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Splicer
Oct 16, 2006

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

Vavrek posted:

... huh. Maybe I should build leisure districts, ever. I'm not really sure what I want to be doing with all these habitats I have. Maybe leisure districts is it.
The problem is the AI getting into a state where it builds no districts at all, so they have habitats sitting on four pops with three of them unemployed and one of them homeless, getting all rowdy. Or 9 pops in a slightly more variable situation depending what they chose to build in their first unlocked slot.

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AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

The Cheshire Cat posted:

My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route.

I mean yeah I could just patrol but giving patrol orders is awkward since you can't queue up a route manually so you need multiple fleets to hit all the trouble spots usually, plus it clutters up my already very crowded outliner with a bunch of fleets that are otherwise pretty useless.

I tend to end up with a lot of trade just because after a while I can't really figure out what to build outside of commercial zones. They employ the most pops of any individual building and I don't really NEED anything except for people to stop bitching about being unemployed.
This is why I hate Piracy so much. Its just such an undercooked mechanic that its just an attention and/or fun tax that adds nothing to the game. In a recent game I started I moved my capital so I could simply chain starbases out in two directions from there to collect trade because that was easier than building and maintaining extra fleets to patrol the routes. its absurd.

PittTheElder
Feb 13, 2012

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

Aethernet posted:

This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system.

Yeah this. Even in the early game I find myself planning for it. Find the shortest path from my homeworld to a ruined gateway, and when I have spare starbases to convert to anchorages, build them along that line.

Duodecimal
Dec 28, 2012

Still stupid
Hangar station range passes through gates as well, so even as long as gates are no more than 4-6 jumps apart, and assuming you have citadel trade patrol bases halfway between, you're set.

really queer Christmas
Apr 22, 2014

Aethernet posted:

This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system.

Discovered this accidentally last game and built gates drat near everywhere so that piracy isn't a thing anymore.

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?

Splicer posted:

The problem is the AI getting into a state where it builds no districts at all, so they have habitats sitting on four pops with three of them unemployed and one of them homeless, getting all rowdy. Or 9 pops in a slightly more variable situation depending what they chose to build in their first unlocked slot.

Some examples from my game: https://imgur.com/a/cPn4oY7

The AI's habitats actually look pretty good. They're pretty uniformly short of housing, but not so lacking that pop growth has actually stopped. Special notice goes to Jem-Karanaagh and Craw't. The first one, I guess the AI settled with slaves and hasn't figured out how to get a citizen there to administrate. No districts. Craw't is in an empire that I recently won an ideology war against: they were militarist ... xenophiles? egalitarians?, while I am xenophobic pacifist. The whole empire is now in the process of displacing all their xeno and mixed-species pops, which I imagine is what destroyed the buildings on that station.

I'm pretty sure I remember seeing some habitats that had maybe 9 pops and no development, and some habitats that were wildly over developed and had 10 or 20 open jobs, but they're a little harder to find now. fake edit: found one, Dexalon, should be at the bottom of the album.

The Cheshire Cat
Jun 10, 2008

Fun Shoe

Aethernet posted:

This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system.

This makes sense but by the time I'm that late in the game it's running pretty slow (I really need to stop playing on max galaxy size) so I'm likely to just give up and start a new one by then.

Staltran
Jan 3, 2013

Fallen Rib

Vavrek posted:

Some examples from my game: https://imgur.com/a/cPn4oY7

The AI's habitats actually look pretty good. They're pretty uniformly short of housing, but not so lacking that pop growth has actually stopped. Special notice goes to Jem-Karanaagh and Craw't. The first one, I guess the AI settled with slaves and hasn't figured out how to get a citizen there to administrate. No districts. Craw't is in an empire that I recently won an ideology war against: they were militarist ... xenophiles? egalitarians?, while I am xenophobic pacifist. The whole empire is now in the process of displacing all their xeno and mixed-species pops, which I imagine is what destroyed the buildings on that station.

