantastic and definitely feels more strategic in the beginning and mid game, but the later you get it just becomes too much of a slog to manage 20 or 30 worlds.

Also, regarding population, what are everyone's thoughts about stopping population growth when a planet hits housing capacity?

ninja edit: Guilli I love your planet mods, noticed (I'm a writer) some translation issues in some of the text. I'd be happy to help fix that if you're interested. Send me a PM.

Mr. Merdle fucked around with this message at 19:02 on Apr 1, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

OneSizeFitsAll posted:

Ok thanks guys. Makes sense re the usefulness of the reactor booster. Looks like yet more tutorial videos are in order to get to grips with combat/fleets etc.

honestly ship design is pretty basic in the game, there's no reason to use the auto designer

have a mix of kinetic/laser in your fleets, and a balance of shields/armor. this should serve you just fine against the AI, you don't need to hyperspecialize your designs unless you're playing multiplayer

number of hulls is the most important thing. more ships is always more important than up to date, quality ships. bigger ships is generally better, until you get to battleships which are more situational because of how expensive they are in time and alloys

here's what i do:

early game, have a corvette swarm. i like to do 5/20 corvettes with a point defense and 15/20 corvettes that are the three small gun interceptor design. you don't need much point defense but you do need it, if you want to be aggro and take enemy outposts you can roll them with a little PD since outposts defend themselves with missiles

when you get destroyers, shift to building destroyers. you can do just fine with a 30 size fleet of 20c/5d or a 40 size fleet with 20c/10d

when you get autocannons, it's good to shift all your corvettes to an all autocannon swarm design and use your destroyers as a mix of medium/small laser designs, and a few destroyers with point defense. of course you might also want to keep a few PD corvettes so you can have all corvette fleets that move fast and take systems

when you get cruisers, it can be good to have these as laser or plasma ships of the line. battleships are best used as either strike craft carriers or long distance kinetic artillery starbase killers

this is really all you have to do to do well against the AI at a medium difficulty. there's a lot of math you can do for optimal min/max but it really isn't necessary

once you have your few basic designs down, just revisit the designer screen every once in a while and click upgrade to best, before you refit your fleets

in terms of research, keep in mind that the real gateway techs are reactors and hull designs, not weapons. you'll need weapon upgrades but it's better to get the appropriate tier reactor tech first, and it is usually better go for ship hull upgrades than weapon upgrades. there's no point to having the biggest lasers if you don't have a sufficient reactor to power them, or if you have to compromise on shields in order to manage the power budget

OneSizeFitsAll
Sep 13, 2010

Du bist mein Sofa
Thank you kindly for the advice. That should definitely help.

PittTheElder
Feb 13, 2012

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

Lil Peeler posted:

Also, regarding population, what are everyone's thoughts about stopping population growth when a planet hits housing capacity?

Don't stop it when it hits housing capacity, stop it when all the jobs you want to have there are filled.

But stopping pop growth is great, there's not really any downside (for regular organic empires anyway).

Mr. Merdle
Oct 17, 2007

THE GREAT MANBABY SUCCESSOR

I wouldn't even mind the influence cost of Population Controls, I just don't want to stop all growth. Just stop growth when people run out of jobs.

Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

This isn't even its final form! There's a thing you can use to add even more habitable sections to each of those. As in, literally doubling the number of habitable sections.

prefect
Sep 11, 2001

No one, Woodhouse.
No one.




Dead Man’s Band

luxury handset posted:

in terms of research, keep in mind that the real gateway techs are reactors and hull designs, not weapons. you'll need weapon upgrades but it's better to get the appropriate tier reactor tech first, and it is usually better go for ship hull upgrades than weapon upgrades. there's no point to having the biggest lasers if you don't have a sufficient reactor to power them, or if you have to compromise on shields in order to manage the power budget

I love rules of thumb, and this is good stuff. :tipshat:

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
One thing I'll mention is that there is one anomaly weapon that matters a lot, and that's the Null Void Beam. Combine those with plasma casters and you'll carve through goddamn anything in the early and mid game. I honestly use that combo all the way to Battleships, where I switch to to mixing cloud lightning and arc emitters. Requires luck to get, but if you get it, your military worries are over.

SettingSun
Aug 10, 2013

I'm still learning the ropes and these last few posts rule. I have general strategy thing to ask about: So I'm playing the Jehetma Dominion, fanatical pacifists. At about 2240 or so I find my empire completely boxed in by others. All of them but one are xenophobes so they close their borders. I keep insulting one of them hoping they'll declare war on me so I can get some breathing room. Ironically my might is superior to everyone so I don't think they'll bite. What's the play in this stage of the game? I'm already exploiting all the systems available to me and I'm starting to colonize the low habitability planets too. Wait it out and hope some tech can change things up? Maybe wait for the devouring swarm I found at the other end of galaxy to eat everyone else and then (fail to) wipe them out?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
You've a few options.

