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Splicer
Oct 16, 2006

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

ScottyJSno posted:

What is the "flavor" for only being to wage total war after you build a Colossus?
There's three "bad boy civics" that let you play as Skynet, Zerg, or 40k suffer not the xenos. These lock you out of diplomacy entirely in exchange for being allowed to total war (but still abiding by status quo truces for some reason... ), but at the same time people can declare total war on you because you're a monster that cannot live alongside civilised people.

Colossus's are nearly unforgivable war crimes, so building one puts you in the same category as the monsters above.

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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!!

Isn't there a CB which requires disarming and deletes your Colossus if you lose.

The Bramble
Mar 16, 2004

Xerxes17 posted:

A few days ago I finished my first DA game and man, it's crazy how hard you snowball. Rapid replicators with mass produced, and adaptive and fast breeders on my bio pops meant that i grew really drat fast. And that's before i rolled the cybrex precursor chain! What's hilarious is that i found the head of zarqan so the awakened spiritualist FE left me the hell alone until i had assimilated the rest of the galaxy. Game ended at 2418 before the crisis spawned. By the end of the game i had two ring worlds, two matter decompressors, a dyson sphere, 35k science and 4k alloys a month.

I'm at about 2350 in my DA game and it's shocking how powerful they are. The fundamental unit of power in Stellaris is an employed pop, and it's crazy how fast DAs can expand and grow. They also have a uniquely easy time getting conquered pops to work productively without the hassle of crime and unhappiness. That I get to participate in the galactic market feels like cheating.

I'm playing a long multiplayer campaign right now as materialist mechanists with the idea of leveraging robots as quickly as possible to outpace all rivals. I now wish I had gone DA instead, they're just so much better at it.

PittTheElder
Feb 13, 2012

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

Saros posted:

Isn't there a CB which requires disarming and deletes your Colossus if you lose.

Well everybody else gets the total war End Threat CB on you too, but if you surrender I'm pretty sure it dismantles your empire.

Caustic Soda
Nov 1, 2010

Splicer posted:

There's three "bad boy civics" that let you play as Skynet, Zerg, or 40k suffer not the xenos. These lock you out of diplomacy entirely in exchange for being allowed to total war (but still abiding by status quo truces for some reason... ), but at the same time people can declare total war on you because you're a monster that cannot live alongside civilised people.

Colossus's are nearly unforgivable war crimes, so building one puts you in the same category as the monsters above.

IIRC the Borg get Total War too.

Horace Kinch
Aug 15, 2007

I could use some help.

I want to explore this wormhole:



That teensy nomad empire is in my way and has closed their borders to me.

I can't give them the extinction they deserve for being an obstacle:



Is there a way I can force a claim on them so I can wipe them out without resorting to console commands?

PittTheElder
Feb 13, 2012

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

Try it from the claims map mode?

That looks broken as hell though, I don't know why they apparently lack ethos or a government form. You might be forced to console it.

jokes
Dec 20, 2012

Uh... Kupo?

Getting a colossus is important because it enables the war doctrine of just exterminating motherfuckers which completely eschews the claims system and removes a lot of the barriers to just murdering people who get in your way.

If you got a colossus you could probably just destroy that planet.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


The Nivlac spawn from a specific event chain and are supposed to spawn as either friendly or as fanatic purifiers but it looks like somehow it got confused and never properly assigned them.

Horace Kinch
Aug 15, 2007

Tried consoling it and even after manually removing the empire the borders and system claim are still there and I can't cross over. I can't seem to find a console command that just eliminates boundaries. Guess I'm starting a new loving game.

Horace Kinch fucked around with this message at 18:19 on Jun 27, 2019

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

And Tyler Too! posted:

Tried consoling it and even after manually removing the empire the borders and system claim are still there and I cna't cross over. I can't seem to find a console command that just eliminates boundaries. Guess I'm starting a new loving game.
You should submit a bug on the Paradox forums and send 'em you save file.

edit: Also, you'll be able to get to it once you have jump drives (not that this is a perfect solution or anything)

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
1) Yup that's a bug, submit a report!
2) Do you have the experimental subspace drive that only science ships get?
3) What happens if you console command yourself into control of them?