I'm pretty sure I remember seeing some habitats that had maybe 9 pops and no development, and some habitats that were wildly over developed and had 10 or 20 open jobs, but they're a little harder to find now. fake edit: found one, Dexalon, should be at the bottom of the album.

If a habitat is around a planet with no deposits, and the owner is a normal empire, and there are no existing districts, the AI will build
  • one (1) housing district if and only if it has Master Builders (which no longer gives more districts to habitats).
  • trade districts if consumer goods income is below +6 a month.

If the empire has good consumer goods income from other worlds, it won't build a single drat district on the habitat. I don't know how common that is in practice, but it wouldn't surprise me if it's pretty often. Even if it isn't, it's still a pretty concerning edge case. Also the housing district weights make no sense (Master Builders instead of Voidborne, which is just pdox forgetting to update that, but also building one without the perk if there are -1 or less housing districts already on the habitat, which... :confused:). And considering that normal empires also can't build luxury/communal housing on habitats, not building any housing districts at all seems weird in general.

PittTheElder
Feb 13, 2012

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

Aethernet posted:

This is where you build gates on your HW and every trade starbase, and presto no more piracy because trade never passes through an unprotected system.

Actually, to correct this slightly, you should build gates on every trade starbase, but at this point there should only be one trade starbase. Trade collection propagates through gateways (with the gateway functioning as a jump), so a 6 x Trade Hub station in a system with a functioning gateway will collect all the trade within 5 jumps of any gateway you own.

So assuming your trade station is over your homeworld, all you need is the one trade starbase, and then a gateway within 5 jumps of all of your planets. You might get some residual piracy if you have starbases over a planet which are trying to path their trade value home, simply disconnect them from the trade network.

HelloSailorSign
Jan 27, 2011

...I just realized that means to just plop gateways into sector capitols with the new sector jump number generation thing.

Grapplejack
Nov 27, 2007

It would be fine if like, you could actually set loving routes for patrols and have them do that route forever

PittTheElder
Feb 13, 2012

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

Can't you do that? There's a patrol function.

Shugojin
Sep 6, 2007

THE TAIL THAT BURNS TWICE AS BRIGHT...


PittTheElder posted:

Can't you do that? There's a patrol function.

It's a little auto done - it'd be nice if you could choose the exact route.

Captain Splendid
Jan 7, 2009

Qu'en pense Caffarelli?

Shugojin posted:

It's a little auto done - it'd be nice if you could choose the exact route.

Oh there is, you just shift+left click the star systems from memory.

Caveat: may have been fixed but in the patch I last played that also crashed my machine half the time.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea, with piracy I found that dedicated Hangar stations where a suitable stop gap measure until gateways came online. The tooltip could use rewording but it's not any worse than any of the other obtuse busywork mechanics

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?

Staltran posted:

If a habitat is around a planet with no deposits, and the owner is a normal empire, and there are no existing districts, the AI will build
  • one (1) housing district if and only if it has Master Builders (which no longer gives more districts to habitats).
  • trade districts if consumer goods income is below +6 a month.

If the empire has good consumer goods income from other worlds, it won't build a single drat district on the habitat. I don't know how common that is in practice, but it wouldn't surprise me if it's pretty often. Even if it isn't, it's still a pretty concerning edge case. Also the housing district weights make no sense (Master Builders instead of Voidborne, which is just pdox forgetting to update that, but also building one without the perk if there are -1 or less housing districts already on the habitat, which... :confused:). And considering that normal empires also can't build luxury/communal housing on habitats, not building any housing districts at all seems weird in general.

God, it's just, like ... :psyduck:

I'm tempted to try to write up my own play strategies and try to mod them in as how the automation system builds stuff, because I often play pretty algorithmically, but I'm not sure if the planetary automation stuff is accessible like that and also it'd be a lot of work. :effort:

Jabarto
Apr 7, 2007

I could do with your...assistance.

Aethernet posted:

By endgame I find a large proportion of my income, and especially consumer goods production, is down to trade. What approach are you using to it?