1) Embrace your tinyness and start teching up fast. The bigger you are the more expensive your tech and traditions get. With smart use of your existing planets you can end up a technological powerhouse and start making some friends with your superior tech, while taking ascensions that compliment smaller empires (basically anything that gives you a static quantity of something, ultimately galactic wonders). Then just sit hoarding your tech until someone declares war on someone else, something interesting happens, or the swarm shows up. If there's a wormhole or a gate in your territory that's a potential escape route when you tech up enough.

2) Choose the xenophobe who hates you least and see who they're rivaling. Rival their rivals but don't rival them. Dump presents on them. They might end up liking you enough to open borders. You can combine this with 1.

3) Embrace other factions as they arrive and move away from fanatic pacifist, then just start wars because. You can combine this with 1 and/or 2.

4) Cheese the hell out of the AI by stripping your ships of armaments, taunting them until they attack, then retrofitting your ships back into murderships.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





Started a game with some fanatic militarist, spiritualist starfish people, high aggressiveness, Admiral difficulty. Took Warrior Culture, and it's a lot of fun. Duelists are awesome. I wish I'd taken Authoritarian, though, because I didn't realize that Nihilistic Acquisition was gated behind Authoritarian/Xenophobe. I had to actually capture enemy planets instead of just kidnapping everyone.

By 2220 I'd taken my closest neighbor's homeworld--would have been sooner if I hadn't been waiting for Supremacy to finish to get a perk I wasn't eligible for. By 2245 I'd done the same for the next closest. Takes me about 20 years to stabilize after absorbing a few planets, though. I take a couple planets and suddenly I'm negative in, like, everything. What's up with that? It's nothing I can't handle due to my ridiculous mineral surplus.

I got one of those odd confluence of planet modifiers that you get sometimes when you're running Guilli's Planet Modifiers. This planet, natively, has +95% extra mineral production from miner jobs. And has 25 mineral districts. It's the bedrock my entire empire is based upon.

It's 2260 and I'm on that borderline of equivalent/superior where my fleets could wipe out anyone I cared to fight, but my I'm lacking in tech so it's not quite as one-sided as it should be. Anyway, no big deal, I thought. I was looking to take out the fanatic purifier to my east next.

But then a fleet comes through a wormhole that's dead center in the middle of my territory, heading towards one of my neighbors. I research the contact, and holy poo poo, I'm glad I didn't wait. There's an absolutely ridiculous devouring swarm on the other side, and they were at war with my neighbor. Guess they thought the wormhole was the fastest way to get there.

The swarm has expanded to roughly 20% of the galaxy, has double the number of pops from the next strongest empire (me), and is Overwhelming in fleet and tech to me, superior in economy. I closed my borders to send their fleet MIA so they couldn't eat my neighbor.

I'm glad I had a bastion there already, but it's time to upgrade the poo poo out of that thing and park my fleets on it. I'm gonna replace a few buildings with alloy forges; I think I can double my alloy production. I have no way to take the fight to them until I get wormhole tech, and I feel like they'll get through my end first.

I just hope I can break their fleets so their actual neighbors can declare war and start taking chunks out of the territory.

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





SettingSun posted:

I'm still learning the ropes and these last few posts rule. I have general strategy thing to ask about : So I'm playing the Jehetma Dominion, fanatical pacifists. At about 2240 or so I find my empire completely boxed in by others. All of them but one are xenophobes so they close their borders. I keep insulting one of them hoping they'll declare war on me so I can get some breathing room. Ironically my might is superior to everyone so I don't think they'll bite. What's the play in this stage of the game? I'm already exploiting all the systems available to me and I'm starting to colonize the low habitability planets too. Wait it out and hope some tech can change things up? Maybe wait for the devouring swarm I found at the other end of galaxy to eat everyone else and then (fail to) wipe them out?

Time to play Fanatic Passive Aggressive.

Step 1: Make an extra ship design for every ship chassis (like one for corvettes, one for destroyers, etc) with all empty slots.
Step 2: Retrofit all of your ships to this mothball design. This makes you look weak as hell.
Step 3: Insult your closest neighbor as often as the game lets you. Be sure you're rivaling them.
Step 4: When they declare war, retrofit all your fleets back to a good design.
Step 5: Claim whatever you want to take from them (need an influence stockpile). Then take it.
Step 6: Settle Status Quo
Step 7: Go to step 2.