Horace Kinch
Aug 15, 2007

Splicer posted:

1) Yup that's a bug, submit a report!
2) Do you have the experimental subspace drive that only science ships get?
3) What happens if you console command yourself into control of them?

I consoled control of them and wasn't able to do anything. I used kill_country to just erase them but the borders are still drawn. Gonna report it.

Leal
Oct 2, 2009


Well it looks like my western front is pretty safe... (white is nomads, pink is a fallen empire)

aegof
Mar 2, 2011

Used the Omnicodex to create some organic pops on a machine world. They have Machine World Preference and also 0% habitability on the machine world. Incidentally, Ingenious's +15% energy credits works on Grid Amalgamated jobs, that's neat.

FuzzySlippers
Feb 6, 2009

So what's the point of automating sectors? I give them resources but they don't seem to ever buy or upgrade any buildings. Managing my big rear end empire is a pretty big pain if only just clicking around upgrading/adding buildings as they pop up.

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Aethernet posted:

I think the solution to this clearly is that @Darkrenown should immediately deliver a patch that revamps research, diplomacy and resource balancing to satisfy us all at once.

Yikes :sweatdrop:

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
Any recommendations for building a tall (Stellaris Tall) tech and armada focused empire in 2.3?

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
And we mean you, personally. Get cracking.

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer
Also bring Warp back. :colbert:

TMMadman
Sep 9, 2003

by Fluffdaddy

Splicer posted:

And we mean you, personally. Get cracking.

And must find the Jade Monkey before the next full moon!

HelloSailorSign
Jan 27, 2011

FuzzySlippers posted:

So what's the point of automating sectors? I give them resources but they don't seem to ever buy or upgrade any buildings. Managing my big rear end empire is a pretty big pain if only just clicking around upgrading/adding buildings as they pop up.

Did you also click the, "Turn Automation on" button on the planet?

The Bramble
Mar 16, 2004

HelloSailorSign posted:

Did you also click the, "Turn Automation on" button on the planet?

If you want to automate a sector, and not just a planet, leave the automation button on the planet view alone (planet automation overrides sector automation).

For a sector you have to create the sector ("frontier" isn't a real sector, just a purgatory for unassigned planets) from an individual planet. Then, open the sector management window, assign one of the 4 priorities to it (it starts off with a big cancel sign, which means nothing is automated), then I usually just give a bunch of minerals and a few thousand credits to the shared stockpile on the top right of the window. If all goes well, the AI will start spending those minerals immediately and you can see buildings getting built.

I've noticed the AI doesn't bother making anything until there is an unemployed pop. It even seems to ignore housing needs until there are unemployed pops. So it leaves building slots open until it has people to work them. It's definitely non-optimal in the sense you could have 4 researchers working but the AI doesn't want to understaff it's clerks or whatever, but it's good enough, in my opinion.

You can do more fine tuning by automating individual planets by picking a specialization and turning automation on, but if your empire is big enough sectors are absolutely the way to go to cut down on the micro.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


Holy poo poo I found Earth in WW2 as a Driven Assimilator and got it all done before they blew themselves up

Hell yes rng bullshit achievement gotten

Libluini
May 18, 2012

I gravitated towards the Greens, eventually even joining the party itself.

The Linke is a party I grudgingly accept exists, but I've learned enough about DDR-history I can't bring myself to trust a party that was once the SED, a party leading the corrupt state apparatus ...
Grimey Drawer

Shugojin posted:

Holy poo poo I found Earth in WW2 as a Driven Assimilator and got it all done before they blew themselves up

Hell yes rng bullshit achievement gotten

In my current game, some space leeches found Earth during the middle ages, and thanks to a lot of dumb wars their new space overlords lost, by now half of my own population is Humans, all thanks to the many refugees arriving from space leech empire.

My own invention, the ancient aliens space humans, haven't spread very far in comparison, probably because they built a loving huge space empire instead and most of the "Laurins" prefer to stay inside their borders. But they too have found their way into my space squid realm, so there are now (including genetic variations thanks to us and the space leeches wildly experimenting on them) 5-6 different kinds of humans in our galaxy. Most of them quietly living on our ocean worlds.