So I've tried it with a few different civs. One is an egalitarian/militarist/xenophile with Thrifty and Merchant Guilds, the other was an authoritarian megacorp with Thrifty and Free Traders. Both had very different problems but it all comes down to the fact that trade comes primarily from clerks and clerks are god awful.

The egalitarian one didn't work because anything above stratified economy living standards means that clerks will barely be able to produce more than they consume. The authoritarian one kind of did because you can maintain clerks for practically nothing, but even that can't get around the fact that it takes a LOT of pops to work, and that those pops would be better employed doing literally anything else because clerks have such low base yields. And that's not even getting into the fact that you have to actually collect and protect that trade. Starbases and patrol fleets all take alloys, starbase capacity, and fleet capacity that could be going somewhere else.

The one concession I do make to trading is building a galactic stock exchange on every planet because it's an excellent value for what it costs. But until they add some specialist jobs that produce trade or make merchants easier to mass I don't see how trade is anything other than inefficient and wasteful.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

Jabarto posted:

So I've tried it with a few different civs. One is an egalitarian/militarist/xenophile with Thrifty and Merchant Guilds, the other was an authoritarian megacorp with Thrifty and Free Traders. Both had very different problems but it all comes down to the fact that trade comes primarily from clerks and clerks are god awful.

The egalitarian one didn't work because anything above stratified economy living standards means that clerks will barely be able to produce more than they consume. The authoritarian one kind of did because you can maintain clerks for practically nothing, but even that can't get around the fact that it takes a LOT of pops to work, and that those pops would be better employed doing literally anything else because clerks have such low base yields. And that's not even getting into the fact that you have to actually collect and protect that trade. Starbases and patrol fleets all take alloys, starbase capacity, and fleet capacity that could be going somewhere else.

The one concession I do make to trading is building a galactic stock exchange on every planet because it's an excellent value for what it costs. But until they add some specialist jobs that produce trade or make merchants easier to mass I don't see how trade is anything other than inefficient and wasteful.

Trade is a function of pops and pop living standards, not just clerks. By giving your clerks lower living standards you were decreasing the trade they generated just from being alive.

Regardless, clerks aren't great as you identify. Still, with the value you get from trade value from pops, it's eminently worth having the infrastructure in place.

knob
May 25, 2005

knob
How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others?

Caustic Soda
Nov 1, 2010
Nonessential. The theme is 'if you're interested in X, buy the related expansion'.

Edit:

There are two DLCs with extra events which are generally popular, a DLC for robots, megacorps, WMDs etc.

There are also cosmetic mods that get you portraits and/or new advisor voices. For example, IIRC the humanoids one get you a Star Trek sounding lady, a soldier, and a '
technocrat voice.

Caustic Soda fucked around with this message at 07:00 on Jul 25, 2019

Cynic Jester
Apr 11, 2009

Let's put a simile on that face
A dazzling simile
Twinkling like the night sky

knob posted:

How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others?

Utopia is the only essential one. The rest either add more stuff to find or more stuff to play as.

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



knob posted:

How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others?

There's also a free Anniversary Portraits one that's got some nice looks in it.

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!

The Cheshire Cat posted:

My issue with trade is kind of the opposite, where it ends up so high in the late game that it's impossible for me to use passive suppression on piracy without like, dropping a starbase in every sector along a route and loading it up with hangers. I really feel like piracy suppression effectiveness of starbase modules should scale with tech. Adding +10 per module kind of doesn't cut it anymore when you've got 600+ trade flowing through a route.

I mean yeah I could just patrol but giving patrol orders is awkward since you can't queue up a route manually so you need multiple fleets to hit all the trouble spots usually, plus it clutters up my already very crowded outliner with a bunch of fleets that are otherwise pretty useless.

I tend to end up with a lot of trade just because after a while I can't really figure out what to build outside of commercial zones. They employ the most pops of any individual building and I don't really NEED anything except for people to stop bitching about being unemployed.