You have to have a good alloy stockpile for this to work, as the retrofit is going to be expensive. You need to have as many shipyards as possible to speed up the retrofit. It helps to have a couple layers of defensive stations in case the enemy gets past your first layer before your retrofit is complete. It helps to have the tradition tree that gives you huge bonuses to defensive wars (I think it's in Harmony).

One of the most hilarious games I ever played was like this.

SettingSun
Aug 10, 2013

I'm loving all these options. Thanks a bunch for the tips!

Conspiratiorist
Nov 12, 2015

17th Separate Kryvyi Rih Tank Brigade named after Konstantin Pestushko
Look to my coming on the first light of the fifth sixth some day
Nihilistic Acquisition is kind of bad since if you've got the military superiority to leisurely steal pops then it isn't much of jump to just capture or vassalize, but nevertheless you must spend a tradition pick to get the option.

Inward Perfection slavers are funny, though. You can do One Planet Challenges with that.

THE FUCKING MOON
Jan 19, 2008
I'm super, super careful with natural wormholes in my territory now, especially if they're anywhere close to an L-gate. Sometimes you've just got to deal with a bunch of baddies crisscrossing your territory for a while and patch it up when it's convenient. In the game before last my starting cluster got efficiently cut off from everything else because of some inconveniently placed wormholes I wasn't really expecting. I ended up having to surrender because I just couldn't build up any kind of fleet at all, no matter how long I waited. :saddowns:

Nuclearmonkee
Jun 10, 2009


Conspiratiorist posted:

Nihilistic Acquisition is kind of bad since if you've got the military superiority to leisurely steal pops then it isn't much of jump to just capture or vassalize, but nevertheless you must spend a tradition pick to get the option.

Inward Perfection slavers are funny, though. You can do One Planet Challenges with that.

The first pick is the least valuable one and it's very good to be able to declare war on someone for whatever random rear end reason you feel like, completely ignore the wargoal and just go around stealing all their poo poo. Having slaves sucked directly onto your planets with people ready to put boots on their necks is quite strong and saves a lot of effort and headache with redistributing pops around from your freshly conquered pissed off planet.

Nihilistic acquisition lets you harvest the productive parts of planets (the people) without having to deal with the logistics of managing a far flung empire or paying any of the costs normally associating with claiming and/or integrating your enemies. You just declare war on people no matter how far away they are, as long as you have a way to get your fleet over there, and steal their productivity directly. Since it takes a lot of pops to fill up worlds, you should be able to put everyone to work np and have your chosen species doing the researching and such. There is always the option to steal some of your immediate neighbors' systems later if you actually need the additional planets, though I've found I can usually consolidate a good 1/3 of the galactic population into my little corner before I start hitting endgame and can just wage wars of annihilation/force vassalization on everyone to wrap it up.

Doing all of these things doesn't even preclude normal diplomacy and you are free to join whatever alliances you want and join their wars to provide more opportunities to steal pops in far away lands with zero actual risk to yourself. You don't even have to care about who wins.

binge crotching
Apr 2, 2010

ProfessorCirno posted:

One thing I'll mention is that there is one anomaly weapon that matters a lot, and that's the Null Void Beam. Combine those with plasma casters and you'll carve through goddamn anything in the early and mid game. I honestly use that combo all the way to Battleships, where I switch to to mixing cloud lightning and arc emitters. Requires luck to get, but if you get it, your military worries are over.

Null Void Beam works, but the non-shield damage is so bad that I'm always hesitant to use it. I should probably look at my combat results more often to see how useful it actually is.

The Mining Drone laser is really good if you're looking for another early combat boost to your fleets. It's roughly about the same as a first tier plasma while using about 75% of the power cost, is much better than tier 2 lasers, and slightly better than tier 3 lasers.

The Energy Siphon is somewhere between a tier 2 & tier 3 railgun, but since it's only available in small sizes I don't tend to use it much; if I'm going to research a small slot only weapon I would rather research autocannons.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Feels like there hasn't been much going on with Stellaris development, 2.2 feels not quite where it should be. Glad they're fixing sectors though, one day.

Ak Gara
Jul 29, 2005

That's just the way he rolls.

Shadowlyger posted:

This isn't even its final form! There's a thing you can use to add even more habitable sections to each of those. As in, literally doubling the number of habitable sections.