Grapplejack
Nov 27, 2007

You know, I think the criminal empire thing probably needs buffed

I'm playing with it for the first time and as far as I can tell it has no real benefits? It's just a worse version of a megacorp. And like, you get some of the trade value as a megacorp, but crime directly reduces trade value from a planet!

Dreylad
Jun 19, 2001
The crime buildings are supposed to make up for it as the population booms, but yeah megacorps and criminal empires aren't great. Cool idea, not the greatest execution.

I'd really like to see more focus on mid-game and inner empire politics next major update, but I have to admit diplomacy needs more work too.

FuzzySlippers
Feb 6, 2009

The Bramble posted:

If you want to automate a sector, and not just a planet, leave the automation button on the planet view alone (planet automation overrides sector automation).

For a sector you have to create the sector ("frontier" isn't a real sector, just a purgatory for unassigned planets) from an individual planet. Then, open the sector management window, assign one of the 4 priorities to it (it starts off with a big cancel sign, which means nothing is automated), then I usually just give a bunch of minerals and a few thousand credits to the shared stockpile on the top right of the window. If all goes well, the AI will start spending those minerals immediately and you can see buildings getting built.

I've noticed the AI doesn't bother making anything until there is an unemployed pop. It even seems to ignore housing needs until there are unemployed pops. So it leaves building slots open until it has people to work them. It's definitely non-optimal in the sense you could have 4 researchers working but the AI doesn't want to understaff it's clerks or whatever, but it's good enough, in my opinion.

You can do more fine tuning by automating individual planets by picking a specialization and turning automation on, but if your empire is big enough sectors are absolutely the way to go to cut down on the micro.

I've tried both (automate button on planet on/off) and nothing seems to ever get built and I do have my empire organized into sectors and they are assigned priorities. However, I think I'm a bit confused on buildings. If there are no unemployed people then it's pointless to build more productive buildings? I've been impatient with the AI then because I see empty building slots and think it should just build something immediately when there is a free slot and it has resources.

Housing has been a major pain for my bog standard humans. Earth has been in a housing crisis for like a hundred years and half the buildings are luxury housing (is that the only housing option?) and I'm maxed on city districts.

I'm about 30 hours played still on my first game and I'm enjoying it but it can certainly be overwhelming. I'm amazed at how much flavor the game has (sorta like Alpha Centauri). Most of the space 4x that have come after MOO are just so sterile but there's constantly weird and fun things happening here. Is "Distant Stars Story Pack" worth grabbing on sale if I'm still so early in exploring the game (I bought the other DLC except mega corps and the newest one in the last sale)?

edit: Also, I realized too late that going nuts on super advanced buildings was a bad idea. I own like 1/4 of the total map and I still have no where near the amount of exotic gas I go through constantly from those buildings. So much of my economic production gets sold to the market to buy the gas to keep all the lights on. Dunno if there is a better way.

FuzzySlippers fucked around with this message at 01:10 on Jun 29, 2019

Splicer
Oct 16, 2006

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

Dreylad posted:

The crime buildings are supposed to make up for it as the population booms, but yeah megacorps and criminal empires aren't great. Cool idea, not the greatest execution.

I'd really like to see more focus on mid-game and inner empire politics next major update, but I have to admit diplomacy needs more work too.
I'd genuinely expect those to be a package. The more complex your internal politics the more levers you can pull with external politics and vice versa.

Accretionist
Nov 7, 2012
I BELIEVE IN STUPID CONSPIRACY THEORIES

Fister Roboto posted:

Yeah this is exactly the problem I have with it. It's not just a random system, a lot of it is obfuscated for no reason. Literally the only way to influence what tech options you get is completely hidden from the player, unless they use mods or dig through the game files. I dare anyone to call this a good system.

Yeah, like, I threw my back out immediately after buying this. Got ~100 hours in over two weeks. Great game but lovely tech system. I haven't played a game this much since Civ II as a kid and I'm missing their tech tree a lot right now.