This is how my endgame ends up, with planets producing 2k all on their own and stuff.
Honestly like Aethernet said Gateways fix it, I never have any patrols and I'm fine. I wish that Gateway tech came a LITTLE earlier.

Splicer
Oct 16, 2006

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

knob posted:

How important is the DLC for this game? I bought it at release, played for a bit and then shelved it. I only have Utopia (and that weird horizon signal that isn't even listed on the store). Should I bother buying the others?
You don't need any of them, but they're almost all worth it in sales. Buy direct from the paradox store they have many sales and give you steam keys and get more money.

Get as soon as you see a sale:
Utopia. You have it.
Leviathans is great and really livens up the galaxy.

Get in a later sale:
Plantoids is purely jpegs but they're real good jpegs.
Apocalypse adds a bunch of mainly end game content and mechanics. If you like blowing up planets you'll like Apocalypse.
Synthetic Dawn adds a bunch of robot stuff including some cool robot empires and a bunch of robot events.
Distant Stars and Ancient Relics are mainly anomaly packs, definitely worth it but can be held off until you find the existing ones getting too familiar.

Get if you have too much money or not enough willpower or suffer from the completionism sickness:
Megacorp still needs more time in the oven.
Humanoids exists and is fine. Less JPEGs but you get some WAVs too.
You can upgrade to the super fancy edition on steam to get a real nice spider JPEG and the soundtrack and a book.

Splicer fucked around with this message at 09:08 on Jul 25, 2019

Taear
Nov 26, 2004

Ask me about the shitty opinions I have about Paradox games!
When I click to launch the game from the little launcher you get when you first boot up it just hangs and launching forever.
Never had this issue before and I've just verified the files.

Can anyone think of a solution other than an uninstall?

turn off the TV
Aug 4, 2010

moderately annoying

Taear posted:

When I click to launch the game from the little launcher you get when you first boot up it just hangs and launching forever.
Never had this issue before and I've just verified the files.

Can anyone think of a solution other than an uninstall?

don't allow steam to make changes on your computer when it asks

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Regarding Trade, Clerks, and Consumer Goods - I've been iterating on my Unity focused empire. Right now its: Repugnant, Weak, Rapid Breeding, Adaptive, Traditional + Authoritarian, Spiritualist, Xenophobe + Exalted Priesthood, Meritocracy. My prior attempt had dropped Authoritarian for Militarist and Exalted Priesthood for Byzantine Bureaucracy; without Stratified Economy, my economy was strangled by the incredible demand for Consumer Goods. The difference in CG demand is insane. Without Stratified, 50% of my planets were CG producing planets but with Stratified and Exalted Priesthood (which means more CG consuming jobs), I'm down to about 1/3 of my planets being CG producers.

Also, I like Clerks because they are low tier jobs that do not require their own district (which has effects on Unity, Research, and Edict costs), the trade value they produce is flexible in that it can be 100% Energy OR 50% Energy and 50% CG or Unity, and the Amenities that they produce increase pop happiness (and therefore productivity) and Stability (and therefore productivity). The building that oddly I cannot remember the name of that gives you 5 Clerk jobs essentially boosts the rest of the planets productivity while producing something tangible and provides enough jobs to employ enough pops to open up an new building slot.

AAAAA! Real Muenster fucked around with this message at 15:56 on Jul 25, 2019

M_Sinistrari
Sep 5, 2008

Do you like scary movies?



AAAAA! Real Muenster posted:

Regarding Trade, Clerks, and Consumer Goods - I've been iterating on my Unity focused empire. Right now its: Repugnant, Weak, Rapid Breeding, Adaptive, Traditional + Authoritarian, Spiritualist, Xenophobe + Exalted Priesthood, Meritocracy. My prior attempt had dropped Authoritarian for Militarist and Exalted Priesthood for Byzantine Bureaucracy; without Stratified Economy, my economy was strangled by the incredible demand for Consumer Goods. The difference in CG demand is insane. Without Stratified, 50% of my planets were CG producing planets but with Stratified and Exalted Priesthood (which means more CG consuming jobs), I'm down to about 1/3 of my planets being CG producers.