You mean those support beam ringworld things? I could never figure them out.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


Don't actually put your shield breaking and armor breaking weapons on the same ship, have two different models. This way the shield breakers can switch targets once their current one has its shields stripped and the armor killers can finish it off.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

wiegieman posted:

Don't actually put your shield breaking and armor breaking weapons on the same ship, have two different models. This way the shield breakers can switch targets once their current one has its shields stripped and the armor killers can finish it off.
They can, but do they actually do it? I havent actually paid attention to the performance of individual ships.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

edit: sorry for the doublepost
edit2: I re-read this and it comes across more standoffish than I intended. I'm not trying to be a jerk, its just direct replies and opinions.

Nuclearmonkee posted:

The first pick is the least valuable one
Its the pick you will have active the longest - how is it the least valuable pick?

Nuclearmonkee posted:

and it's very good to be able to declare war on someone for whatever random rear end reason you feel like, completely ignore the wargoal and just go around stealing all their poo poo. Having slaves sucked directly onto your planets with people ready to put boots on their necks is quite strong and saves a lot of effort and headache with redistributing pops around from your freshly conquered pissed off planet.
Its really not that hard to transfer the population of a planet to others, though?

Nuclearmonkee posted:

Nihilistic acquisition lets you harvest the productive parts of planets (the people) without having to deal with the logistics of managing a far flung empire or paying any of the costs normally associating with claiming and/or integrating your enemies.
Having more planets lets you build more planet-unique buildings and have more base pop growth.

Nuclearmonkee posted:

You just declare war on people no matter how far away they are, as long as you have a way to get your fleet over there, and steal their productivity directly.
Declaring on people far away can be a huge pain if you have any dangerous neighbors because of travel times. Eating local space so you have more colonizable planets and whatnot feels way more efficient to me.

Nuclearmonkee posted:

Since it takes a lot of pops to fill up worlds, you should be able to put everyone to work np and have your chosen species doing the researching and such.
There is no direct benefit for having one "full" world instead of two half-"full" worlds. In fact, because of pop growth and planet-unique buildings and the very small (2) sprawl penalty per world, the pop growth alone is worth it.

Nuclearmonkee posted:

There is always the option to steal some of your immediate neighbors' systems later if you actually need the additional planets, though I've found I can usually consolidate a good 1/3 of the galactic population into my little corner before I start hitting endgame and can just wage wars of annihilation/force vassalization on everyone to wrap it up.
How many systems is your "little corner"? How many planets do you usually colonize? This is really vague.

Nuclearmonkee posted:

Doing all of these things doesn't even preclude normal diplomacy and you are free to join whatever alliances you want and join their wars to provide more opportunities to steal pops in far away lands with zero actual risk to yourself. You don't even have to care about who wins.
The risk of getting jumped by a neighbor while your fleets are off raiding is zero? Stations can be good defenders but they usually need a fleet to back them up to hold off a full empire's weight.

AAAAA! Real Muenster fucked around with this message at 22:29 on Apr 1, 2019

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Saros posted:

Problem with Ringworlds is that they are totally borked for the scales Steallaris operates at. Fifty world empire? A 1AU sized conservative ringworld will have three million times the surface area of Earth.

Ringworlds should be basically infinite area to expand and the ultimate expression of 'tall' empires rather than whatever they are now. Really the whole megastructure thing is stuck in a pretty bad place right now with them being both gated behind techs that arrive way too late to meaningfully impact the game and apart from Ecumenopolis's being rather underwhelming. A megastructure should be a thing that shapes your empire around it (both the project and the results) from the midgame (like an ecu kind of is now) not just some random bobble you sort of pick up at the end.

For real. Niven tried forever to explain how utterly crushingly huge the Ringworld is and still kinda failed (best thing was showing the tiny section of map in book 2, of which like about a centimeter comprised the entire distance traveled in book 1), but it was 3 million Earth-sized planets of surface area. So if an Earth-sized planet can hold usually like 20 districts...

ConfusedUs
Feb 24, 2004

Bees?
You want fucking bees?
Here you go!
ROLL INITIATIVE!!





I keep posting this, but I want more "overpowered" perks. Is it really "overpowered" if everything is overpowered in a different way?

The really monstrous feats--dyson spheres and ringworlds--should be utterly game-changing and come early enough for you to actually change your game. The lesser feats--habitats and gateways and sentry arrays, etc--should come at the same time but be cheaper and more able to slot into an more normal empire.