ThaumPenguin
Oct 9, 2013

FuzzySlippers posted:


edit: Also, I realized too late that going nuts on super advanced buildings was a bad idea. I own like 1/4 of the total map and I still have no where near the amount of exotic gas I go through constantly from those buildings. So much of my economic production gets sold to the market to buy the gas to keep all the lights on. Dunno if there is a better way.

Distant Stars is great, I can't remember which DLC added the Enclaves, but if you have that one you should be able to trade for rare resources with them at an acceptable, below-market rate

FuzzySlippers
Feb 6, 2009

Oi a fallen empire just erupted out of their pocket on a crusade. I had fully stocked citadels with 20kish ships on each path out of their space but they rolled over both easily with a 150k stack. I'm rush building what I can but it's gonna be tough to wear them down because they just death beam my ships from so far away I'm not even chipping away at them. Presumably their tiny economy can't replace any losses but I still gotta get close enough. It was probably a bad idea to go for a mostly battleship/cruiser navy because they just make bigger targets.

I wish I had some way to diplomatically convince the other major power to go to war with the crusaders, but it seems like since we didn't have a defensive pact or federation I'm screwed. Maybe these assholes will attack them anyway.

binge crotching
Apr 2, 2010

Libluini posted:

Also bring Warp back. :colbert:

But make it only usable by warp beasts that invade via the dportal.

Grapplejack
Nov 27, 2007

Man the AI fanatic purifiers getting a free citadel at game start is hosed. This is the third game where they've spawned beside me and there's literally nothing I can do before they drop 5k worth of fleets PRE-DESTROYERS

Staltran
Jan 3, 2013

Fallen Rib

Grapplejack posted:

Man the AI fanatic purifiers getting a free citadel at game start is hosed.

They're spawned from an anomaly, they're not there at game start. Really annoying if the AI spawns them early though.

Xerxes17
Feb 17, 2011

I feel like if you've made everyone including any AE/FE Pathetic vs you past say 2350 should make the crisis spawn a bit earlier. I'm at 2371 and I started hitting tech repeatables in 2320, have all of the mega-structures and so now my robbits are just waiting for the end game. It's not even like I need to go conquering as I've already got all of the economy that I could ever need.

Xerxes17
Feb 17, 2011

Also I've worked out why late-game some empires constantly spam you with open/close borders, it's because of gateways.

10. If the border is closed, not enough border friction and ergo, positive diplomacy. Because of positive diplomacy, the borders are opened. Oh no! Now the border friction is really high, plunging your diplomacy into the red. Close the borders! 50 GOTO 10.

death cob for cutie
Dec 30, 2006

dwarves won't delve no more
too much splatting down on Zot:4
Any reason this seems to be happening now?



Initially two artisans decided they didn't want to work anymore. After a few months, two researchers decided they no longer liked their jobs, so there were four unemployed pops for a day - then two of them decided to become artisans again, leaving two researcher jobs unfilled. Worker-stratum pops don't seem to jump into the open specialist jobs, messing with job priority or disabling/enabling the building doesn't seem to fix it.

e: built another research lab, all my artisans and my two other unemployed specialists filed into the researcher jobs but I still don't have any pops promoting up from worker into my two empty artisan slots.

e: e: toggling off and on Automatic Pop Migration seems to have fixed it?

e: e: e: no even with APM off it's happening. what the gently caress. I haven't changed my mods since my last game; maybe this game is just hosed for some reason

death cob for cutie fucked around with this message at 19:42 on Jun 29, 2019

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Grapplejack posted:

Man the AI fanatic purifiers getting a free citadel at game start is hosed. This is the third game where they've spawned beside me and there's literally nothing I can do before they drop 5k worth of fleets PRE-DESTROYERS
Just to be clear, following on what Staltran said, AI Fanatic Purifiers do not spawn with anything that a normal empire does not spawn with. There is a Fanatic Purifier that can spawn because of an anomaly and the AI is often too dumb to not spawn them immediately when they find the anomaly/special project. This Fanatic Purifier that can spawn because of an anomaly starts with a Citadel.

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Grapplejack
Nov 27, 2007

That explains it I guess. I did manage to beat the AI to them this game though, and I made good and sure they died on that planet.

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