Also, I like Clerks because they are low tier jobs that do not require their own district (which has effects on Unity, Research, and Edict costs), the trade value they produce is flexible in that it can be 100% Energy OR 50% Energy and 50% CG or Unity, and the Amenities that they produce increase pop happiness (and therefore productivity) and Stability (and therefore productivity). The building that oddly I cannot remember the name of that gives you 5 Clerk jobs essentially boosts the rest of the planets productivity while producing something tangible and provides enough jobs to employ enough pops to open up an new building slot.

I think it's the Commercial Zone that's 5 jobs with the Megaplex upgrade being 10.

Horace Kinch
Aug 15, 2007

quote:

portraits

The best one is already in the game, no DLC needed:




Astronaut parrot is just the best. :swoon:

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

M_Sinistrari posted:

I think it's the Commercial Zone that's 5 jobs with the Megaplex upgrade being 10.
Yes thats it, thank you. Work broke my brain today so it just didnt come to me.

Gort
Aug 18, 2003

Good day what ho cup of tea

And Tyler Too! posted:

The best one is already in the game, no DLC needed:




Astronaut parrot is just the best. :swoon:

But what's the best name for this species?

AAAAA! Real Muenster posted:

The building that oddly I cannot remember the name of that gives you 5 Clerk jobs essentially boosts the rest of the planets productivity while producing something tangible and provides enough jobs to employ enough pops to open up an new building slot.

I dunno, I usually find my issue is not having enough pops for my jobs, not the other way round.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Gort posted:

I dunno, I usually find my issue is not having enough pops for my jobs, not the other way round.
Yeah this is a concern, but a different problem I often have that I have some pops but not enough mineral or CG income to support having that pop produce alloys, CGs, or one of the half dozen or so jobs that consumes CGs to provide its output. Clerks produce their value without *any* inputs other than the pops, so, the energy (or whatever you get because of Trade Policy) they produce, plus the amenities boost that helps all the other pops, is 100% profit.

edit: and dont get me wrong here - I'm not saying Clerks are amazing or anything, but if I have slaves and need them doing something other than Domestic Servitude or I have the above problem, I think they're "not bad". tl;dr I dont hate Clerks.

Nuclearmonkee
Jun 10, 2009


Gort posted:

But what's the best name for this species?

Mine are Bubblekeets but I'm sure others have way better.

ConfusedUs
Feb 24, 2004

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





Gort posted:

But what's the best name for this species?

Mrmphs

Because I like to imagine that they just yell into their helmets and never built external-facing speakers. All that others hear is mrmph! sqkkkk! grglgbrgl! like they're the pyro from Team Fortress 2

PittTheElder
Feb 13, 2012

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

Gort posted:

But what's the best name for this species?

Birb

binge crotching
Apr 2, 2010


Glorious Birb Collective

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

BIRD IS THE WORD

xarph
Jun 18, 2001


I just started stellaris after it being in my steam account since launch. I'm confused about wormhole UI. I stabilized one and tried to send a ship through one, but it seems to still be trying to go a to b over hyperlanes? Did I accidentally pick to send it through the wrong end?

OwlFancier
Aug 22, 2013

Gort posted:

But what's the best name for this species?

AWK!

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Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

xarph posted:

I just started stellaris after it being in my steam account since launch. I'm confused about wormhole UI. I stabilized one and tried to send a ship through one, but it seems to still be trying to go a to b over hyperlanes? Did I accidentally pick to send it through the wrong end?

Did you explore it with a science ship first? I'm not sure if that's what you meant by stabilizing.

There isn't a "wrong end", they're bi-directional, so either you haven't explored the wormhole yet or the other end is inaccessible for some reason (like it's controlled by an empire who has closed their borders to you).

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