Spitballing ideas here:

An empire with a Dyson Sphere should literally never need to build an energy district again to power their empire. Maintenance costs (in energy) no longer exist. Maybe require each planet build a "Dyson Power Network Receiver" building? The monthly allotment of energy is solely for export/payment/market reasons. A thousand a month might be too much, but that value is easy to test and alter. And empires that really want more exportable energy could still build energy districts if they wanted to. They just never have to.

An empire with a Ringworld should not have district or building caps. Instead, just give them a grid of icons/list of names/whatever that contains each possibility. Put a +1 button next to the current count for each non-unique thing available. Done.

You could easily find a way to make them provide increasing benefits throughout construction. They can still go in stages.

Dyson sphere at first stage gives a 5% reduction on maintenance costs. Each step towards the full sphere increases the reduction and later stages start giving you exportable energy. Ring Worlds could have production and habitability penalties that reduce as it edges towards completion.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Yeah, I've always firmly been a believer of "don't implement something if you can't represent it even remotely properly" . If the scale of the game's economies and pops just can't handle a real ring-world, don't have them. Let us build some ultra-big habitats or some Halo style ring that matches the mechanics and scale depicted by the art.

Nuclearmonkee
Jun 10, 2009


AAAAA! Real Muenster posted:

edit: sorry for the doublepost
edit2: I re-read this and it comes across more standoffish than I intended. I'm not trying to be a jerk, its just direct replies and opinions.

Its the pick you will have active the longest - how is it the least valuable pick?

Its really not that hard to transfer the population of a planet to others, though?

Having more planets lets you build more planet-unique buildings and have more base pop growth.

Declaring on people far away can be a huge pain if you have any dangerous neighbors because of travel times. Eating local space so you have more colonizable planets and whatnot feels way more efficient to me.

There is no direct benefit for having one "full" world instead of two half-"full" worlds. In fact, because of pop growth and planet-unique buildings and the very small (2) sprawl penalty per world, the pop growth alone is worth it.

How many systems is your "little corner"? How many planets do you usually colonize? This is really vague.

The risk of getting jumped by a neighbor while your fleets are off raiding is zero? Stations can be good defenders but they usually need a fleet to back them up to hold off a full empire's weight.

The tier 0s ascensions aren't terribly powerful so picking nihilistic acquisition doesn't really set you back. To relocate pops, you have to have properly conquered the planet which requires you to pay influence for the claim, win the war and then for your trouble you have to pay an energy premium for each pop. You do indeed have less pop growth at the very beginning because instead of colonizing you are maximizing fleet to go abduct some poor idiot's cap population within the first 20ish years. That influx of a few dozen of their pops will turbo charge your economy and will easily make up for later colonization spree that you can start after you've gotten them rolled up to their cap and start abduction. Should be well underway by the time you start your 2nd war, at which point you need those planets coming online anyways because you will probably run out of slave jobs on your homeworld and need to provide more for them to do along with more pop growth for your master species. Slaves are pretty much never going to be a limiting factor beyond the very early game. These first two neighbors that you hit are crippled for the rest of the game and can be vassalized either in the initial war, or after the truce is up. On higher difficulties you are absolutely not going to get superior and be able to vassalize them instantly so it will take two wars.

A normal spread of planets is a good 10 or so for the first wave, and my target is eventually "as many as will fit in tiny ui outliner without scrolling". As nihilistic acquisition does not preclude normal diplomacy, I simply ally suitable nearby neighbor or two, ideally megacorps or gestalts. Most of the time I'll have to buy that friendship unless we've got mutual rivalries going on due to being a xenophobic shitlord. The end result is 1-2 of my neighbors are crippled and either non-entities or vassalized buffer zones and another 1 or 2 are going to be NAP/allied with me, so yeah the odds of getting attacked are really low and even if they do, I honestly don't care if they gently caress up some ally or my buffer states while I'm off somewhere else eating somebody.



That's a gimmick gaia world nihilistic acquisition run at near 2400. I am the spots of blue with 16 regular colonies, 1 ecu and a random habitat I stole when I took an L-Gate entry system. The standalone blue dots are particularly choice systems that I cherry pick from targets.

Nuclearmonkee fucked around with this message at 23:18 on Apr 1, 2019

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Shadowlyger
Nov 5, 2009

ElvUI super fan at your service!

Ask me any and all questions about UI customization via PM

Ak Gara posted:

You mean those support beam ringworld things? I could never figure them out.

Click a construction ship, select the megastructure menu, select the ringworld segment thing. It should show a green circle on every slot where you can build one.

This is, by the way, how I find planets for the Behemoth Planetcraft, since I can't for the life of me figure out where to see the size of an uninhabitable planet. I just select the build option and scroll through the galaxy until I find a planet with a green circle.

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